https://www.dandwiki.com/w/api.php?action=feedcontributions&user=79.181.96.251&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T13:47:52ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Claine_(3.5e_Class)&diff=597445Claine (3.5e Class)2012-11-21T18:18:22Z<p>79.181.96.251: </p>
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<div>{{needsbalance|the claine classes are overpowerd. maybe these claine features can replace some of the normal features instead of in addition to the normal features}}<br />
{{OSL}}<br />
<br />
== Claine ==<br />
<br />
The Church of Modroben is universal in the world of [[Theonosis]], and the Church's basic priests, known as [[Soulclaine]], are ubiquitous. Soulclaine go up in level without talent, special abilities, spells or powers, beyond the act of [[soulcleaving]]. Promising Soulclaine (i.e. those with appropriate Ability Scores) are encouraged to join one of the more advanced orders.<br />
<br />
All members of the Church of Modroben are Soulclaine for their first three levels. In that time, they are assigned to one or more small wards, where they cleave the dead of the local populace. For their fourth level (or ny level after that), Soulclaine may take levels in other Claine classes. There are Claine Prestige Classes as well, which typically require at least level 7.<br />
<br />
=== Making a Claine ===<br />
<br />
Claine receive the basic stats and abilities of ordinary Base Classes in addition to special bonuses that apply to undead and soulcleaving. Because of their psychism (see below) and their devotion to cleaving and undead-slaying, Claine are not well-suited to ordinary adventuring.<br />
<br />
'''Abilities:''' Claine must have at least a 15 in the Ability Scores for their respective classes.<br />
<br />
'''Races:''' All races are open to joining the Claine.<br />
<br />
'''Alignment:''' Neutral to Neutral Good<br />
<br />
'''Starting Gold:''' Typically none.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Any age, typically youthful<br />
<br />
==== Class Features ====<br />
<br />
Each of the Claine Classes corresponds to a Base Character Class. The Claine Classes each have bonus abilities and powers that apply to cleaving and undead-slaying.<br />
<br />
===== Godclaine ([[SRD:Cleric|Cleric]])=====<br />
<br />
'''{{#anc:Lay on Hands}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Godclaine can lay on hands to cure a number of hit points equal to (Claine level+Wis modifier)x2 one time per day. They can use these healing points on themselves or others, and can divide it up amongst as many uses as necessary.<br />
<br />
'''{{#anc:Reverse-Lay on Hands}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Godclaine can also reverse-lay on hands to affect both evil necromancers and undead, doing d6+Wis modifier in damage with a +1 to hit per level. This is a touch attack.<br />
<br />
'''''{{#anc:Hide From Undead}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Godclaine can cast [[Hide From Undead]] one time per day per level.<br />
<br />
'''''{{#anc:Cleave}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Starting at third level, Godclaine can cast [[Cleave]] once per day per level.<br />
<br />
'''''{{#anc:Blast Cleave}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Starting at fifth level, Godclaine can cast [[Blast Cleave]] once per day per level.<br />
<br />
'''''{{#anc:Greater Blast Cleave}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Starting at ninth level, Godclaine can cast [[Greater Blast Cleave]] once per day per level.<br />
<br />
===== Greenclaine ([[SRD:Druid|Druid]]) =====<br />
<br />
'''{{#anc:Druidic Shapechange}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Can shapechange at third level, but only into the following species: vulture/buzzard/condor, maggot/fly, beetle, earthworm, lobster, crab, snail and loach. If the Greenclaine comes into contact with a species or community of a different species that is a scavenger and makes a successful Concentration Check (DC 16) and twelve hours studying them, he may thereafter shapechange into that species forever. It may be easy to find such animals for frequent scavengers like raccoons and lions, and may be necessary to find unusual or magical creatures in order to shapechange into horse, eagles and similar animals.<br />
<br />
'''''{{#anc:Nose of the Vulture}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At seventh level, can cast Nose of the Vulture one time a day.<br />
<br />
'''''{{#anc:Nose of the Vulture}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At twelfth level, can cast Nose of the Vulture three times a day.<br />
<br />
'''''{{#anc:Nose of the Vulture}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At fifteenth level, can cast Nose of the Vulture five times a day.<br />
<br />
===== Holyclaine ([[SRD:Paladin|Paladin]]) =====<br />
<br />
'''{{#anc:Paladin Mount}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Most typical mount: vulture/buzzard, giant beetle, lobster, crab, snail or loach (condor allowed only for Cathartid Warriors)<br />
<br />
'''''{{#anc:Cleave}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At third level, the Holyclaine can cast ‘’[[Cleave]]’’ three times a day, and then an additional one time per day per level after that.<br />
<br />
'''''{{#anc:Blast Cleave}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At seventh level, the Holyclaine can cast ‘’[[Blast Cleave]]’’ three times a day, and then an additional time once every other level after that.<br />
<br />
'''''{{#anc:Greater Blast Cleave}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At eleventh level, the Holyclaine can cast ‘’[[Greater Blast Cleave]]’’ three times a day, and then an additional time once every other level after that.<br />
<br />
===== Mageclaine ([[SRD:Wizard|Wizard]]) =====<br />
<br />
'''''{{#anc:Cleave Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Mageclaine can receive spells, which can be inscribed in one’s spellbook, when cleaving a spellcasting soul. The Mageclaine can choose whether to receive spells or knowledge.<br />
<br />
'''''{{#anc:Cleave}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Mageclaine can cast Cleave at will.<br />
<br />
'''{{#anc:Necromancer Bonus}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Mageclaine can cast one extra necromancy spell per level per day. That spell is cast at a +4 anytime it is cast. They may not raise or control undead.<br />
<br />
'''{{#anc:Undead Impact}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Mageclaine can reroll any 1 on a damage die for spells targeted at undead.<br />
<br />
'''{{#anc:Protection From Necromancy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Mageclaine receive a +1 per level bonus to saves against necromancy spells.<br />
<br />
===== Mindclaine ([[SRD:Psion|Psionicist]]) =====<br />
<br />
'''{{#anc:Cleave}} ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' Mindclaine gain one free use of the Cleave power once per day per level.<br />
<br />
'''{{#anc:Greater Cleave}} ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' Mindclaine gain one free use of the Greater Cleave power every third level (starting at level three).<br />
<br />
'''{{#anc:Defensive Mind}} ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' Mindclaine are immune to the mind-altering effects, such as fear, of undead creatures.<br />
<br />
===== Northclaine ([[SRD:Monk|Monk]]) =====<br />
<br />
'''{{#anc:Fist Cleave}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The bare hands of a Northclaine automatically cleave any person or undead whom they kill. <br />
<br />
'''{{#anc:Cleave Attack}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At third level, Northclaine bare hands are cleave attacks, meaning that they auto-kill any mindless undead and sentient creatures get a save.<br />
<br />
'''{{#anc:Impact Cleave}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At seventh level, Northclaine skin is a cleave attack on impact, so any creatures that touches them is instantly cleaved.<br />
<br />
'''{{#anc:Attack Bonus}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Northclaine gain a +1 magical bonus to their unarmed attacks every three levels, starting at third. This bonus is doubled against undead.<br />
<br />
===== Songclaine ([[SRD:Bard|Bard]]) =====<br />
<br />
'''{{#anc:Song Cleave}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Songclaine can cleave one creature per round through sound, such as by singing or playing an instrument. The deceased must be in a position to be able to hear if he were alive. This is a cleave attack with the Songclaine’s performance check substituting for an attack roll. Each level, the Songclaine can affect (ie. Simultaneously attack) another undead within earshot. This power also works on non-undead corpses.<br />
<br />
'''{{#anc:Tune Cleave}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at third level, Songclaine attacks count as a +1 magical weapon against undead. This affect goes up every level.<br />
<br />
===== Shadowclaine ([[SRD:Rogue|Rogue]]) =====<br />
<br />
'''{{#anc:Backstab Cleave}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At first level, all backstabs against people or undead cleave if they result in a kill.<br />
<br />
'''{{#anc:Cleave Attack}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At third level, all backstabs are cleave attacks, meaning that mindless undead like zombies are automatically killed, while sentient creatures receive a save.<br />
<br />
'''{{#anc:Impact Cleave}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At seventh level, all backstabs cleave on impact, meaning they ignore armor and will kill even if the attack does not do any damage.<br />
<br />
'''{{#anc:Backstab Bonus}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Backstabs count as a +1 magical weapon per level against undead.<br />
<br />
===== Spellclaine ([[SRD:Sorcerer|Sorcerer]]) =====<br />
<br />
'''{{#anc:Spellcleave}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Any person or undead killed through a Mageclaine’s spell is automatically cleaved. At fifth level, Mageclaine’s spells are [[soulcleaving|cleave attacks]], so zombies and other mindless undead are destroyed regardless of damage, and conscious undead must make a save every time.<br />
<br />
'''{{#anc:Undead-Slaying Spells}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Spells cast by Mageclaine and targeting undead gain a +4 to any applicable DC checks.<br />
<br />
'''''{{#anc:Create Cleaving Weapon}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Starting at third level and every three levels thereafter, Mageclaine can create a magical weapon that cleaves on impact with a bonus equal to the number of weapons thusly made, e.g +1 at 3rd level, +2 at 6th, +3 at 9th.<br />
<br />
===== Spiritclaine ([[Shaman (3.5e Class)|Shaman]]) =====<br />
<br />
'''{{#anc:Store Deathblow}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When Spiritclaine cleave a body or undead, he can store the killing blow (ie. the amount and type of damage from the blow that killed the undead he has cleaved). This requires a Concentration check (DC 20). The killing blow can be “banked” and dispensed with an attack roll, doing the damage and type of the original attack. This attack is ranged, even if the opponent is in melee range, and it appears as a phantom spirit attack. They can only store 3 attacks +1 per level.<br />
<br />
===== Sunclaine ([[SRD:Barbarian|Barbarian]]) =====<br />
<br />
'''{{#anc:Cleave Sustenance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Can derive enough physical and mental sustenance to last one week from cleaving one person.<br />
<br />
'''{{#anc:Avatar Attack}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At first level, must undertake a Spirit Quest devoted to their Avatar, gaining the ability to transform a body part as though soulcleaving but use it for combat. For example, a Sunclaine devoted to Vulturis can use his vulture head in combat. This counts as an Unarmed Attack, which can be specialized in, and which receives a magical +1 every other level.<br />
<br />
'''{{#anc:Cleave Attack}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At third level, the Avatar attack is a cleave attack.<br />
<br />
===== Swordclaine ([[SRD:Fighter|Fighter]]) =====<br />
<br />
'''{{#anc:Weapon Specialization}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Gains the weapon specialization feat automatically in a weapon. Thereafter, the Swordclaine’s attacks with that weapon are Cleave attacks.<br />
<br />
'''{{#anc:Cleave on Impact}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At fifth level, the Swordclaine’s attacks with his chosen weapon cleave on impact, meaning that armor is ignored.<br />
<br />
'''{{#anc:Undead-Slayer Weapon}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Swordclaine gains a magical bonus +1 per level with his chosen specialized weapon against undead only.<br />
<br />
===== Wildclaine ([[SRD:Ranger|Ranger]]) =====<br />
<br />
'''{{#anc:Undead Tattoo}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Once a Wildclaine kills 100 members of a particular species of undead, he gains a magical tattoo depicting such a creature, giving him a frightening mien. The tattoo gives him a +4 to that species of undead. He starts off at first level with such a tattoo already, against any undead species, which is his species enemy. He continues to gain a +1 magical bonus per level against his original species enemy.<br />
<br />
==== Ex-Claine ====<br />
<br />
Soulclaine who simply leave the Church are accepted, though it is almost never done. Those who break their oaths and repent are usually allowed to resume their place in the Church. Tampering with undead, however, is highly forbidden and can lead to exile, execution or other punishments.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Claine ====<br />
<br />
'''Church Role:''' The Claine are the upper echelons of the Church of [[Modroben]], and are typically treated as dignitaries by ordinary [[Soulclaine]]. Unlike rank-and-file Soulclaine, they are not assigned to serve the cleaving needs of a locale. They are instead assigned to specific missions.<br />
<br />
'''Other Classes:''' Claine are treated with respect and awe by most people, including other classes. They are not common, especially at higher levels, and they can be assumed to have risked their lives in multiple campaigns against undead monsters, so their respect is well-earned.<br />
<br />
'''Combat:''' As their respective standard base class.<br />
<br />
'''Advancement:''' Claine may take any other Claine Basic or Prestige Class they wish. Non-Claine Classes are also typically acceptable, provided they are congruous with the alignment and role of the Church of Modroben<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:Theonosis]]<br />
[[Category:Good Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Special]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Battle_Fiend_(3.5e_Class)&diff=597323Battle Fiend (3.5e Class)2012-11-20T19:18:32Z<p>79.181.96.251: </p>
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<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Complete<br />
|editing= Constructive Criticsim Welcomed in the Discussion<br />
|type=Combat Focused<br />
|desc= Born from a cursed family, Battle Fiends go from calm, cool, and collected to bloodthirsty fighters bent on utter destruction.<br />
}}<br />
<br />
== Battle Fiend ==<br />
<br />
Cursed long ago, descendants of the family may be born with a powerful yet despised demonic arm. While personalities can vary widely outside of battle, a Battle Fiend can turn into a figurative monster who can have trouble distinguishing friend from foe but wreaks utter havoc on the battle field. The power of the arm is usually kept in check by a holy silken ribbon or metal shackle. These can be removed at any time to unleash the power of their possessed arm.<br />
<br />
=== Making a Battle Fiend ===<br />
<br />
Battle Fiends can be a great asset when outright damage is needed, and they can even tank to some degree. They lack virtually any ability to support others but can more than make up for it with close ranged damage. Health is a major concern as almost all of their abilities will costs bits of health.<br />
<br />
'''Abilities:''' Strength, Constitution and Dexterity.<br />
<br />
'''Races:''' Half-Orcs and Humans are most likely to be Battle Fiends, but that doesn't mean other races don't posses the cursed family blood.<br />
<br />
'''Alignment:''' Battle Fiends may be any alignment when not transformed. Upon transforming they become Chaotic.<br />
<br />
'''Starting Gold:''' As Fighter.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Fighter.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Fiend}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +0<br />
| class="left" | Unearthly Strength, Cursed Arm <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +0<br />
| class="left" | Ravage <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +1<br />
| class="left" | Beast Within, Demon Vigor <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th|| class="left" | +4 || +4 || +1 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th|| class="left" | +5 || +4 || +1 || +1<br />
| class="left" | Agony <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th|| class="left" | +6/+1 || +5 || +2 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th|| class="left" | +7/+2 || +5 || +2 || +2<br />
| class="left" | Suffer, Battle-worn Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th|| class="left" | +8/+3 || +6 || +2 || +2<br />
| class="left" | Improved Demon Vigor <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th|| class="left" | +9/+4 || +6 || +3 || +3<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +3<br />
| class="left" | One With the Beast or Feast of Foes<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3<br />
| class="left" | Bloodthirsty <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5<br />
| class="left" | Follow Through or Invocation <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5<br />
| class="left" | Rampant <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6<br />
| class="left" | Bloody Charge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6<br />
| class="left" | Presence <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6<br />
| class="left" | Scorn or Slaughter Mad <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Jump (Str), Swim (Str), Survival (Wis), Climb (Str).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Battle Fiend.<br />
<br />
'''Weapon and Armor Proficiency:''' Battle Fiends are proficient with all martial and simple weapons and light armor. They are not proficient with any kind of shield.<br />
<br />
'''Cursed Arm:''' All Battle Fiends are born with a cursed arm secured by either a special shackle or silken band. This hand is clawed slightly, allowing for slashing damage and is also a red in color, allowing the public to easily identify Battle Fiends. The Cursed Arm for the Battle Fiend is always their dominant arm. When attacking unarmed with their Cursed Arm, starting at 1d6 and increasing every three levels to 1d8 at 4th, 1d10 at 7th, 2d6 at 10th, 2d8 at 13th, and capping at 2d10 at 16th. When in Fiend Mode, this applies to both hands.<br />
<br />
'''Unearthly Strength:''' Battle Fiends Cursed Arms have extremely great strength, allowing them to even wield two handed weapons single handed with their Cursed Arm. However, Battle Fiends do not get a Level 1 Feat in return.<br />
<br />
'''Ravage:''' At 2nd level, the Battle Fiend learns Ravage. The Battle Fiends may rake at the foe with their Cursed Arm, adding an additional 1d4 negative energy damage to the unarmed strike. Additionally, if they are in Fiend Mode, the foe must make a DC 14 Fortitude save or the wound will bleed for an extra 1d6 damage, dealing 1d4 damage back upon the user. <br />
<br />
'''Beast Within:''' At 3rd level, a Battle Fiend may undo their bindings on their Cursed Arm in order to enter Fiend mode. Upon Entering Fiend Mode, the Battle Fiend's appearance changes as their hair becomes wild and their hands become more clawed. The Battle Fiend gains 2d10 hp and enemies within 15ft of the Battle Fiend must make a DC 16 Will save or take a -2 penalty to all actions their following turn. Additionally, all weapons in the hands of the Battle Fiend will be dropped on the ground so that the Battle Fiend may fight with their hands. While in Fiend Mode, Battle Fiends gain an additional +3 BAB, increasing by +2 every three levels, capping at +13 and all unarmed damage is considered lethal, regardless of whether the Battle Fiend has Improved Unarmed Strike as a feat or not. Also while in Fiend Mode, Battle Fiends must make a DC 15 Will save at the start of each turn or they may attack their allies (To check, call odd or even and roll a six sided die. Also, if no allies are nearby to attack, the Battle Fiend will move towards the nearest one). A Battle Fiend will enter Fiend Mode one turn after removing their bindings and Fiend Mode will not end unless the Battle Fiend is knocked unconscious, killed, restrained, or all foes are killed. Foes knocked unconscious but not dead will still keep the Battle Fiend in Fiend Mode.<br />
<br />
'''Demon Vigor:''' At 3rd level, a Battle Fiend that isn't in Fiend Mode may take a standard action to heal 1d6 of their health. While in Fiend Mode, the Battle Fiend heals 1d4 at the start of every turn as a free action. This Free action must be taken however, and cannot go unused. Regardless location, the Battle Fiend can only use this skill while in battle.<br />
<br />
'''Agony:''' At 5th level, the Battle Fiend may take 1d6 for every enemy within five feet and then deals the total damage to all enemies within five feet. This move must pass an Armor Check like a normal attack.<br />
<br />
'''Suffer:''' At 7th level, the Battle Fiend gains half of its Constitution Modifier (rounded down)/- for all the damage it receives. They cannot reduce the damage below 1.<br />
<br />
'''Battle-worn Body:''' At 7th level, whether scarred up or simply muscle or a demonic perk, the Battle Fiend gets +2 natural armor.<br />
<br />
'''Improved Demon Vigor:''' At 8th level, the Battle Fiend outside of Fiend Mode may now gain 1d8 health back as a standard action. Battle Fiends in Fiend Mode now gain 1d6 back at the start of every turn as a free action as well.<br />
<br />
'''One With the Beast:''' The Battle Fiend may take this at 10th level, but this cannot be chosen if Feast of Foes is chosen. At 10th Level, the Battle Fiend becomes closer to the Cursed Arm, allowing them to restrain it without special bindings. They may now enter Fiend Mode instantly and end it prematurely as a standard action if they pass a DC 18 Will save.<br />
<br />
'''Feast of Foes:''' The Battle Fiend may take this at 10th level, but this cannot be chosen if One With the Beast is chosen. At 10th level, while in Fiend Mode, if the Battle Fiend kills an enemy, they recover 1d6 health. Additionally, if they successfully pass a Reflex Save while in Fiend Mode, the Battle Fiend may take an immediate second turn at the cost of 1d6 health.<br />
<br />
'''Bloodthirsty:''' While in Fiend Mode, if the Battle Fiend kills an enemy, it may move again towards the enemy with the lowest remaining health (including enemies with health below 0). While moving like this, the Battle Fiend ignores unit collision, moving up to their full movement towards their target. If the enemy with the lowest Health is within five feet, the Battle Fiend may attack it as if it had Cleave (Treat this as Greater Cleave should the second enemy also be slain). This deals 1d6 to the Battle Fiend for moving or attacking.<br />
<br />
'''Follow Through:''' This may taken at 15th level, but not with Invocation. At 15th level, when a Battle Fiend lands a critical blow with their Cursed Arm (whether they are in Fiend Mode or not), they take an additional 1d10, dealing the damage they take + their Constitution Modifier to the foe.<br />
<br />
'''Invocation:''' This may be taken at the 15th level, but not with Follow Through. At 15th level, either inside or outside of Fiend Mode, a Battle Fiend may take a standard action to deal 1d8 to themselves and to a single enemy within 10 feet. If this kills a foe, the Battle Fiend may roll 1d4 and heal themselves for that amount.<br />
<br />
'''Rampant:''' At the 16th level, a Battle Fiend in Fiend mode adds 1d6 to his next attack for every 10 health damage he receives after his turn is over.<br />
<br />
'''Bloody Charge:''' At the 18th level, a Battle Fiend may declare a Bloody Charge at his foes. Moving up to as far as he normally would, the Battle Fiend takes 1d6 for every foe in his path (this path must be in a straight line), but all of them who fail a DC 20 Reflex save take damage equal to his unarmed strike damage + Constitution mod. (Note that damage must be rolled separately for each enemy hit). <br />
<br />
'''Presence:''' At the 19th level, the Battle Fiend begins to emit a cursed presence changing the DC of the Will Save from The Beast Within from DC 16 to a DC 25. Additionally, normal townspeople may (at the DM's discretion) take either a kinder or more rude approach to the Battle Fiend, either following the Battle Fiend loyally or treating them like an outsider.<br />
<br />
'''Scorn:''' At the 20th level, a Battle Fiend may take this if they have not already taken Slaughter Mad. At the 20th level, whenever the Battle Fiend enters Fiend Mode, he may choose not to regain 2d10 health and in return deal 2d10+Constitution Modifier to all enemies within 15 feet if they fail to pass a DC 30+Constitution Mod Will Save.<br />
<br />
'''Slaughter Mad:''' At the 20th level, a Battle Fiend may take this if they have not already taken Scorn. At the 20th level, the Battle Fiend with Slaughter Mad has merged entirely with their Fiend Mode, keeping it permanently active while keeping their sanity and ability to distinguish friends from foes. However, they are now also permanently Chaotic Neutral. Upon entering a room or being seen by humanoid beings, they must make a DC 20 Will save or become fearful of the Battle Fiend. When entering combat, all foes must now make a DC 25+Constitution Mod Will Save or cower in fear their next turn. Additionally, if the Battle Fiend also has Feast of Foes, the amount of recovered health increases to 1d10.<br />
<br />
==== Ex-Battle Fiends ====<br />
<br />
Battle Fiends lose their abilities should their Cursed Arms be removed either surgically or otherwise. Without their arm, they lose many of their abilities, including their regeneration, strength, and access to Fiend mode. However, they may now enjoy a mostly peaceful life, no longer carrying something fearful or unsettling with them. Many Ex-Battle Fiends often dislike this life however, tending to get themselves killed or go slightly mad.<br />
<br />
==== Epic Battle Fiends ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Fiend}}</div><br />
Hit Die: d8<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" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat<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" | <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 />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
<br />
<br />
<br />
<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Battle Fiend gains a bonus feat (selected from the list of feats the Battle Fiend qualifies for) every 3 levels after 20th.<br />
<br />
<br />
==== Human Battle Fiend Starting Package ====<br />
<br />
'''Weapons:''' Great Sword.<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 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Swim || 4 || Str || -<br />
|}<br />
<br />
'''Feat:''' <br />
<br />
'''Bonus Feats:''' Improved Unarmed Strike<br />
<br />
'''Gear:''' None<br />
<br />
'''Gold:''' 100gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Fiend ====<br />
<br />
'''Religion:''' If a Battle Fiend worships any entity, it is likely to be a Chaotic or Neutral one, though religions vary vastly from Battle Fiend to Battle Fiend<br />
<br />
'''Other Classes:''' While outside of Fiend mode, the class typically works well with most other classes, especially healing and other support classes. They're always happy to see someone else taking the damage with them though, as their skill cost can unfortunately play a role in their own demise. Once in Fiend Mode, they interact on highly unfriendly terms with most things, especially what was already attacking them, however, they may just turn on their friends as well, making supporting classes worry for their safety.<br />
<br />
'''Combat:''' Generally a bruiser, able to take a good bit of damage as well as dish out a lot of it, including to multiple people.<br />
<br />
'''Advancement:''' Typical advancement usually includes a fair mix of Strength and Constitution increase with some Dexterity from time to time to make up for the lack of armor usable by the Battle Fiend. The best possible multiclass would be the Barbarian, adding even more outright damage to the Battle Fiend's arsenal.<br />
<br />
==== Battle Fiends in the World ====<br />
<br />
{{quote|You only brought twenty men? You'll all be in pieces before my dinner gets cold."|orig=Astra, Human Battle Fiend}}<br />
<br />
Battle Fiends are usually found wandering or adventuring because few towns welcome them and suspicion keeps many Battle Fiends away from staying in towns that could care less. They usually wind up as mercenaries in very small crews, if any at all, due to their considerable strength and volatile transformation.<br />
<br />
'''Daily Life:''' Fight, survive, kill, destroy, maybe ponder the meaning of life before you snap that one guy's neck.<br />
<br />
'''Notables:''' Astra, "Father" of the Battle Fiends<br />
<br />
'''Organizations:''' Any mercenary group usually finds several Battle Fiends in their employment. There are few, if any, strictly Battle Fiend groups simply because they may end up murdering each other.<br />
<br />
'''NPC Reactions:''' NPCs generally shun Battle Fiends or treat them coldly. However, those who follow darker forces, have little care for legends, strive for power, or otherwise wish to come in contact with dark forces may follow Battle Fiends, cheer them on, serve them, or even wed them in some cases.<br />
<br />
==== Battle Fiend Lore ====<br />
<br />
Characters with ranks in Knowledge (Arcane), Knowledge (History) can research Battle Fiends to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle Fiends are usually bloodthirsty warriors, noticed by their red arm.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Experienced Battle Fiends can control their Fiend side.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Battle Fiends come from a single bloodline, meaning that all Battle Fiends are distantly related.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | History or information on specific Battle Fiends. More famous Battle Fiends make checks easier.<br />
|}<br />
<br />
==== Battle Fiends in the Game ====<br />
<br />
Battle Fiends can fit into any campaign that needs either a tank or a damage dealer, able to fill either role relatively well. They can be trusted to do one or the other, and a bit of both regardless of whether Strength or Constitution is paid attention to.<br />
<br />
<br />
'''Sample Encounter:''' Inside an old warehouse, several adventurers enter looking for a possible recruit to their party. As they enter, they see a tall man lacking a shirt or armor with wild hair standing in the middle of a massive pool of blood, bodies scattered everywhere on the floor. He ties a ribbon around the upper portion of his right arm and goes over to a heavy looking sword, picking it up effortlessly with the red, somewhat unnerving looking hand. "You guys looking for me? Fair warning, if you fight, you'll end up like them." He says in a threatning but cool tone, jerking his thumb towards them dismembered bodies, waiting for someone to step forward and answer.<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Combat-Focused]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Battle_Meditant_(3.5e_Class)&diff=597073Battle Meditant (3.5e Class)2012-11-18T18:45:40Z<p>79.181.96.251: </p>
<hr />
<div><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=15<br />
|editing=<br />
|type=Support, Moderate psionics<br />
|desc=The battle meditant was inspired by Worror, a Jedi in the Star Wars novel "Darth Bane: Rule of Two". The class uses its main ability, the Psychic Aura, to bolster its comrades.<br />
}}<br />
<br />
==Battle Meditant==<br />
<br />
Battle meditants are beings that use their psychic abilities to morally support their allies via the psyche. Through their psychic auras, they instill confidence and competence to whomever they deem worthy.<br />
<br />
===Making a Battle Meditant===<br />
<br />
Beings drawn to the battle meditant class are generally kind, soft-spoken, and supportive individuals.<br />
<br />
Battle meditants are next to nothing without another that they can support. The do posses a limited manifesting ability; however, this ability is far inferior to many others in progression.<br />
<br />
'''Abilities:''' Intelligence determines how powerful a power a battle meditant can manifest, how many powers he can manifest and how hard those powers are to resist. Intelligence also determines how potent a battle meditant's aura(s) can be. Constitution determines how hardy the battle meditant is, as well as in modifying checks to achieve and maintain a psionic focus.<br />
<br />
'''Races:''' Any naturally psionic race has a possibility of becoming a battle meditant. However, the empathic characteristics required by the class make Thri-Kreen, Dromite, or Maenad battle meditants rare. Among non-psionic races, the class is unlikely a choice for any, and virtually unheard of amongst non-humanoids.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Gold:''' 3d4&times;10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Meditant}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level 1<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 || +2 || +0 || +2<br />
| class="left" | Psychic Aura (2), 20ft<br />
|2||0||—|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | <br />
|6||1||1st|1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +3 || +1 || +3<br />
| class="left" | Psychic Aura, 25ft<br />
|11||1||-|1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +4 || +1 || +4<br />
| class="left" | <br />
|17||2||-|2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +4 || +1 || +4<br />
| class="left" | Psychic Aura, 30ft<br />
|25||2||-|2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +5 || +2 || +5<br />
| class="left" | Skill Focus (Concentration)<br />
|35||3||-|3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +5 || +2 || +5<br />
| class="left" | Psychic Aura, 35ft<br />
|46||3||-|3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +6 || +2 || +6<br />
| class="left" | <br />
|58||4||-|4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +6 || +3 || +6<br />
| class="left" | Psychic Aura, 40ft<br />
|72||4||-|4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +7 || +3 || +7<br />
| class="left" | <br />
|88||5||-|5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +7 || +3 || +7<br />
| class="left" | Psychic Aura, 45ft<br />
|106||5||-|5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +8 || +4 || +8<br />
| class="left" | Meditant Dexterity<br />
|126||6||-|6th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +8 || +4 || +8<br />
| class="left" | Psychic Aura, 50ft<br />
|147||6||-|6th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +9 || +4 || +9<br />
| class="left" | <br />
|170||7||-|7th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +9 || +5 || +9<br />
| class="left" | Psychic Aura, 55ft<br />
|195||7||-|7th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +10 || +5 || +10<br />
| class="left" | <br />
|221||8||-|8th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +10 || +5 || +10<br />
| class="left" | Psychic Aura, 60ft<br />
|250||8||-|8th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|280||9||-|9th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +11 || +6 || +11<br />
| class="left" | Psychic Aura, 65ft<br />
|311||9||-|9th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +12 || +6 || +12<br />
| class="left" | <br />
|343||10||-|9th<br />
|- colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the battle meditant.<br />
<br />
'''Weapon and Armor Proficiency:''' Battle meditants are proficient with the club, dagger, heavy crossbow, light crossbow,quarter staff, and shortspear. Battle meditants are proficient with no types of armor or shield. However, armor does not interfere with the manifestation of powers or psychic auras.<br />
<br />
'''{{#anc:Power Points/Day}}:''' A battle meditants’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: The Battle Meditant|Table: The Battle Meditant]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high intelligence 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}}:''' Battle meditants choose their powers from the psion/wilder list.<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 Battle meditant must have an Intelligence score of at least 10 + the power’s level.<br />
<br />
'''{{#anc:Psychic Aura}} ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' All battle meditants know three basic auras: offense, defense, and competence. The power point cost to manifest an aura varies by aura and augmentation. At 1st-level, a battle meditant may have two auras active at the same time. The number of auras you may have active simultaneously, as well as auras known, increases by one at every odd-numbered level. For example, a 5th-level meditant knows five auras, but may have four auras active at one time. All psychic auras affect the battle meditant and any creatures of the battle meditant’s choosing within the range given in the table The Battle Meditant.<br />
<br />
Manifesting an aura requires a battle meditant to sit down (provoking an opportunity if starting from standing) and close his eyes. Thus, when a battle meditant is manifesting one or more psychic auras, he is flat-footed. (This is somewhat overridden when a battle meditant attains 12th-level). As long as at least one psychic aura is active, the battle meditant may send telepathic messages (such as if using the missive power) as an immediate action to any of the creatures affected by the aura. He is also under the effect of empathic link from every creature affected by the aura. All auras have a manifesting time of a free action, and have a duration of one round per manifester level.<br />
<br />
A psychic aura functions exactly like a psionic power for the purposes of reacting and interfering with other effects and abilities. The maximum number of power points spent on all of the auras totaled may not exceed a battle meditant's manifester level.<br />
<br />
<b>Alignment:</b> Grants the ability to deal damage with a descriptor of the character’s alignment for two power points per descriptor.<br><br />
<b>Body:</b> Grants a +1 to Strength, Dexterity, or Constitution per power point spent in the current round.<br><br />
<b>Competence:</b> Grants a +1to all skill checks per power point spent in the current round.<br><br />
<b>Darkness:</b> Casts the area in “moonlight” for 1 power point, darkness for 3 power points, or magical darkness for 5 power points.<br><br />
<b>Defense:</b> Grants a +1 to armor class and saves per power point spent in the current round.<br><br />
<b>Energy:</b> Deals an additional point of fire, sonic, acid, or cold damage per attack per power point spent in the current round.<br><br />
<b>Enervation:</b> Grants immunity to exhaustion, sleep, fatigue, and stunning for 4 power points.<br><br />
<b>Fate:</b> Grants a +1 to any roll per power point spent in the current round, this use may be split up.<br><br />
<b>Force:</b> Grants a 10% miss chance per power point spent in the current round, up to 5 power points.<br><br />
<b>Guardian:</b> Grants DR 1/- per two power points spent in the current round.<br><br />
<b>Haste:</b> Grants a +1 to initiative and an additional 5ft. movement speed per power point spent in the current round.<br><br />
<b>Heroics:</b> Grants immunity to fear, cowering, and disease (magical, psionic, and mundane) for 4 power points.<br><br />
<b>Manifesting:</b> Drops the power point cost for all other powers manifested by one per two power points spent in the current round.<br><br />
<b>Offense:</b> Grants a +1 to attack and damage rolls per power point spent in the current round.<br><br />
<b>Penetration:</b> Grants a +1 to bypass Power Resistance per power point spent in the current round.<br><br />
<b>Silence:</b> Mutes all noises for 5 power points.<br><br />
<b>Soul:</b> Grants a +1 to Intelligence, Wisdom, or Charisma per power point spent in the current round.<br><br />
<b>Stabilization:</b> Immediately stabilizes a creature between -9 and -1 HP for one power point.<br><br />
<b>Sustenence:</b> Slows the need for food, water, and air to (1/1+ per power point spent in the current round.)<br><br />
<b>Vitality:</b> Heals 1HP per two power points spent in the current round.<br><br />
<br />
'''{{#anc:Skill Focus (Concentration)}}:''' Battle meditants of 6th level gain Skill Focus (Concentration) as a bonus feat. If he already possesses this feat, he gains no benefit.<br />
<br />
'''{{#anc:Meditant Movement}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Battle meditants of 12th level or higher may add their Wisdom modifier in lieu of his Dexterity modifier to his armor class both when meditating and maintaining a psionic focus as a Dodge bonus to his armor class. Meditants using this ability can only be considered flat-footed against characters that can deal a number of sneak attack dice equal one-fourth of the Battle meditant’s class levels or higher.<br />
<br />
====Epic Battle Meditants====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Meditant}}</div><br />
Hit Die: d4<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Psychic Aura, 70ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Psychic Aura, 75ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Psychic Aura, 80ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Psychic Aura, 85ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Psychic Aura, 90ft.<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 />
'''Psychic Aura:''' An epic battle meditant learns a new psychic aura at every odd-numbered level. The range of all psychic auras also increase by 5 feet on every odd-numbered level.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic battle meditant gains a bonus psionic or item creation feat every three levels after 20th.<br />
<br />
====Elan Battle Meditant Starting Package====<br />
<br />
Mylan Soulspark has a natural knack for psionics, like most of his race. Yet, his niche in the world couldn't be filled with the more conventional learnings of psionics. That is, until he began reaching out with his mind to help those whom he held dear.<br />
<br />
'''Weapons:''' [[SRD:Quarterstaff|Quarterstaff]] (1d4, crit x2, 4 lbs., two-handed, blugeoning.<br />
<br />
'''Armor:''' [[SRD:Leather Armor|Leather]] (+2 AC, speed 30ft., 15lbs.)<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Concentration Skill|Concentration]] || 4 || [[Con]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Knowledge Skill|Knowledge (psionics)]] || 4 || [[Int]] || -<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: Profession Skill|Profession (candy striper)]] || 4 || [[Wis]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Psicraft Skill|Psicraft]] || 4 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Autohypnosis Skill|Autohypnosis]] || 2 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Diplomacy Skill|Diplomacy]] || 2 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Heal Skill|Heal]] || 2 || [[Int]] || -<br />
|}<br />
<br />
'''Feat:''' [[SRD:Narrow Mind|Narrow Mind]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], [[SRD:Adventuring Gear|Candle]] (10), [[SRD:Adventuring Gear|Map Case]].<br />
<br />
'''Gold:''' 4d6 gp.<br />
<br />
===Campaign Information===<br />
<br />
Like [[Psion|psions]].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Suppost]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Battle_Meditant_(3.5e_Class)&diff=597072Battle Meditant (3.5e Class)2012-11-18T18:44:39Z<p>79.181.96.251: </p>
<hr />
<div><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=15<br />
|editing=<br />
|type=Support, Moderate psionics<br />
|desc=The battle meditant was inspired by Worror, a Jedi in the Star Wars novel "Darth Bane: Rule of Two". The class uses its main ability, the Psychic Aura, to bolster its comrades.<br />
}}<br />
<br />
==Battle Meditant==<br />
<br />
Battle meditants are beings that use their psychic abilities to morally support their allies via the psyche. Through their psychic auras, they instill confidence and competence to whomever they deem worthy.<br />
<br />
===Making a Battle Meditant===<br />
<br />
Beings drawn to the battle meditant class are generally kind, soft-spoken, and supportive individuals.<br />
<br />
Battle meditants are next to nothing without another that they can support. The do posses a limited manifesting ability; however, this ability is far inferior to many others in progression.<br />
<br />
'''Abilities:''' Intelligence determines how powerful a power a battle meditant can manifest, how many powers he can manifest and how hard those powers are to resist. Intelligence also determines how potent a battle meditant's aura(s) can be. Constitution determines how hardy the battle meditant is, as well as in modifying checks to achieve and maintain a psionic focus.<br />
<br />
'''Races:''' Any naturally psionic race has a possibility of becoming a battle meditant. However, the empathic characteristics required by the class make Thri-Kreen, Dromite, or Maenad battle meditants rare. Among non-psionic races, the class is unlikely a choice for any, and virtually unheard of amongst non-humanoids.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Gold:''' 3d4&times;10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Meditant}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level 1<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 || +2 || +0 || +2<br />
| class="left" | Psychic Aura (2), 20ft<br />
|2||0||—|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | <br />
|6||1||1st|1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +3 || +1 || +3<br />
| class="left" | Psychic Aura, 25ft<br />
|11||1||-|1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +4 || +1 || +4<br />
| class="left" | <br />
|17||2||-|2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +4 || +1 || +4<br />
| class="left" | Psychic Aura, 30ft<br />
|25||2||-|2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +5 || +2 || +5<br />
| class="left" | Skill Focus (Concentration)<br />
|35||3||-|3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +5 || +2 || +5<br />
| class="left" | Psychic Aura, 35ft<br />
|46||3||-|3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +6 || +2 || +6<br />
| class="left" | <br />
|58||4||-|4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +6 || +3 || +6<br />
| class="left" | Psychic Aura, 40ft<br />
|72||4||-|4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +7 || +3 || +7<br />
| class="left" | <br />
|88||5||-|5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +7 || +3 || +7<br />
| class="left" | Psychic Aura, 45ft<br />
|106||5||-|5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +8 || +4 || +8<br />
| class="left" | Meditant Dexterity<br />
|126||6||-|6th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +8 || +4 || +8<br />
| class="left" | Psychic Aura, 50ft<br />
|147||6||-|6th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +9 || +4 || +9<br />
| class="left" | <br />
|170||7||-|7th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +9 || +5 || +9<br />
| class="left" | Psychic Aura, 55ft<br />
|195||7||-|7th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +10 || +5 || +10<br />
| class="left" | <br />
|221||8||-|8th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +10 || +5 || +10<br />
| class="left" | Psychic Aura, 60ft<br />
|250||8||-|8th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|280||9||-|9th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +11 || +6 || +11<br />
| class="left" | Psychic Aura, 65ft<br />
|311||9||-|9th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +12 || +6 || +12<br />
| class="left" | <br />
|343||10||-|9th<br />
|- colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the battle meditant.<br />
<br />
'''Weapon and Armor Proficiency:''' Battle meditants are proficient with the club, dagger, heavy crossbow, light crossbow,quarter staff, and shortspear. Battle meditants are proficient with no types of armor or shield. However, armor does not interfere with the manifestation of powers or psychic auras.<br />
<br />
'''{{#anc:Power Points/Day}}:''' A battle meditants’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: The Battle Meditant|Table: The Battle Meditant]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high intelligence 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}}:''' Battle meditants choose their powers from the psion/wilder list.<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 Battle meditant must have an Intelligence score of at least 10 + the power’s level.<br />
<br />
'''{{#anc:Psychic Aura}} ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' All battle meditants know three basic auras: offense, defense, and competence. The power point cost to manifest an aura varies by aura and augmentation. At 1st-level, a battle meditant may have two auras active at the same time. The number of auras you may have active simultaneously, as well as auras known, increases by one at every odd-numbered level. For example, a 5th-level meditant knows five auras, but may have four auras active at one time. All psychic auras affect the battle meditant and any creatures of the battle meditant’s choosing within the range given in the table The Battle Meditant.<br />
<br />
Manifesting an aura requires a battle meditant to sit down (provoking an opportunity if starting from standing) and close his eyes. Thus, when a battle meditant is manifesting one or more psychic auras, he is flat-footed. (This is somewhat overridden when a battle meditant attains 12th-level). As long as at least one psychic aura is active, the battle meditant may send telepathic messages (such as if using the missive power) as an immediate action to any of the creatures affected by the aura. He is also under the effect of empathic link from every creature affected by the aura. All auras have a manifesting time of a free action, and have a duration of one round per manifester level.<br />
<br />
A psychic aura functions exactly like a psionic power for the purposes of reacting and interfering with other effects and abilities. The maximum number of power points spent on all of the auras totaled may not exceed a battle meditant's manifester level.<br />
<br />
<b>Alignment:</b> Grants the ability to deal damage with a descriptor of the character’s alignment for two power points per descriptor.<br><br />
<b>Body:</b> Grants a +1 to Strength, Dexterity, or Constitution per power point spent in the current round.<br><br />
<b>Competence:</b> Grants a +1to all skill checks per power point spent in the current round.<br><br />
<b>Darkness:</b> Casts the area in “moonlight” for 1 power point, darkness for 3 power points, or magical darkness for 5 power points.<br><br />
<b>Defense:</b> Grants a +1 to armor class and saves per power point spent in the current round.<br><br />
<b>Energy:</b> Deals an additional point of fire, sonic, acid, or cold damage per attack per power point spent in the current round.<br><br />
<b>Enervation:</b> Grants immunity to exhaustion, sleep, fatigue, and stunning for 4 power points.<br><br />
<b>Fate:</b> Grants a +1 to any roll per power point spent in the current round, this use may be split up.<br><br />
<b>Force:</b> Grants a 10% miss chance per power point spent in the current round, up to 5 power points.<br><br />
<b>Guardian:</b> Grants DR 1/- per two power points spent in the current round.<br><br />
<b>Haste:</b> Grants a +1 to initiative and an additional 5ft. movement speed per power point spent in the current round.<br><br />
<b>Heroics:</b> Grants immunity to fear, cowering, and disease (magical, psionic, and mundane) for 4 power points.<br><br />
<b>Manifesting:</b> Drops the power point cost for all other powers manifested by one per two power points spent in the current round.<br><br />
<b>Offense:</b> Grants a +1 to attack and damage rolls per power point spent in the current round.<br><br />
<b>Penetration:</b> Grants a +1 to bypass Power Resistance per power point spent in the current round.<br><br />
<b>Silence:</b> Mutes all noises for 5 power points.<br><br />
<b>Soul:</b> Grants a +1 to Intelligence, Wisdom, or Charisma per power point spent in the current round.<br><br />
<b>Stabilization:</b> Immediately stabilizes a creature between -9 and -1 HP for one power point.<br><br />
<b>Sustenence:</b> Slows the need for food, water, and air to (1/1+ per power point spent in the current round.)<br><br />
<b>Vitality:</b> Heals 1HP per two power points spent in the current round.<br><br />
<br />
'''{{#anc:Skill Focus (Concentration)}}:''' Battle meditants of 6th level gain Skill Focus (Concentration) as a bonus feat. If he already possesses this feat, he gains no benefit.<br />
<br />
'''{{#anc:Meditant Movement}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Battle meditants of 12th level or higher may add their Wisdom modifier in lieu of his Dexterity modifier to his armor class both when meditating and maintaining a psionic focus as a Dodge bonus to his armor class. Meditants using this ability can only be considered flat-footed against characters that can deal a number of sneak attack dice equal one-fourth of the Battle meditant’s class levels or higher.<br />
<br />
====Epic Battle Meditants====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Meditant}}</div><br />
Hit Die: d4<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Psychic Aura, 70ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Psychic Aura, 75ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Psychic Aura, 80ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Psychic Aura, 85ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Psychic Aura, 90ft.<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 />
'''Psychic Aura:''' An epic battle meditant learns a new psychic aura at every odd-numbered level. The range of all psychic auras also increase by 5 feet on every odd-numbered level.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic battle meditant gains a bonus psionic or item creation feat every three levels after 20th.<br />
<br />
====Elan Battle Meditant Starting Package====<br />
<br />
{{Section Description Needed}} Mylan Soulspark has a natural knack for psionics, like most of his race. Yet, his niche in the world couldn't be filled with the more conventional learnings of psionics. That is, until he began reaching out with his mind to help those whom he held dear.<br />
<br />
'''Weapons:''' [[SRD:Quarterstaff|Quarterstaff]] (1d4, crit x2, 4 lbs., two-handed, blugeoning.<br />
<br />
'''Armor:''' [[SRD:Leather Armor|Leather]] (+2 AC, speed 30ft., 15lbs.)<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Concentration Skill|Concentration]] || 4 || [[Con]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Knowledge Skill|Knowledge (psionics)]] || 4 || [[Int]] || -<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: Profession Skill|Profession (candy striper)]] || 4 || [[Wis]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Psicraft Skill|Psicraft]] || 4 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Autohypnosis Skill|Autohypnosis]] || 2 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Diplomacy Skill|Diplomacy]] || 2 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Heal Skill|Heal]] || 2 || [[Int]] || -<br />
|}<br />
<br />
'''Feat:''' [[SRD:Narrow Mind|Narrow Mind]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], [[SRD:Adventuring Gear|Candle]] (10), [[SRD:Adventuring Gear|Map Case]].<br />
<br />
'''Gold:''' 4d6 gp.<br />
<br />
===Campaign Information===<br />
<br />
Like [[Psion|psions].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Suppost]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Imperials_(3.5e_Race)&diff=597064Imperials (3.5e Race)2012-11-18T18:06:47Z<p>79.181.96.251: </p>
<hr />
<div>{{stub|missing vital stats}}<br />
{{x0<br />
|ecl=?<br />
|type= Humanoid (Human)<br />
|ability_adjust= None<br />
|size= Medium<br />
|favored_class=Martial<br />
|desc= These humans built empires. }}<br />
<br />
=Imperial Human=<br />
<br />
With the rise of empires came a new kind of human. These men were born and raised to rule others. They lost the flexibility of rural man and came to embody the more focused and specialized urban man. They also became the soldiers and officer corps of their empire with a deep and steady loyalty to their Emperor.<br />
<br />
==Personality==<br />
<br />
Imperial society is well ordered and cooperative. They tend to live simpler lives, value hard labor, independence, and obligation. <br />
<br />
==Physical Description==<br />
<br />
Physically imperial humans are identical to generic humans.<br />
<br />
==Relations==<br />
<br />
Imperials sided with Law in the Wars of Law and Chaos. (See [[Endhaven (DnD Campaign Setting)]])<br />
<br />
Imperial humans cooperate with any race willing to cooperate. If you do not cooperate, they tend to conquer or destroy. <br />
<br />
==Alignment==<br />
<br />
Imperials tend towards lawful alignments. <br />
<br />
==Lands==<br />
<br />
Imperials are common through all lands that the Dragon, Tiger, and Phoenix empires expanded into.<br />
<br />
==Religion==<br />
<br />
Imperials worship a vast range of gods. <br />
<br />
==Language==<br />
<br />
Imperial humans have all languages (except secret languages) as their bonus languages.<br />
<br />
==Names==<br />
<br />
Imperial humans usually have three names: a clan name, a father's name, and a personal name.<br />
<br />
==Racial Traits==<br />
<br />
*[[SRD:Humanoid Type|Humanoid]](Human)<br />
<br />
*[[SRD:Medium|Medium]]: As [[SRD:Medium|Medium]] creatures, Imperial Humans have no special bonuses or penalties due to their size. <br />
<br />
* Imperial Human [[SRD:Base Land Speed|base land speed]] is 30 feet<br />
<br />
*Imperials gain one extra skill point every level in [[Diplomacy]] or [[Sense Motive]].<br />
<br />
*Imperials gain the feat [[Skill Focus (SRD Feat)|Skill Focus]]. <br />
<br />
*Once per day Imperials can cast ''[[Command (SRD Spell)|Command]]'' with a caster level equal to their character level. <br />
<br />
*[[SRD:Favored Class|Favored Class]]: [[Fighter]]<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:Human Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]<br />
[[Category:Endhaven Setting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Bondo_(3.5e_Race)&diff=597063Bondo (3.5e Race)2012-11-18T18:03:44Z<p>79.181.96.251: </p>
<hr />
<div>{{stub|missing vital stats}}<br />
{{x0<br />
|ecl=1<br />
|type= Humanoid (Human)<br />
|ability_adjust= +2 Wis, +2 Cha, &minus;2 Str, &minus;2 Dex<br />
|size= Medium<br />
|favored_class= Knight (DnD Class) or Cleric<br />
|desc= Humans gifted with the power to see into the future }}<br />
<br />
=Bondo=<br />
<br />
==Personality==<br />
<br />
The bondo live in farming communities or cities on their island and are quite like a typical human environment. Perhaps, the most defining attribute of a bondo is their affinity towards the future. Since all bondo have the attribute to vaguely know what's to come of a decision they usually are able to make choices quickly and may be impatient with those who take too long to decide. Of course, a bondo would never show their impatience in order to maintain their diplomatic charisma.<br />
<br />
The bondo race was birthed at a time known as the Great Sign. Three sets of twins (a set of boys, a set of girls, and one of both) were born all with white hair and white eyes. To their human mothers and fathers they were a sign from the gods and as they grew they learned of their powers in foresight. <br />
<br />
Reaching adulthood they married each other and the bondo was born forming the three houses of the bondo clan. The first was the Bondog, Those With Words in Their Eyes, next the Bondow, Those Filled With Prophecy, and the last house was the house Bondolp, Those of Law and Power. When two not of the same house wed the man will enter the lady's house as is with their matriarchal society. Majestic Eye, the Bondom, is the master of the bondo race. She is granted the Sight of Prophets and is the most wise of all the bondo with the greatest ability to foresee the future. The Sight of Prophets is passed down randomly among the women of the bondo as the Bondoms die and is marked by the only feature to show on a bondo's eyes, the right eye has a faint, purple octagon.<br />
<br />
Seeing a negative outcome if they did not wed within their own race they refuse to cross breed and thus a half-bondo is extraordinarily rare especially considering how uncommon the race is in the first place.<br />
<br />
Due to their prophetic nature in making decisions and powerful foresight abilities, the Bondo people have not lost a war to this day though it is true their diplomatic nature has never brought an overwhelming power to their doorstep. They know, though, not to flaunt this fact to other races, especially those that always thirst to fight and conquer.<br />
<br />
==Physical Description==<br />
<br />
To the average observer, a bondo is hard to tell from their human relatives. Varying from 5 to 6 foot, the bondo race are typically trim in figure and can be of any skin color. Every bondo has naturally pure white hair that grows only slightly faster than a humans. They will wear it at any length they find suitable. One of the more noticeable features of a bondo is their eyes which are pure white and those who pay attention notice the lack of a visible pupil. The bondo anatomy varies very little resulting in not a single overweight bondo. In fact, they resemble the Elves in that manner as the bondo people have an air of natural beauty around them.<br />
<br />
==Relations==<br />
<br />
Bondo are typically used as diplomats to other nations as they are respected for their ability to see into the future. The bondo have very good relations with any race that managed to locate their island and landed peacefully. The few bondo that have gone traveling as diplomats to other races have extended every courtesy they could and are generally welcomed with warmth from nearly every benevolent race. Some peoples though, especially the elves, are jealous of the bondo's natural, magical connection with the future as well as their natural beauty in all members of the race. At worst, though, the elves would simply consider the bondo people as a friendly rival in physique and magic.<br />
<br />
==Alignment==<br />
<br />
The vast majority of bondo tend towards Lawful alignments. Of the approximately ten percent of whom that are not Lawful, most are at least Neutral. They do not show any particular tendencies for either Good or Evil.<br />
<br />
The bondo people won't go out of their way to extend their Lawful alignment so much as most other races mostly because they do not want to leave their homelands alone and because there are so few of them.<br />
<br />
==Lands==<br />
<br />
Most of the bondo reside on a single tiny island known as the Isle of Prophets. They say that this island is where the gods created them during the time of the Great Sign. Due to this, the bondo are very protective of their lands. They don't mind visitors but try to keep traffic to a minimum so as to prevent an invasion from the inside.<br />
<br />
The island itself is teeming with life. Mostly a grassy plains with fields of greens and yellows, two small lakes are located on the north and west of the island. Villages build up around lakes and the seaside but most of the bondo live in farming communities near the three castles of the three houses. A single forest lies on the southern tip of the island, which also happens to be the easiest landing point. It has been a crucial battleground for the two wars that the bondo have fought on their lands and some know of it as the Blood-Soaked Canopies.<br />
<br />
==Religion==<br />
<br />
Bondo typically worship Bahamut, Boccob, Nerull, and St. Cuthbert. Although they have been known to pray to a variety of other gods these four are by far the most common.<br />
<br />
==Language==<br />
<br />
Common, Celestial, and their cultural language Bonda are the three languages used most by the Bondo though the bondo people are open to the learning of any language.<br />
<br />
The Bonda language sounds very identical to Celestial, so much so that listeners who don't know Celestial have a 50% chance of mistakenly identifying it as Celestial.<br />
<br />
==Names==<br />
<br />
A particularly interesting tidbit about bondo is that nearly all of them share the same surname: Bondo. Bondo are typically given names that relate to nature, luck, and the stars. Girls' names tend to be about water, flowers, and softer things; boys' names are lean towards fire, earthiness, and harder sounding objects.<br />
<br />
* Male: Comet, Blaze, Spark, Hill, Terran, Clay, Flint<br />
* Female: Wish, Heaven, Haze, River, Blossom, Peach, Grace<br />
<br />
==Racial Traits==<br />
<br />
* +2 [[SRD:Wisdom|Wisdom]]. The bondo have great insight due to their foresight.<br />
<br />
* -2 [[SRD:Constitution|Constitution]]. The bodies of the bondo people have become frail due to their ability to avoid damage.<br />
<br />
* ''[[SRD:Humanoid_Type|Humanoid]]'' (Human).<br />
<br />
* [[SRD:Medium#Table:_Creature_Size_and_Scale|Medium]]: As Medium creatures, bondos have no special bonuses or penalties due to their size. <br />
<br />
* Bondo [[SRD:Base_Land_Speed|base land speed]] is 30 feet.<br />
<br />
* [[SRD:Automatic_Language#Race_and_Languages|Automatic Languages]]: Common, Bonda, Celestial. [[SRD:Bonus_Language|Bonus Languages]]: Elven, Dwarven, Gnomish, Draconic, Terran, Sylvan.<br />
<br />
*''Children of Foresight'': All [[SRD:Divination School|Divination school]] spells cast by a bondo that do not provide a [[SRD:Saving Throw|saving throw]] for the target automatically succeed. Those that do provide a [[SRD:Saving Throw|saving throw]] have their [[DC]] increased by 2.<br />
<br />
*''Moment's Notice'': The bondo are blessed with the ability to occasionally see just a few seconds into the future in order to possibly fix a mistake. This gives the bondo the ability to re-roll a saving throw, skill check, or attack roll as many times per day as its [[wisdom]] modifier (minimum of 1/day). This also provides a +2 racial bonus to [[AC]] if the bondo is wearing no armor or a +1 racial bonus to [[AC]] if wearing light armor (their frail bodies cannot move quickly enough in heavier armor to take advantage of the short time they have to react to what they see).<br />
<br />
* [[SRD:Favored_Class#Favored_Class|Favored class]]: [[SRD:Fighter|Fighter]].<br />
<br />
* [[SRD:Level Adjustment|Level Adjustment]]: +1.<noinclude><br />
===Sight of Prophets=== <br />
<br />
The Sight of Prophets is most definitely not found in every bondo. In fact, it is an extremely powerful gift passed on randomly among the women of the bondo race. It is visible only as a purple octagon on the right eye. To this day there has never been a recorded male bondo that received the Sight of Prophets nor have their ever been multiple bondo that have the Sight of Prophets. It is possible for a mid-age or older bondo to receive it and it is only passed down, so far, through the death of the current Bondom.<br />
<br />
It is not impossible for a male to be given the Sight of Prophets, it just hasn't yet happened. If a player character were to receive the true Sight of Prophets, it would give the following benefits.<br />
<br />
* ''True Foresight'': The Bondom is under the constant effect of the ''[[foresight]]'' spell as an extraordinary ability.<br />
<br />
* ''Sight of Prophets'': The Bondom may use the [[SRD:Divination (Spell)|''divination'']] spell and [[SRD:Greater Scrying|''greater scrying'']] as spell-like abilities with casting times of 1 minute ([[SRD:Divination (Spell)|''divination's'']] casting time is reduced while [[SRD:Greater Scrying|''greater scrying's'']] casting time is increased) and without material components or a focus. The results of [[SRD:Greater Scrying|''greater scrying'']] are displayed for others to view in the purple octagon of the Bondom's right eye.<br />
<br />
This provides a +3 LA to the bondo that receives it. If a bondo wishes to unlock the inner potential within their race, they may do so through training in the White Eyes of Seeing racial paragon class (to be made). <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:Human Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:Inhuman]]<br />
[[Category:LA1]]<br />
[[Category:ECL1]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Skill_Master_(3.5e_Class)&diff=597061Skill Master (3.5e Class)2012-11-18T17:51:07Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished (without sample character)<br />
|editing=None on base page. Leave comments on discussion page. <br />
|type=Skill Focused<br />
|desc=The Skill Master is a living toolbox. They learn many skills, and have great utility. <br />
}}<br />
<br />
== Skill Master ==<br />
<br />
The Skill Master is the person who, from a child, decides they want to be good at everything. Some know everything that can be known by a mortal mind; some are master thieves; some decide to be the best crafters in existence. Either way, they are known as the talented ones. <br />
<br />
=== Making a Skill Master ===<br />
<br />
Skill masters have incredible prowess with skills; however, because of that focus, their battle abilities are somewhat lacking. Their only techniques in battle are ones that are specifically skill-based, or ones that they get from feats.<br />
<br />
'''Abilities:''' Any abilities could be very important, depending on the skill path desired. Intelligence is almost always important in order to maximize the number of skills learned every level. Strength and Constitution are important for a skill master wishing to use more fighting-type skills, while Dexterity, Wisdom, and Charisma will be extremely useful for social types or scout types. <br />
<br />
'''Races:''' The skill master class is very much based on the intelligence of a person; therefore, half-orcs, orcs, ogres, and other creatures with sub-par intelligence typically will not become them. Elves and humans, because of their strong desire for knowledge, are the most common skill masters. <br />
<br />
'''Alignment:''' Any. To be trained in skills is not something that is aligned. <br />
<br />
'''Starting Gold:''' 6d4&times;10 gp (150 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [Rogue].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Skill Master}}</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" | [Bonus Feat], Trapfinding, Magical Influence<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | [Bonus Feat], Jack of All Trades<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Trap Sense +1<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | [Bonus Feat]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Skill Proficiency +1<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | [Bonus Feat], Trap Sense +2<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | <br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | [Bonus Feat]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Trap Sense +3<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | [Bonus Feat], Skill Proficiency +2<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | Skill Mastery<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | [Bonus Feat], Trap Sense +4<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" |<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | [Bonus Feat]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" | Trap Sense +5, Skill Proficiency +3, Skill Mastery<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | [Bonus Feat]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | <br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | [Bonus Feat], Trap Sense +6<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | Skill Mastery<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | [Bonus Feat], Skill Proficiency +4<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;6 at 1st level)'''<br/><br />
A Skill Master has every skill on his class skill list.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Skill Master.<br />
<br />
'''Weapon and Armor Proficiency:''' Skill masters are proficient in the use of all simple weapons, plus the hand-crossbow, rapier, and short sword. Skill masters are not proficient in the use of any armors. <br />
<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level and every even level after, a skill master can choose one bonus feat. The feat must be chosen from the following:<br />
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Open Minded (Complete Adventurer), Persuasive, Self-Sufficient, Skill Focus (any), Stealthy<br><br />
<br />
'''{{#anc:Trapfinding}}:''' With this ability, skill masters (like rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.<br />
<br />
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
Skill masters can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.<br />
<br />
A skill master who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. <br />
<br />
<br><br />
'''{{#anc:Magical Influence}}:''' A skill master has been trained in the basic magical arts. While he does not have enough magical energy to cast spells himself, the skill master has studied and knows spells. When a skill master attempts to use a magical device, he can make a Knowledge (Arcana) check with a DC equal to the Use Magic Device DC +2. If he succeeds the Knowledge check, he knows how the spell works, and can from then on use the magic device without making a Use Magic Device check. (If he fails the Knowledge check, he cannot retry; he can, however, research that specific spell the next time he can put a skill point into Knowledge (Arcana).)<br />
:A skill master also can use the Craft (Alchemy) skill as though he were a spellcaster. <br />
<br><br />
'''{{#anc:Jack of All Trades}}:''' By the time they reach 2nd level, a skill master has had at least a little experience in every skill he could possibly know. 2nd level and higher skill masters can use any untrained skill as though they had 1/2 rank in that skill. <br />
<br />
<br><br />
'''{{#anc:Trap Sense}}:''' At 3rd level, a skill master gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the skill master reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.<br />
<br />
Trap sense bonuses gained from multiple classes stack. <br />
<br><br />
'''{{#anc:Skill Proficiency}}:''' Starting at 5th level, a skill master receives a +1 competence bonus to any skill check he makes. This bonus increases to +2 at 10th level, +3 at 15th level, and +4 at 20th level. <br />
<br><br />
'''{{#anc:Skill Mastery}}:''' A skill master can become so certain in the use of certain skills that he can use them reliably even under adverse conditions. At 11th, 15th, and 19th levels, a skill master selects a number of skills equal to 1 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. <br />
<br><br />
<br />
==== Epic Skill Master ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Skill Master}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Trap Sense +7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [Bonus Feat]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" |Skill Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [Bonus Feat], Trap Sense +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Skill Proficiency +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | [Bonus Feat]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Trap Sense +9, Skill Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [Bonus Feat]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [Bonus Feat], Trap Sense +10, Skill Proficiency +6<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Trap Sense:''' Every 3rd level (21, 24, 27, 30), the bonus granted by Trap Sense increases by +1. <br />
<br />
'''Skill Mastery:''' Every 4 levels (23, 27), the skill master can select a number of skills equal to 1 + his intelligence modifier. He can take 10 with these skills even when in stressful conditions. <br />
<br />
'''Skill Proficiency:''' Every 5 levels (25, 30), the bonus granted by Skill Proficiency increases by +1<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic skill master gains a bonus feat (selected from the list of epic skill master bonus feats) every 2 levels after 20th (so long as he meets the prerequisites).<br />
<br />
''Epic Skill Master Bonus Feat List:'' Augmented Alchemy, Dexterous Fortitude, Dexterous Will, Epic Reputation, Epic Skill Focus, Epic Trapfinding, Extended Life Span, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Polyglot.<br />
<br />
==== Human Skill Master Starting Package ====<br />
<br />
'''Weapons:''' Short Sword, Light Crossbow.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 11 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (Alchemy) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Geography) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (History) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Local) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Open Lock || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Search || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Magic Device || 4 || Cha || &mdash;<br />
<br />
|}<br />
<br />
'''Feat:''' Dodge.<br />
<br />
'''Human Bonus Feat:''' Armor Proficiency (Light).<br />
<br />
'''Skill Master Bonus Feat:''' Negotiator<br />
<br />
'''Gear:''' Leather Armor, 20 Crossbow Bolts, 2 flasks Alchemist's Fire.<br />
<br />
'''Gold:''' 53.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Skill Master ====<br />
<br />
'''Religion:''' Skill Masters are very different from person to person. There is no common deity that they all worship.<br />
<br />
'''Other Classes:''' Skill masters are so variable in personality that it their interactions highly depend on that. Most skill masters resemble rogues or wizards, so they are treated like those classes. <br />
<br />
'''Combat:''' Skill masters try to stay out of combat if possible. They often attempt to talk their way out, or if they can't, they find a way for the terrain or surrounding objects to aid them.<br />
<br />
==== Skill Masters in the World ====<br />
<br />
{{quote|I can do that!|orig=Johnathan Krigg, Human Skill Master}}<br />
<br />
'''Daily Life:''' Skill masters will often go adventuring, but many will stay in their hometown and will have many professions, working with people all day.<br />
<br />
'''Notables:''' The Doctor (Time Lord from the planet Gallifrey).<br />
<br />
'''Organizations:''' Skill Masters do not have many organizations, as they are very independent outside of battle.<br />
<br />
'''NPC Reactions:''' NPCs usually like skill masters and try to use them to complete tasks for their town.<br />
<br />
==== Skill Master Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Skill masters are people that learn as much as they can.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Skill masters are usually very independent.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Skill masters have very little combat prowess.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Skill masters are trained in magic study.<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:Skilled]]<br />
--></div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Talk:Tahl%27shias_(5e_Subclass)&diff=597060Talk:Tahl'shias (5e Subclass)2012-11-18T17:49:16Z<p>79.181.96.251: /* Rogue Luffy */ new section</p>
<hr />
<div>Seems a little overpowered. it gains 19 feats in all, plus ambidexterity, which at first level is VERY powerful, and 4th level spellcasting, and two good saves. maybe limit some of the extra feats (such as quickdraw and the disarm stuff), and limit it to a good reflex save.<br />
<br />
and just a formating suggestion, the feats and abilities should be formated as : <br />
<br />
'''{{#anc:Ability}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At Xth level, the Tahl'shia yadda yadda yadda. <br />
<br />
Feats should be noted as such, something like "gains [feat] as a bonus feat at Xth level. He does not need to meet the requirements. [[User:Zau|Zau]] 15:15, 3 November 2011 (MDT)<br />
<br />
== class features ==<br />
<br />
to make this class more user friendly i would suggest organizing the class features in the order in which the class earns them instead of what you are currently using. this is simply to help others to more easily understand what you were thinking.--[[User:Drole|Drole]] 01:47, 9 April 2012 (MDT)<br />
<br />
== Rogue Luffy ==<br />
<br />
class like this should be prestige class, not base class</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Time_Lord_(3.5e_Class)&diff=597059Time Lord (3.5e Class)2012-11-18T17:44:59Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=David Tennant.jpg<br />
|imgloc=David_Tennant.jpg<br />
|imgsize=200x200<br />
|imgcaption=A Time Lord<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=Feel free to edit grammar, but talk to me if you have ideas to improve it.<br />
|type=Moderate Psionics, Skilled<br />
|desc=Hailing from the planet Gallifrey, the Time Lords are the ageless, regenerative masters of time and space through use their highly advanced technology. Little is known about them, but their power is certain: each can single-handedly save the universe or destroy it.<br />
}}<br />
<br />
==Time Lord==<br />
<br />
A Time Lord is technically a race, but this page treats the Time Lord as a class for those adventurous homebrew deviants. The Time Lord has greater strength and stamina than any old human. He can stay without oxygen for a longer period of time, and also has two beating hearts. When he dies, he can regenerate as another incarnation of himself. For the purposes of Dungeons and Dragons, the Time Lord can manifest psionic powers which can manipulate time. His main function, however, is in his skills.<br />
<br />
===Making a Time Lord===<br />
<br />
A Time Lord is one of the most difficult things to kill, with his high saving throws and ability to manipulate time. His high saving throws are due to the fact that Time Lords are fit biologically to withstand the ravages of time. His enhanced mental and physical biology allow him to be much more adept at resisting spells and physical effects. His quickened mental capabilities allow him to have heightened reflexes. With these ways of escaping death, the Time Lord then uses his skills and feats to aid the party members either with information or technologically advanced devices. Despite all of these benefits, a Time Lord is horrendously weak in combat. He was not meant to kill; he was meant to keep time stable.<br />
<br />
'''Abilities:''' The Time Lord's most important ability scores are Intelligence, Wisdom, and Charisma. He needs Intelligence to make the most of his skills, and Wisdom to manifest his powers. Charisma is used for his diplomatic skills or his Leadership ability.<br />
<br />
'''Races:''' For the purposes of regarding the Time Lord as a race, their only known race is "human."<br />
<br />
'''Alignment:''' Any Lawful. Time Lords are bound by the strict flow of time. Some things are constant, while some are in flux. The things in flux can affect the flow of time, as they are outside the edge of time. With such strict rules as what they can and cannot affect, the Time Lords can only be lawfully bound to the highest laws of nature.<br />
<br />
'''Starting Gold:''' Time Lords start with no gold. They have no need for it.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex. Time Lords have been known to live for centuries, even millennia.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Time Lord}}</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 | [[#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 || +2 || +2 || +2<br />
| class="left" | Sonic Screwdriver, Item Creation Feat, Time Traveler<br />
|1||2||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Bonus Feat<br />
|6||4||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Walk the Aeons<br />
|11||6||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +4 || +4 || +4<br />
| class="left" | Item Creation Feat<br />
|16||8||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +4 || +4 || +4<br />
| class="left" | Delay<br />
|23||10||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +5 || +5 || +5<br />
| class="left" | Slightly Psychic Paper<br />
|30||12||3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +5 || +5 || +5<br />
| class="left" | Bonus Feat<br />
|37||14||3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +6 || +6 || +6<br />
| class="left" | Item Creation Feat<br />
|44||16||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +6 || +6 || +6<br />
| class="left" | Leadership<br />
|53||18||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +7 || +7 || +7<br />
| class="left" | Improved Delay<br />
|62||20||5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +7 || +7 || +7<br />
| class="left" | <br />
|71||22||5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +8 || +8 || +8<br />
| class="left" | Bonus Feat<br />
|80||24||6th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +8 || +8 || +8<br />
| class="left" | Item Creation Feat<br />
|91||26||6th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +9 || +9 || +9<br />
| class="left" | Attract Companion<br />
|102||28||7th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +9 || +9 || +9<br />
| class="left" | Greater Delay<br />
|113||30||7th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +10 || +10 || +10<br />
| class="left" | <br />
|124||32||8th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +10 || +10 || +10<br />
| class="left" | Bonus Feat<br />
|137||34||8th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +11 || +11 || +11<br />
| class="left" | <br />
|150||36||9th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +11 || +11 || +11<br />
| class="left" | Item Creation Feat<br />
|163||38||9th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +12 || +12 || +12<br />
| class="left" | <br />
|176||40||9th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Open Lock (Dex), Search (Int), Sense Motive (Wis), Psicraft (Int), Survival (Wis), Use Psionic Device (Cha), Wibbly Wobbly Timey Wimey (Wib).<br />
|}<br />
<br />
====Class Features====<br />
<br />
Time Lords have several spells available to them which can be cast spontaneously, and have other unique abilities and devices at their disposal. All of the following are class features of the Time Lord.<br />
<br />
'''Weapon and Armor Proficiency:''' Time Lords are proficient with no armor and no weapons.<br />
<br />
'''{{#anc:Power Points/Day}}:''' A Time Lord’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: Time Lord|Table: Time Lord]]. 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}}:''' The Time Lord has several psionic powers available to him. The powers listed are varied enough to allow several interpretations of the class's psionic ability to control time. He could harm people or drive them insane by showing them images of their possible futures, manipulate the possibilities of matter, maintain advanced control of his body as a Time Lord race, divine solutions based on seeing the future, or simply manipulate time game-wise. The Time Lord's save DC for resisting his powers is based on Intelligence. However, his bonus power points and the highest level power he can manifest are both based on his Wisdom score. Time Lords choose their powers from the following list:<br />
<br />
0&mdash;Detect Psionics, Inkling, Know Direction, Trinket, Burst, Catfall, Daze, Distract<br />
<br />
1st&mdash;Combat Precognition, Destiny Dissonance, Identify, Know Location, Object Reading, Minor Creation, Matter Agitation, Biofeedback, Lesser Body Adjustment, Dissipating Touch, Conceal Thoughts<br />
<br />
2nd&mdash;Augury, Combat Prescience, Recall Pain, Sensitivity to Psychic Impressions, Sudden Minor Creation, Body Adjustment, Body Equilibrium, Painful Touch, Sustenance, Knock, Psionic Lock, Sense Psychoportation<br />
<br />
3rd&mdash;Danger Sense, Nondetection, Remote Viewing, Negate Psionics, Displacement, Improved Biofeedback, Rejuvenation, Dimension Slide, Time Hop, Fate Link<br />
<br />
4th&mdash;Detect Remote Viewing, Divination, Fate of One, Dismiss Ectoplasm, Fabricate, Quintessence, Immovability, Dimensional Anchor, Dimension Door, Dismissal, Freedom of Movement, Mindwipe, Tailor Memory<br />
<br />
5th&mdash;Recall Agony, Sense Psionics, True Seeing, Incarnate, Major Creation, Matter Rearrangement, Adapt Body, Energy Barrier, Baleful Teleport, Teleport, Teleport Trigger, Catapsi, Metaconcert<br />
<br />
6th&mdash;Precognition, Remote View Trap, Shield of Prudence, Improved Fabricate, Ablating, Disintegrate, Null Psionics Field, Suspend Life, Banishment, Ethereal Jaunt, Retrieve, Trace Teleport, Aura Alteration, Temporal Acceleration<br />
<br />
7th&mdash;Sequester, Contingency, Divert Teleport, Power Turning, Reddopsi, Energy Conversion, Etherealness, Phase Door, Plane Shift, Teleport Without Error, Insanity<br />
<br />
8th&mdash;Foresight, Hypercognition, Recall Death, Mind Store, True Creation, Matter Manipulation, Improved Etherealness, Teleportation Circle, Mind Blank<br />
<br />
9th&mdash;Metafaculty, Genesis, Dissolution, Affinity Field, True Metabolism, Astral Projection, Probability Travel, Temporal Velocity, Time Regression, Apopsi, Psychic Chirurgery, Timeless Body<br />
<br />
To learn or manifest a power, a Time Lord must have an Wisdom score of at least 10 + the power’s level.<br />
<br />
'''{{#anc:Sonic Screwdriver}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Sonic Screwdriver is the Time Lord's universal tool, based on technology from the outer reaches of the universe and the edge of time. For all intents and purposes, it is treated as a Wondrous Psionic Item. As long as he has this tool and is able to point it at the targeted object, the Time Lord can use the Psionic powers Mending, Psionic Lock, Identify, and Knock without using any power points. He must be within 5 feet of the targeted object to use his Screwdriver. The screwdriver can also be used to add a +4 inherent bonus to any Use Psionic Device check.<br />
<br />
'''Time Traveler:''' The Time Lord travels with a TARDIS (Time And Relative Dimension In Space). The TARDIS is used for traveling through time and space, and in the case of Dungeons and Dragons, through the planes of existence. The TARDIS, from the inside, is a hemispherical ship about 100 feet in diameter with a cylindrical tube in the middle which is surrounded by a control panel. This, however, is only the Type 40 model. Different designs may exist. The TARDIS comes equipped with a Chameleon Circuit, which gives it the appearance of an object native to the area it appears. The appearance, however, can be controlled manually if the Time Lord so chooses. The TARDIS is also dimensionally transcendental, as the interior is usually larger than the exterior. These traits can be seen in the Doctor's TARDIS, which takes the form of a London police box yet is vastly larger on the inside.<br />
[[image:Tardis.png|frame|The Doctor's Type 40 TARDIS]]<br />
<br />
'''{{#anc:Leadership}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Time Lord has become awfully charismatic, and has become able to rally his allies to the battle by reassuring them that he has things under control. Making a Diplomacy check, (or a Bluff check if the situation is truly bleak) the Time Lord can give his party members within earshot a bonus to their attack rolls and saves for 5 rounds. The bonus is based on the table below. The Time Lord may use his Leadership ability twice each day.<br />
{| class="{{d20}}"<br />
<div>{{#anc:Table: Leadership Bonuses}}</div><br />
|-<br />
! Diplomacy Check !! Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1-15 || class="left" | +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16-25 || class="left" | +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26-30 || class="left" | +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30-40 || class="left" | +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 40-50 || class="left" | +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 50+ || class="left" | +6<br />
|-<br />
|}<br />
<br />
'''''{{#anc:Delay}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At level 5, the Time Lord can easily "nudge" the flow of time around small pockets of space; particularly around a single subject. Upon a successful melee touch attack as a standard action, the victim makes a Will Save (DC10+ the Time Lord's level). On a successful Will Save, the target is unaffected. On a failed Will Save, however, the Time Lord repeatedly sends the target back in time (almost like a strobe effect), which stalls the target for a few seconds. This pushes the target back in the order of initiative by one. The target cannot exceed one size category larger than the Time Lord. <br />
<br />
'''''{{#anc:Improved Delay}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At level 10, the Time Lord improves his control over the time flux. This ability is as Delay, but this pushes the target back in the order of initiative by 1d4+2 places instead of one. The target cannot exceed two size categories larger than the Time Lord. <br />
<br />
'''''{{#anc:Greater Delay}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At level 15, the Time Lord further improves his control over the time flux. This ability is as Delay, but this forces the target to lose a turn, instead of simply being pushed back in initiative. Furthermore, the target suffers a -2 penalty on all attacks, skill checks, and saves during the next round the target is active. The target cannot exceed three size categories larger than the Time Lord. <br />
<br />
'''''{{#anc:Slightly Psychic Paper}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 6th level, the Time Lord has gained an astute wisdom for psychic impressions. By using an item of simple psychic creation, the Time Lord can show any person the identification which they want/need to see. To create the Slightly Psychic Paper, the Time Lord does not require any Item Creation Feat, but he does need at least 2 hours of psychic concentration upon the target piece of paper. Once created, he need merely show it to someone, and they will see either what they need to see or what the Time Lord wants them to see (such as identification or an admission ticket). This provides a +10 bonus to bluff checks when trying to show such identification.<br />
<br />
'''{{#anc:Walk the Aeons}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Time Lord has seen many things, and comprehends the universe in ways which mortals cannot. At level 3, the Time Lord can add his Wisdom or Intelligence modifier to his AC, whichever is higher. Some Time Lords use their wisdom of the flow of time to help improve their reflexes, while others might use their intelligence (their knowledge of the future) to do so.<br />
<br />
'''{{#anc:Item Creation Feat}}:''' At 1st, 4th, 8th, 13th, and 19th levels, the Time Lord may select any Item Creation feat as a bonus feat, provided that he meets the prerequisites for such feats.<br />
<br />
'''{{#anc:Bonus Feats}}:''' At 2nd, 7th, 12th, and 17th levels,the Time Lord may select one of the following bonus feats, provided he has met the prerequisites for the chosen feat: Psychoanalyst, Rapid Metabolism, Speed of Thought, Psychic Inquisitor, Psionic Metabolism, or Metacreative.<br />
<br />
'''{{#anc:Attract Companion}}:''' The Time Lord can attract a person to come and travel with him in his adventures. The companion is usually someone that is met during the Time Lord's adventures, and acts as a cohort. The effects of the companion's destiny being woven with the Time Lord's, however, grants the companion certain benefits. The companion receives a +2 bonus to Wisdom, a +1 bonus to Intelligence, +1 to all Intelligence-based skill checks, and gains a bonus feat for which the companion meets the requirements every time that he or she would gain an attribute point.<br />
<br />
====Epic Time Lords====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Time Lord}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Time Stop<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" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Time Regression<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''''{{#anc:Time Stop}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' The Time Lord gains such an advanced knowledge of the time stream that he can begin to control it at will. At level 25, whether he knows the power or not, the Time Lord may use the power Time Stop a number of times per day equal to half of his level, rounded up. Remember, attacking or using offensive spells during a Time Stop is almost entirely useless.<br />
<br />
'''''{{#anc:Time Regression}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At level 30, The Time Lord has gained the greatest control that he can muster over the fluctuations of time. He can now use the Time Regression spell once per day per caster level. This makes the Time Lord nearly impossible to kill because he is always one step ahead of time itself.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Time Lord gains a bonus feat (selected from the list of epic Time Lord bonus feats) at levels 22, 24, 26, and 28.<br />
<br />
''Epic Time Lord Bonus Feat List:'' Epic Expanded Knowledge, Epic Psionic Focus, Improved Manifestation, Improved Metapsionics, Power Knowledge, or any of the Metapsionic feats.<br />
<br />
====Human Lord Starting Package====<br />
<br />
'''Weapons:''' None.<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" | Disable Device || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Arcana) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Psionics) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Planes) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Open Lock || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Psicraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Psionic Device || 4 || Cha || &mdash;<br />
|}<br />
<br />
'''Feat:''' Improved Initiative.<br />
<br />
'''Bonus Feats:''' Investigator, Encode Stone.<br />
<br />
'''Gear:''' Sonic Screwdriver, Bedroll, Map Case, Flint and Steel, Bullseye Lantern, Small Steel Mirror, Artisan's Tools, Traveler's Outfit.<br />
<br />
'''Gold:''' None.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Time Lord====<br />
<br />
'''Religion:''' Time Lords usually acknowledge the existence of deities in the Dungeons and Dragons setting, because they do exist. However, they typically do not hold any relations to them.<br />
<br />
'''Other Classes:''' The Time Lord is friendly to almost all life forms, trusting before fighting and always trying to avoid bloodshed. A renegade Time Lord, however, might not be as kind.<br />
<br />
'''Combat:''' Time Lords sit to the side and try to turn the tides in the party's favor by nonlethal means. They might manifest psychoportation powers to strategically move around their allies, or use their Delay ability to push back an enemy's turn. When outside of combat, the Time Lord typically uses his skills to get the party through tough situations, or else to make unique items that would be useful to the group. Think of the Time Lord as a psionically flavored Bard with advanced lockpicking and crafting skills.<br />
<br />
'''Advancement:''' Time Lords are extremely powerful helping classes by themselves. They usually do not need to multiclass. However, Time Lords would likely either choose to be more psionically based, helping out in the midst of combat, or else to be more skill-based with Item Creation feats and Craft skills.<br />
<br />
====Time Lords in the World====<br />
<br />
{{quote|I'm the Doctor. I'm a Time Lord. I'm from the planet Gallifrey in the constellation of Kasterborous. I'm 903 years old, and I'm the man who's gonna save your lives and all six billion people on the planet below. You got a problem with that? ...In that case: Allons-y!|orig=The Doctor, Time Lord}}<br />
<br />
A Time Lord may have been dropped off on Earth to prove his worth as a Time Lord, or else sent to fulfill an ultimate destiny in his future. It is really up to the Dungeon Master on how to incorporate such a powerful being into the campaign.<br />
<br />
'''Daily Life:''' Travel here, travel there, see new things, experience history in the making... the usual things that a master of time and space might do.<br />
<br />
'''Notables:''' The Doctor, The Master, The Rani, The War Chief, The Monk.<br />
<br />
'''Organizations:''' Gallifrey is the Time Lords' home planet, and the hub of their civilization. For more information on the planet, [http://en.wikipedia.org/wiki/Gallifrey#Geography Click Here].<br />
<br />
'''NPC Reactions:''' Most NPCs assume that a Time Lord is a regular human until the Time Lord reveals otherwise, or if the NPC witnesses the Time Lord using his powers or one of his devices. Once the Time Lord's identity is discovered, it is usually with intrigue or else hostility. If the NPC knows about the feats of a Time Lord, he may also be honored to be in his very presence or else horrified for his dear life. NPC reaction depends on their knowledge of the Time Lord and the alignment of the NPC and the Time Lord.<br />
<br />
====Time Lord Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes) or Knowledge (History) can research Time Lords to learn more about them. However, the DC is higher than normal because Time Lords are extremely difficult to track through time. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Time Lords know about supernatural beings and events and tend to be seen around such things.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Time Lords have reappeared and disappeared throughout history on every plane, always during grave peril.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Time Lords can travel through time and space.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | Time Lords are powerful beings from a distant planet called Gallifrey.<br />
|}<br />
<br />
====Time Lords in the Game====<br />
<br />
Time Lords, as players, tend to look for a leadership role and try to be the brains of the entire party, usually because they are. As NPCs, Time Lords might meet the party when a city or the entire world is in danger. They might temporarily join the party and attempt to lead them through their mission, trying to explain or find out what's going on.<br />
<br />
'''Adaptation:''' This is merely one alternative to a Time Lord, but there can be several thousand interpretations of it. It's up to the DM to edit this class if he wants a specific kind of Time Lord in his campaign. There is only so much versitility in the selection of powers and moral alignment. One adaptation might be that of a renegade Time Lord, which uses his advanced physical form and psionic powers strictly for combat and evil throughout his journies in time. A good example of this would be the [http://www.dandwiki.com/wiki/Time_Walker%2C_Variant_%28DnD_Class%29 Time Walker] class.<br />
<br />
'''Sample Encounter:''' A metallic grinding sound is heard from directly behind the party. All turn to find a blue box materializing out of thin air. At the top are the words "Police Box," along with a blinking blue light. Before anyone can say a word, the box opens from one side and a man steps out of it. He turns to look at the group and smiles. "Hello, my name is The Doctor."<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:Lawful Guy]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Psionics]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Daughter_of_Duskmight_(3.5e_Class)&diff=596977Daughter of Duskmight (3.5e Class)2012-11-17T19:03:36Z<p>79.181.96.251: </p>
<hr />
<div><br />
{{stub|No example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=Daughter_Image.jpg<br />
|imgloc=<br />
|imgsize=275px<br />
|imgcaption=A Human Daughter of Duskmight, wielding a Spear.<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Ready for Review<br />
|editing=Not Without Consent<br />
|type=Spellcaster, Diplomat<br />
|desc=The Daughter of Duskmight is Nanelz's chosen of It's clergy, Priestesses of large magical, and divine power.<br />
}}<br />
<br />
==Daughter of Duskmight==<br />
<br />
The Daughter of Duskmight makes use of her divine gifts and arcane powers to wash away her enemies, and strengthen her allies.<br />
<br />
===Making a Daughter of Duskmight===<br />
<br />
'''Requirement:''' A Daughter of Duskmight is ''required'' to be with long hair.<br />
<br />
The Daughter of Duskmight gains the strengths of the Sorceror and Cleric classes, being best at range and using her spellcasting abilities to destroy her foes, and empower her allies. However, a low competence for martial combat and the inability to wear heavy armor gives the Daughter a frightening disadvantage in melee combat.<br />
<br />
'''Abilities:''' Wisdom, and Charisma are the two most important ability scores to a Daughter of Duskmight. Wisdom affects her Divine Spellcasting abilities, while Charisma affects her chosen speaking skills and arcane abilities.<br />
<br />
'''Races:''' Any race who dwells comfortably near, and peaceably with the waters of larger bodies of the element can comfortably become a Daughter of Duskmight, but it is more commonly composed of Human women, save for the High Priestess, who is of her own racial gift.<br />
<br />
'''Alignment:''' Any Chaotic<br />
<br />
'''Starting Gold:''' As [[Cleric]].<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Daughter of Duskmight}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Tongue of the Waves, Turn Undead, Chanter's Gift <br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" |<br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Hair's Breath<br />
|6||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" |<br />
|6||6||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" |<br />
|6||6||4||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Greater Hair's Breath<br />
|6||6||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|6||6||6||4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|6||6||6||5||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" |<br />
|6||6||6||6||4||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|6||6||6||6||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Perfect Hair's Breath<br />
|6||6||6||6||6||4||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" |<br />
|6||6||6||6||6||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" |<br />
|6||6||6||6||6||6||4||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" |<br />
|6||6||6||6||6||6||5||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" |<br />
|6||6||6||6||6||6||6||4||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Divine Hair's Breath<br />
|6||6||6||6||6||6||6||5||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|6||6||6||6||6||6||6||6||4||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|6||6||6||6||6||6||6||6||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|6||6||6||6||6||6||6||6||6||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | God's Hair's Breath<br />
|6||6||6||6||6||6||6||6||6||6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Knowledge (Nature) (Int), Profession (Wis), Spellcraft (Int).<br />
|}<br />
<br />
====Class Features====<br />
<br />
The Daughters of Duskmight have an innate ability to cast Divine and Arcane spells, they also maintain special abilities through connection with their God. All of the following are class features of the Daughter of Duskmight.<br />
<br />
'''Weapon and Armor Proficiency:''' A Daughter of Duskmight has proficiency with all Simple weapons, the Lance, and the Whip. The Daughter of Duskmight does not have any proficiency with Armor, or Shields.<br />
<br />
'''{{#anc:Spells}}:''' A Daughter of Duskmight may freely draw spells from the [[Cleric]], or the [[Wizard]]/[[Sorcerer]] spell lists, as long as she fits the requirements and pays any component costs, these spells are cast spontaneously, like a Sorceror's. A Daughter of Duskmight gains additional spells for high Wis score , and her spell DC is equal to 10 + the spell level + her WIS modifier.<br />
<br />
'''{{#anc:Chanter's Gift}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Daughters of Duskmight gain a +2 bonus to Diplomacy checks permanently.<br />
<br />
'''{{#anc:Tongue of the Waves}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Daughters of Duskmight gain an extra two languages at 1st level, Sylvan and Aquan.<br />
<br />
'''{{#anc:Turn Undead}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Daughters of Duskmight may Turn Undead as if they were a Cleric of the same level, and apply the same bonuses and penalties as if they used the spell as a Good aligned Cleric.<br />
<br />
'''{{#anc:Hair's Breath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, the Daughter of Duskmight's hair becomes as if possessed. She controls her hair as if it were another limb, and may control an extra weapon through it. She may also, however, use it to deliver Touch Attacks at a greater range increment. Touch Attacks can be delivered in this fashion up to 10 feet away.<br />
<br />
'''{{#anc:Greater Hair's Breath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, the Daughter of Duskmight's hair grows even lengthier/thicker. She can now uses her hair to wield properly sized Two-Handed weapons, or deliver Touch Attacks to 15 feet away.<br />
<br />
<br />
'''{{#anc:Perfect Hair's Breath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, the Daughter of Duskmight's hair grows even lengthier/thicker. She can now use her hair to wield a one-handed weapon for creatures a size category larger than herself, or deliver Touch Attacks up to 20 feet away.<br />
<br />
'''{{#anc:Divine Hair's Breath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 16th level, the Daughter of Duskmight's hair grows even lengthier/thicker. She can now use her hair to wield a two-handed weapon for creatures a size category larger than herself, or deliver Touch Attacks up to 25 feet away.<br />
<br />
'''{{#anc:God's Hair's Breath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a Daughter of Duskmight's hair has grown so strong that it becomes resistant to normal weapons, and even most magical weapons. The Daughter gains a Natural Armor bonus of +2, and may now deliver Touch Attacks up to 30 feet away.<br />
<br />
====Ex-Daughters of Duskmight====<br />
<br />
If a Daughter of Duskmight become non-chaotic, if her hair become short, or falls out of grace with her deity, she loses all bonuses and negatives associated with her levels in Daughter of Duskmight, and any abilities granted. She may choose to replace her levels in Daughter of Duskmight with levels in Sorceror, as long as she does not break her Deity's most sacred of rules, in which case she is probably not alive enough to do so.<br />
<br />
<br />
====Human Daughter of Duskmight Starting Package====<br />
<br />
'''Weapons:''' Lance, Whip<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" | Diplomacy || 4 || CHA || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Religion) || 4 || INT || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Nature) || 2 || INT || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 2 || INT || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || CON || +<br />
|}<br />
<br />
'''Feat:''' Scribe Scroll<br />
<br />
'''Gear:''' Robe of the Coven, Backpack, Tent, Bedroll, Ink & Pen, 20 sheets of Parchment, Hooded Lantern, Flint and Steel, Silk Rope 50ft.<br />
<br />
'''Gold:''' 57GP<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Daughter of Duskmight====<br />
<br />
<br />
'''Religion:''' Daughters of Duskmight worship their Patron explicitly.<br />
<br />
'''Other Classes:''' Daughters of Duskmight typically are percieved as magically gifted clerics, and most don't choose to share just exactly what they are due to a secretive nature. As such, they get along best with fellow Clerics, Wizards, and Sorcerors. However, they tend to think poorly of those who break their set rules, but harbor no dispassion against members of other classes.<br />
<br />
'''Combat:''' Spell-caster, Healer.<br />
<br />
'''Advancement:''' Daughters of Duskmight might multiclass into a better-armored class to heighten their AC, like Fighter, but suffer from the same penalties associated with wearing armor. Daughters of Duskmight tend to stay within their class.<br />
<br />
====Daughters of Duskmight in the World====<br />
<br />
<br />
{{quote|''"Balance must be kept... I understand."''|orig=Shaillea, Daughter of Nanelz, Nanelzi Daughter of Duskmight}}<br />
<br />
'''Daily Life:''' Daughters of Duskmight generally spend their day in deep study, or meditation. They are given to a life of magical, and clerical might, but with this power comes the devout life of servitude, and the hope that one day they will participate in the Rite that draws their Deity down to the Mortal Plane for a Night and a Day.<br />
<br />
'''Notables:''' Shaillea, Daughter of Nanelz is the current High Priestess of the Daughters of Duskmight.<br />
<br />
'''Organizations:''' Daughters of Duskmight congregate amidst themselves fairly often, as their form of worship is through Rites and Group-styled worship.<br />
<br />
'''NPC Reactions:''' Most NPCs are unaware of the nature of a Daughter of Duskmight, and believe them to be either a simple Cleric, Wizard, or Sorceror. As such, they react no differently than they do to those classes.<br />
<br />
====Daughters of Duskmight Lore====<br />
<br />
<br />
Characters with ranks in Knowlege (Religion) can research Daughters of Duskmight to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Daughters of Duskmight are Clerics with Arcane Ability.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Daughters of Duskmight gain power from a lesser-known God.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Daughters of Duskmight use a Rite every year in a pact with their God so that he may walk the Natural Plane for a Night and a Day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The High Priestess of the Daughters of Duskmight is always the daughter of the last High Priestess, impregnated by Nanelz.<br />
|}<br />
<br />
====Daughters of Duskmight in the Game====<br />
<br />
<br />
'''Adaptation:''' Daughters of Duskmight are adaptable into most games where you can adapt their patron deity.<br />
<br />
'''Sample Encounter:''' ECL7<br />
<br />
''EL whatever:'' '''Coming Soon'''<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Chaotic Guy]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Nanelz]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Daughter_of_Duskmight_(3.5e_Class)&diff=596976Daughter of Duskmight (3.5e Class)2012-11-17T19:01:15Z<p>79.181.96.251: </p>
<hr />
<div><br />
{{stub|No example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=Daughter_Image.jpg<br />
|imgloc=<br />
|imgsize=275px<br />
|imgcaption=A Human Daughter of Duskmight, wielding a Spear.<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Ready for Review<br />
|editing=Not Without Consent<br />
|type=Spellcaster, Diplomat<br />
|desc=The Daughter of Duskmight is Nanelz's chosen of It's clergy, Priestesses of large magical, and divine power.<br />
}}<br />
<br />
==Daughter of Duskmight==<br />
<br />
The Daughter of Duskmight makes use of her divine gifts and arcane powers to wash away her enemies, and strengthen her allies.<br />
<br />
===Making a Daughter of Duskmight===<br />
<br />
'''Requirement:''' A Daughter of Duskmight is ''required'' to be with long hair.<br />
<br />
The Daughter of Duskmight gains the strengths of the Sorceror and Cleric classes, being best at range and using her spellcasting abilities to destroy her foes, and empower her allies. However, a low competence for martial combat and the inability to wear heavy armor gives the Daughter a frightening disadvantage in melee combat.<br />
<br />
'''Abilities:''' Wisdom, and Charisma are the two most important ability scores to a Daughter of Duskmight. Wisdom affects her Divine Spellcasting abilities, while Charisma affects her chosen speaking skills and arcane abilities.<br />
<br />
'''Races:''' Any race who dwells comfortably near, and peaceably with the waters of larger bodies of the element can comfortably become a Daughter of Duskmight, but it is more commonly composed of Human women, save for the High Priestess, who is of her own racial gift.<br />
<br />
'''Alignment:''' Any Chaotic<br />
<br />
'''Starting Gold:''' As [[Cleric]].<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Daughter of Duskmight}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Tongue of the Waves, Turn Undead, Chanter's Gift <br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" |<br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Hair's Breath<br />
|6||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" |<br />
|6||6||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" |<br />
|6||6||4||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Greater Hair's Breath<br />
|6||6||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" |<br />
|6||6||6||4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" |<br />
|6||6||6||5||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" |<br />
|6||6||6||6||4||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" |<br />
|6||6||6||6||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Perfect Hair's Breath<br />
|6||6||6||6||6||4||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" |<br />
|6||6||6||6||6||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" |<br />
|6||6||6||6||6||6||4||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" |<br />
|6||6||6||6||6||6||5||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" |<br />
|6||6||6||6||6||6||6||4||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | Divine Hair's Breath<br />
|6||6||6||6||6||6||6||5||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" |<br />
|6||6||6||6||6||6||6||6||4||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|6||6||6||6||6||6||6||6||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" |<br />
|6||6||6||6||6||6||6||6||6||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | God's Hair's Breath<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Knowledge (Nature) (Int), Profession (Wis), Spellcraft (Int).<br />
|}<br />
<br />
====Class Features====<br />
<br />
The Daughters of Duskmight have an innate ability to cast Divine and Arcane spells, they also maintain special abilities through connection with their God. All of the following are class features of the Daughter of Duskmight.<br />
<br />
'''Weapon and Armor Proficiency:''' A Daughter of Duskmight has proficiency with all Simple weapons, the Lance, and the Whip. The Daughter of Duskmight does not have any proficiency with Armor, or Shields.<br />
<br />
'''{{#anc:Spells}}:''' A Daughter of Duskmight may freely draw spells from the [[Cleric]], or the [[Wizard]]/[[Sorcerer]] spell lists, as long as she fits the requirements and pays any component costs, these spells are cast spontaneously, like a Sorceror's. A Daughter of Duskmight gains additional spells for high Wis score , and her spell DC is equal to 10 + the spell level + her WIS modifier.<br />
<br />
'''{{#anc:Chanter's Gift}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Daughters of Duskmight gain a +2 bonus to Diplomacy checks permanently.<br />
<br />
'''{{#anc:Tongue of the Waves}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Daughters of Duskmight gain an extra two languages at 1st level, Sylvan and Aquan.<br />
<br />
'''{{#anc:Turn Undead}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Daughters of Duskmight may Turn Undead as if they were a Cleric of the same level, and apply the same bonuses and penalties as if they used the spell as a Good aligned Cleric.<br />
<br />
'''{{#anc:Hair's Breath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, the Daughter of Duskmight's hair becomes as if possessed. She controls her hair as if it were another limb, and may control an extra weapon through it. She may also, however, use it to deliver Touch Attacks at a greater range increment. Touch Attacks can be delivered in this fashion up to 10 feet away.<br />
<br />
'''{{#anc:Greater Hair's Breath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, the Daughter of Duskmight's hair grows even lengthier/thicker. She can now uses her hair to wield properly sized Two-Handed weapons, or deliver Touch Attacks to 15 feet away.<br />
<br />
<br />
'''{{#anc:Perfect Hair's Breath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, the Daughter of Duskmight's hair grows even lengthier/thicker. She can now use her hair to wield a one-handed weapon for creatures a size category larger than herself, or deliver Touch Attacks up to 20 feet away.<br />
<br />
'''{{#anc:Divine Hair's Breath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 16th level, the Daughter of Duskmight's hair grows even lengthier/thicker. She can now use her hair to wield a two-handed weapon for creatures a size category larger than herself, or deliver Touch Attacks up to 25 feet away.<br />
<br />
'''{{#anc:God's Hair's Breath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a Daughter of Duskmight's hair has grown so strong that it becomes resistant to normal weapons, and even most magical weapons. The Daughter gains a Natural Armor bonus of +2, and may now deliver Touch Attacks up to 30 feet away.<br />
<br />
====Ex-Daughters of Duskmight====<br />
<br />
If a Daughter of Duskmight become non-chaotic, if her hair become short, or falls out of grace with her deity, she loses all bonuses and negatives associated with her levels in Daughter of Duskmight, and any abilities granted. She may choose to replace her levels in Daughter of Duskmight with levels in Sorceror, as long as she does not break her Deity's most sacred of rules, in which case she is probably not alive enough to do so.<br />
<br />
<br />
====Human Daughter of Duskmight Starting Package====<br />
<br />
'''Weapons:''' Lance, Whip<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" | Diplomacy || 4 || CHA || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Religion) || 4 || INT || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Nature) || 2 || INT || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 2 || INT || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || CON || +<br />
|}<br />
<br />
'''Feat:''' Scribe Scroll<br />
<br />
'''Gear:''' Robe of the Coven, Backpack, Tent, Bedroll, Ink & Pen, 20 sheets of Parchment, Hooded Lantern, Flint and Steel, Silk Rope 50ft.<br />
<br />
'''Gold:''' 57GP<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Daughter of Duskmight====<br />
<br />
<br />
'''Religion:''' Daughters of Duskmight worship their Patron explicitly.<br />
<br />
'''Other Classes:''' Daughters of Duskmight typically are percieved as magically gifted clerics, and most don't choose to share just exactly what they are due to a secretive nature. As such, they get along best with fellow Clerics, Wizards, and Sorcerors. However, they tend to think poorly of those who break their set rules, but harbor no dispassion against members of other classes.<br />
<br />
'''Combat:''' Spell-caster, Healer.<br />
<br />
'''Advancement:''' Daughters of Duskmight might multiclass into a better-armored class to heighten their AC, like Fighter, but suffer from the same penalties associated with wearing armor. Daughters of Duskmight tend to stay within their class.<br />
<br />
====Daughters of Duskmight in the World====<br />
<br />
<br />
{{quote|''"Balance must be kept... I understand."''|orig=Shaillea, Daughter of Nanelz, Nanelzi Daughter of Duskmight}}<br />
<br />
'''Daily Life:''' Daughters of Duskmight generally spend their day in deep study, or meditation. They are given to a life of magical, and clerical might, but with this power comes the devout life of servitude, and the hope that one day they will participate in the Rite that draws their Deity down to the Mortal Plane for a Night and a Day.<br />
<br />
'''Notables:''' Shaillea, Daughter of Nanelz is the current High Priestess of the Daughters of Duskmight.<br />
<br />
'''Organizations:''' Daughters of Duskmight congregate amidst themselves fairly often, as their form of worship is through Rites and Group-styled worship.<br />
<br />
'''NPC Reactions:''' Most NPCs are unaware of the nature of a Daughter of Duskmight, and believe them to be either a simple Cleric, Wizard, or Sorceror. As such, they react no differently than they do to those classes.<br />
<br />
====Daughters of Duskmight Lore====<br />
<br />
<br />
Characters with ranks in Knowlege (Religion) can research Daughters of Duskmight to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Daughters of Duskmight are Clerics with Arcane Ability.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Daughters of Duskmight gain power from a lesser-known God.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Daughters of Duskmight use a Rite every year in a pact with their God so that he may walk the Natural Plane for a Night and a Day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The High Priestess of the Daughters of Duskmight is always the daughter of the last High Priestess, impregnated by Nanelz.<br />
|}<br />
<br />
====Daughters of Duskmight in the Game====<br />
<br />
<br />
'''Adaptation:''' Daughters of Duskmight are adaptable into most games where you can adapt their patron deity.<br />
<br />
'''Sample Encounter:''' ECL7<br />
<br />
''EL whatever:'' '''Coming Soon'''<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Chaotic Guy]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Nanelz]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Hashshashin_(3.5e_Class)&diff=596975Hashshashin (3.5e Class)2012-11-17T18:42:11Z<p>79.181.96.251: Removing sneak attack and reduce fort save</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=AC-Altair.jpg<br />
|imgloc=bottom<br />
|imgsize=300px<br />
|imgcaption= ''Altair, Master Hashshashin''<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Ready for Review<br />
|editing= <br />
|type=Combat-Focused, Good Guy, Skilled<br />
|desc= The 'Holy' Assassin.<br />
}}<br />
<br />
==Hashshashin==<br />
<br />
{{quote|Nothing is true, everything is permitted.}}<br />
<br />
Hashshashin or God's assassins, are said to kill one man to bring peace to a thousand others. Telling no one what to believe, or what to think, but instead telling others to be wise. So that in this wisdom they will find freedom.<br />
<br />
===Origins===<br />
<br />
The origins of the Assassins trace back to just before the First Crusade around 1080. It is difficult to find out much information about the origins of the Assassins because most early sources are either written by enemies of the cult or based on legends. Most sources dealing with the order’s inner working were destroyed with the capture of Alamut, the Assassin's headquarters. However, it's possible to trace the beginnings of the cult back to its first Grandmaster, Hassan-i Sabbah. A passionate believer of the Isma’ili beliefs, Hassan-i-Sabbah was well liked throughout Cairo, Syria, and most of the Middle East by other Isma’ili, which led to a number of people becoming his followers. Using his fame and popularity, Sabbah founded the Order of the Assassins. While his motives for founding this order are ultimately unknown, it has been speculated that it was for his own political and personal gain and to also exact vengeance on his enemies. His motivation for political power probably came through what he thought to be dealings with other Muslims in the Middle East, particularly Sunnis, but because of the unrest in the holy land caused by the calling of the Crusades, Hasan-i-Sabbah found himself not only fighting for power with other Muslims, but also with the invading Christian forces.<br />
<br />
===Alamut===<br />
<br />
After creating the Order, Sabbah searched for a location that would be fit for a sturdy headquarters and decided on the fortress at Alamut in what is now northwestern Iran. It is still disputed whether Sabbah built the fortress himself or if it was already built at the time of his arrival. Whether he created it himself or not, Sabbah adapted the fortress to suit his needs of not only defense from hostile forces, but also indoctrination of his followers. After laying claim to the fortress at Alamut, Sabbah began expanding his influence outward to nearby towns and districts, using his agents to gain political favour and intimidate the local populations.<br />
<br />
Spending most of his days at Alamut working on religious works and doctrines for his Order, Sabbah was never to leave his fortress again in his lifetime. He had established a secret society of deadly assassins, one which was built in a hierarchical format. Below Sabbah, the Grand Headmaster of the Order, were those known as “Greater Propagandists”, followed by the normal "Propagandists", the Rafiqs ("Companions"), and the Lasiqs ("Adherents"). It was the Lasiqs who were trained to become some of the most feared assassins, or as they were called, "Fida’i" (self-sacrificing agent), in the known world.<br />
<br />
===Questions of loyalty, and the name "Hashshish"-ins===<br />
<br />
It is, however, unknown how Hassan-i-Sabbah was able to get his "Fida’i" to perform with such fervent loyalty. One theory, possibly the most well known but also the most criticized, comes from the observations from Marco Polo during his travels to the Orient. He describes how the "Old Man of the Mountain" (Sabbah) would drug his young followers with hashish (hence 'hashshashin'), lead them to a "paradise", and then claim that only he had the means to allow for their return. Perceiving that Sabbah was either a prophet or some kind of magic man, his disciples, believing that only he could return them to "paradise", were fully committed to his cause and willing to carry out his every request. With his new weapons, Sabbah began to order multiple assassinations, ranging from politicians to great generals. Assassins rarely would attack ordinary citizens though and tended not to be hostile towards them.<br />
<br />
Although the "Fida’i" were the lowest rank in Sabbah’s order and only used as expendable pawns to do the Grandmaster’s bidding, much time and many resources were put in to training them. The Assassins were generally young in age giving them the physical strength and stamina which would be required to carry out these murders. However, physical prowess was not the only trait that was required to be a "Fida’i". To get to their targets, the Assassins had to be patient, cold, and calculating. They were generally intelligent and well read because they were required to possess not only knowledge about their enemy, but his or her culture and their native language. They were trained by their masters to disguise themselves, sneak in to enemy territory and perform the assassinations instead of simply attacking their target outright.<br />
<br />
As tensions in the Middle East grew during the Crusades, the Assassins were also known for taking contracts from outside sources on either side of the war, whether it was from the invading Crusaders or the Saracen forces, so long as the assassination fit in to the Grandmaster's plan.<br />
<br />
===Making A Hashashin===<br />
<br />
'''Abilities:''' Intelligence determines many of the Hashshashin's abilities. Dexterity provides an unarmored Hashshashin with better defense and with bonuses to class skills. Wisdom powers the Hashshashin's special defenses. Strength helps the Hashshashin in combat.<br />
<br />
'''Races:''' Humans are often Hashshashins, though it is not uncommon for Elves, Halflings, Half Elves and Tieflings to take up the Hashshashin training.<br />
<br />
'''Alignment:''' Any Lawful because Hashshashins follow a strict Creed.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp (150 gp).<br />
'''Hit Dice:''' d6.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Monk<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hashashin}}</div><br />
|-<br />
|-<br />
! rowspan="2" | [[SRD:Level|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<br/>Bonus<br />
! rowspan="2" | Unarmoured<br/>Speed Bonus<br />
! rowspan="2" | Death<br/>Attack<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" | Creed, Hidden Blade, Tricks of the Trade || +0 || +0 ft. || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +0<br />
| class="left" | Dance Of The Eagle, Evasion || +0 || +0 ft. || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +1<br />
| class="left" | Speed Climb || +0 || +10 ft. || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | Uncanny Dodge, Tricks of the Trade, Death Attack || +0 || +10 ft. || 9 (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | || +1 || +10ft. || 8 (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +2 <br />
| class="left" | Poison Use, ''Nothing is True'' || +1 || +20ft. || 8 (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +2 <br />
| class="left" | ''Blessed by Those Who Came Before: Falcon Dive''|| +1 || +20ft. || 8 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +2<br />
| class="left" | Improved Uncanny Dodge, Tricks of the Trade || +1 || +20 ft. || 8 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +3<br />
| class="left" | Improved Evasion || +1 || +30 ft. || 7 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +3<br />
| class="left" | Eagle Vision, ''Blessed by Those Who Came Before: Eagle Feathers'' || +2 || +30 ft. || 7 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +3<br />
| class="left" | || +2 || +30 ft. || 6 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | Tricks of the Trade || +2 || +40 ft. || 6 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | Hide In Plain Sight || +2 || +40 ft. || 5 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +4<br />
| class="left" | ''Everything is Permitted''|| +2 || +40 ft. || 4 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +5 <br />
| class="left" | ''Blessed by Those Who Came Before: Hawk Eye'' || +3 || +50ft. || 4 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Tricks of the Trade || +3 || +50ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | || +3 || +50ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6<br />
| class="left" | ''Mentor of the Brotherhood'' || +3 || +60ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6<br />
| class="left" | || +3 || +60ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Tricks of the Trade, ''Father of the Brotherhood'' || +4 || +60ft. || 3 (3)<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dex|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Cha|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Str|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Int|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Cha|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Int|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Cha|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dex|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Int|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Cha|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dex|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Cha|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (Architecture and Engineering) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (History) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Local) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Nobility and Royalty) ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Str|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wis|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dex|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dex|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Int|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wis|Wis]]), [[SRD:Sleight of Hand|Sleight Of Hand]] ([[SRD:Dex|Dex]]), [[SRD:Speak Language Skill|Speak Language]] (N/A), [[SRD:Spot Skill|Spot]] ([[SRD:Wis|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Str|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dex|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Cha|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dex|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
'''Weapon And Armor Proficiencies:''' Hashshashins are proficient with all simple wepaons, the [[Hidden Blade (DnD Equipment)|Hidden Blade]], [[SRD:Light Crossbow|Light Crossbow]], [[SRD:Heavy Crossbow|Heavy Crossbow]], [[SRD:Dagger|Dagger]], [[SRD:Longsword |Long Sword]], [[SRD:Short Sword|Short Sword]], and [[SRD:Falchion|Falchion]]. Hashshashin are proficient with light armor but not medium, heavy, or shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a Hashshashin loses her AC bonus and her Fast Movement.<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the Hashshashin adds his [[SRD:Wisdom|Wisdom]] bonus (if any) to his [[SRD:AC|AC]]. In addition, a Hashshashin gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five Hashshashin levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the Hashshashin is [[SRD:Flat-Footed|flat-footed]]. He loses these bonuses when he is immobilized or [[SRD:Helpless|helpless]], when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.<br />
<br />
'''Creed:''' A Hashshashin must be of Lawful alignment and loses all class abilities if he ever willingly commits an act against the Three Tenets of The Creed:<br />
<br />
The Creed mainly emphasizes three simple, moral tenets that focus on ensuring a successful mission, mastery of emotions, and the safety of the Brotherhood.<br />
<br />
'''Stay your blade from the flesh of an innocent'''<br />
<center>{{quote|I would not have drawn attention to us. I would not have taken the life of an innocent.|orig= Malik A-Sayf }}</center><br />
<br />
The goal of the Assassins is to ensure peace in all things. The Assassins believe that political assassinations and the death of the corrupt will bring peace and a true sense of security to the common people. Slaying innocents and civilian bystanders who do not need to die goes a long way towards spreading strife and discord, in addition to ruining the name of the Assassin Order itself.<br />
<br />
'''Always be discreet'''<br />
<center>{{quote|Let the people mask you such that you become one with the crowd.|orig= Al Mualim }}</center><br />
<br />
Be unseen. The Assassins aim is to get close to their target stealthily, usually in public, to perform awe-inspiring assassinations. The greatest illusion from an assassination is, an Assassin seemingly materializes from nowhere, kills a corrupt public figure, and vanishes into the depth of the crowd or environment. If an Assassin is spotted stalking their target, the supernatural effect is diluted, simply making it more difficult for the Assassin to reach his target.<br />
<br />
'''Never compromise the Brotherhood'''<br />
<center>{{quote|Your actions must never bring harm upon us - direct or indirect!|orig= Al Mualim }}</center><br />
<br />
The actions of one must never bring harm to all. If an Assassin fails, is captured, or is being chased, he must never commit an action or say anything that can be tied back to the Brotherhood.<br />
<br />
As well, at 1st Level the Hashshashin has the Rank of Recruit. Every Even level thereafter, she gains a new rank. Typically, they are as follows: Servant, Assistant, Soldier, Disciple, Mercenary, Warrior, Veteran, Master, Assassin. The names of these ranks may change depending on the area, but they serve the same purpose, and a Hashshashin is considered a student of the Brotherhood until they Graduate at the highest rank.<br />
<br />
'''Associates:''' While she may adventure with characters of any good or neutral alignment, a Hashshashin will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends her moral code. A Hashshashin may accept only henchmen, followers, or cohorts who are chaotic good.<br />
<br />
'''Hidden Blade:''' The Hashshashin obtains a [[Hidden Blade (DnD Equipment)|Hidden Blade]] at 1st level.<br />
<br />
'''Tricks of the Trade ([[SRD:Ex|Ex]]):''' At 1st level, 4th level and every 4 levels after, The Hashshashin gains the ability to choose from the following list:<br />
<br />
''Trap finding:'' Hashshashins (and only Hashshashins) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.<br />
<br />
Finding a nonmagical [[SRD:Traps|traps]] has a [[SRD:DC|DC]] of at least 20, or higher if it is well hidden. Finding a magic [[SRD:Traps|traps]] has a [[SRD:DC|DC]] of 25 + the level of the spell used to create it.<br />
<br />
Hashshashins (and only Hashshashins) can use the [[SRD:Disable Device Skill|Disable Device]] skill to [[SRD:Disarm|disarm]] magic traps. A magic [[SRD:Traps|traps]] generally has a [[SRD:DC|DC]] of 25 + the level of the spell used to create it.<br />
<br />
A Hashshashin who beats a trap’s [[SRD:DC|DC]] by 10 or more with a [[SRD:Disable Device Skill|Disable Device]] check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.<br />
<br />
''Shadowed Weapons:'' The Hashshashin gains Far Shot with daggers only. The Hashshashin gains a +4 competence bonus to sleight of hand check to conceal a weapon. Also gain the Quick Draw feat.<br />
<br />
''Counter Attack:'' If a target misses the Hashshashin in melee, the Hashshashin may make an attack on said target on the Hashshashin's next action, treating the opponent as Flat-Footed for one attack if the attack missed while on the Defensive or taking at least a -2 AC penalty with Combat Expertise. Otherwise, though it will only give a +2 Attack Bonus. If the Hashshashin's Counter Attack misses, she suffers a -4 AC Penalty, leaves her Defensive stance, and cannot return to it until her next action.<br />
<br />
''Eagles Talon:'' If the Hashshashin damages a creature or character with her hidden blade, the creature also takes 1 point of Constitution damage.<br />
<br />
''Crippling Strike:''(Requirements: Sneak Attack +5d6, Eagles Talon) A Hashshashin with this ability can sneak attack opponents with such precision that her 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 />
''Feat:'' A Hashshashin may gain a bonus feat in place of a special ability. She must meet all of the requirements as normal.<br />
<br />
'''{{#anc:Sneak Attack}}:''' If a Hashshashin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.<br />
<br />
The Hashshashin’s attack deals extra damage any time her target would be denied a [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (whether the target actually has a [[SRD:Dexterity|Dexterity]] bonus or not), or when the Hashshashin [[SRD:Flanking|flanks]] her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Hashshashin levels thereafter. Should the Hashshashin score a [[SRD:Critical Hit|critical hit]] with a sneak attack, this extra damage is not multiplied.<br />
<br />
[[SRD:Ranged Attack|Ranged attacks]] can count as sneak attacks only if the target is within 30 feet.<br />
<br />
With a sap (blackjack) or an [[SRD:Unarmed Strike|unarmed strike]], a Hashshashin can make a sneak attack that deals [[SRD:Nonlethal Damage|nonlethal damage]] instead of lethal damage. She cannot use a weapon that deals lethal damage to deal [[SRD:Nonlethal Damage|nonlethal damage]] in a sneak attack, not even with the usual –4 penalty.<br />
<br />
A Hashshashin can sneak attack only living creatures with discernible anatomies—[[SRD:Undead Type|undead]], [[SRD:Construct Type|constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], and [[SRD:Incorporeal Subtype|incorporeal]] creatures lack vital areas to attack. Any creature that is immune to [[SRD:Critical Hit|critical hits]] is not vulnerable to sneak attacks. The Hashshashin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Hashshashin cannot sneak attack while striking a creature with [[SRD:Concealment|concealment]] or striking the limbs of a creature whose vitals are beyond reach.<br />
<br />
'''{{#anc:[[SRD:Evasion and Improved Evasion#Evasion|Evasion]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a Hashshashin can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Hashshashin is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Hashshashin does not gain the benefit of evasion.<br />
<br />
'''Dance of the Eagle ([[SRD:Ex|Ex]]):''' At 2nd level the Hashshashin can add his Intelligence bonus (if any) to his Initiative, Move Silently, Climb, Jump, Balance, escape and Hide checks. The Hashshashin may also Take 10 on Climb, Jump, and Balance under stressful conditions.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Hashshashin gains an enhancement bonus to her speed, as shown on [[#Table: The Hashshashin|Table: The Hashshashin]]. A Hashshashin in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''Speed Climb ([[SRD:Ex|Ex]]):''' A Hashshashin gains a Climb Speed of 20, and her Unarmored Speed bonus only grants half the bonus to Climb Speed. A Hashshashin needs only one free hand to use this ability. This ability can be used only if a Hashshashin is wearing no armor and is carrying no more then a light load. <br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Hashshashin can react to danger before her senses would normally allow her to do so. She retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.<br />
<br />
If a Hashshashin already has uncanny dodge from a different [[SRD:Class|class]] she automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] (see below) instead.<br />
<br />
'''Death Attack ([[SRD:Ex|Ex]]):''' If an Hashshashin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly killing the target. While studying the victim, the Hashshashin can undertake other actions so long as his attention stays focused on the target and the target does not detect the Hashshashin or recognize the Hashshashin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + ½ Hashshashin class level + the Hashshashin Int modifier) against the kill effect, she dies. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Hashshashin has completed the 3 rounds of study, he must make the death attack within 1 round. <br />
<br />
If a death attack is attempted and fails (the victim makes her save) or if the Hashshashin does not launch the attack within 1 round of completing the study, 9 new rounds of study are required before he can attempt another death attack. The number of rounds the Hashshashin must study his target decreases as the Hashshashin gains levels. The number of rounds in which the Hashshashin must make his death attack increase by 1 as the Hashshashin gains levels. The Hashshashin may choose to either paralyze or kill the target of his death attack.<br />
<br />
'''Poison Use ([[SRD:Ex|Ex]]):''' Hashshashin are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.<br />
<br />
'''Nothing Is True ([[SRD:Ex|Ex]]):''' The Hashshashin begins to understand the Maxim her order follows as part of the Creed. Truth is a valuable commodity in her line of work, and as such she gains the use of ''Zone of Truth'' centered on herself, and casts the effect of ''Speak with Dead'' on the target after dealing a Death Attack. Both spells only last until the Hashshashin lays the target's head down and speaks a prayer. During this time, treat the Hashshashin as if until the effect of ''Time Stop,'' except that it lasts until the end of the aforementioned prayer, no apparent time is spent, and if the Hashshashin takes any action outside of speaking to the target the effect also ends. Forgoing the prayer, under any circumstance, is an immediate breech of the Creed, but speaking it also gives the Hashshashin a +10 Divine bonus to movement speed for the next three rounds.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hashshashin of 8th level or higher can no longer be flanked.<br />
<br />
This defense denies another Hashshashin the ability to [[#Sneak Attack|sneak attack]] the character by flanking her, unless the attacker has at least four more Hashshashin levels than the target does.<br />
<br />
If a character already has [[#Uncanny Dodge|uncanny dodge]] (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant [[#Uncanny Dodge|Uncanny Dodge]] stack to determine the minimum Hashshashin level required to [[SRD:Flanking|flank]] the character.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a Hashshashin’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] Hashshashin does not gain the benefit of improved evasion.<br />
<br />
'''Eagle Vision ([[SRD:Ex|Ex]]):''' At 10th level, the Hashshashin's perceptive ability increases to beyond normal capabilities. Normally, Eagle Vision acts as 'Detect Hostile Intent' at will. When sitting or standing on a high perch, the Hashshashin can use 'Locate Object' or 'Locate Creature' at will, but if the creature or object succeeds on the Will save the Hashshashin cannot use it on that target again for 24 hours. Use the Hashshashin's level as the caster level.<br />
<br />
'''Blessed by Those Who Came Before ([[SRD:Ex|Ex]]):''' The Hashshashin is being watched over and has learned the divine methods through those who came before. <br />
: ''Falcon's Dive'' allows her to either charge or leap down upon her foe from at least 10 feet and, with a DC 15 Jump check, deal +2 damage if the attack connects. For every 10 above the DC, add +2 Damage.<br />
: ''Eagle's Feathers'' allows her to, using a cloak and a DC 25 Bluff check (separate from the upcoming Feint Check), Feint in combat as a move action. If DC 40 is broken, it becomes a Free Action.<br />
: ''Hawk's Eye'' allows her to gain +2 Attack and Damage when studying a target for one full round without making any other actions, although studying for a Death Attack is excluded from this rule. This stacks up to three times, but if the attack is not made within three rounds of ending the study, it is wasted.<br />
<br />
'''{{#anc:Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, a Hashshashin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Hashshashin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.<br />
<br />
'''Everything is Permitted ([[SRD:Ex|Ex]]):''' The second half of the guild's Maxim, the Hashshashin has learned the true meaning of her place in the world. Anything she desires to perform, within the Creed and for the people, she can do. She takes no falling damage if she speaks the Maxim before leaping from a high place. Her leap of faith lands her in a completely safe position, usually a haybale or a wagon full of something soft, even if such a thing would not normally cushion another person falling from that same height. This ability can be used three times a day at this level. As well, the Hashshashin steels her resolve, gaining +8 on saves against Fear.<br />
<br />
'''Mentor of the Brotherhood ([[SRD:Ex|Ex]]):''' The Hashshashin has proven herself in the field of combat, and gains +10 to Charisma Based rolls towards anyone affiliated with the Brotherhood. As well, She may now perform Ranged Sneak Attacks from 60 feet away instead of 30, is Immune to Fear, and has a constant ''Mind Blank'' effect over her.<br />
<br />
'''Father of the Brotherhood ([[SRD:Ex|Ex]]):''' The Hashshashin has obtained the second highest rank within the Brotherhood, and is now in a position to become Grand Master, the head of the Brotherhood in it's entirety. By brandishing the Brotherhood's Crest somewhere on her person, be it a cape, on her armor, or whatnot, the Hashshashin makes a bold statement to anyone who dares to invoke the wrath necessitating such a display. Any intelligent creature who wishes to do harm unto the Hashshashin or anyone under the Hashshashin's protection (including other members of the Brotherhood) must roll a Will save against the Hashshashin's Intimidate plus Charisma Bonus (if any) plus 10. Failure means the subject is Panicked for 5 rounds (and must make a new save to try again,) while Success means the subject is Shaken for 3d6 rounds. The Hashshashin may also use ''Mind Cloud'' at will, though if the creature makes it's save it cannot be used on the same target for 24 hours, and only one target can be affected at any one time. (Use the Hashshashin's Level as the Caster Level and use her Intelligence as the Key Ability.)<br />
<br />
====Ex-Hashshashin====<br />
<br />
A Hashshashin who ceases to be Lawful or grossly violates the code of conduct loses all Hashshashin abilities (but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Hashshashin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.<br />
<br />
A fallen Hashshashin who takes levels in the Assassin prestige class gains additional benefits. Like a member of any other class, a Hashshashin may be a multiclass character, but multiclass Hashshashins face a special restriction. A Hashshashin who gains a level in any class other than Hashshashin may never again raise her Hashshashin level, unless she multi classes into one of the following classes: Monk, Rogue or Fighter.<br />
<br />
====Fallen Hashshashin====<br />
<br />
[[SRD:Assassin|Assassins]] who have levels in the Hashshashin class (that is to say, are now ex-Hashshashins) gain extra abilities the more levels of Hashshashin they have.<br />
A fallen Hashshashin who becomes a [[SRD:Assassin|Assassin]] gains all of the following abilities that apply, according to the number of Hashshashin levels the character has.<br />
<br />
1–2: Sneak Attack +1d6. (This is in addition to the ability granted to all Assassins at 1st level.) <br><br />
3–4: Evasion<br><br />
5–6: Sneak attack damage increased by +1d6 <br><br />
7–8: Improved Evasion<br><br />
9–10: Regain two of their Tricks of the Trade abilities. <br><br />
11 or more: A Fallen Hashshashin of this stature immediately gains a Assassin level for each level of Hashshashin he trades in. <br><br />
<br />
The character level of the character does not change. With the loss of Hashashin levels, the character no longer gains as many extra abilities for being a Fallen Hashshashin.<br />
<br />
====Epic Hashshashin====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Hashshashin}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d6<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.'''<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Hashshashin’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Hashshashin’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. <br />
<br />
'''[[#Dance of the Eagle|Dance of the Eagle]]:''' During epic level Dance of the Eagle doesn't automatically increase every 2 levels.<br />
<br />
'''[[#Death Attack|Death Attack]]:''' The epic Hashshashin's Death Attack changes in no way at epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic hashshashin gains a bonus feat (selected from the list of epic hashshashin bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic Hashshashin Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Hashshashin====<br />
<br />
When given a target or a task by your leaders you fight with pure devotion of the heart. Your use of the blade will always hold truth behind it and your faith empowers you. As a Hashshashin you undertake adventures as part of your training, treating each dungeon and every rescue as an experience that allows you to grow into the most skilled of your people. No matter how tough things may get, you always have the ideals that what you do saves thousands of people from damnation. <br />
<br />
'''Religion:''' The Hashshashins believe all gods and religions are lies. Referring to their own deity as just 'God', they believe through the illusions he spreads out before them they do right. By seeing past the lies and deceit they are 'wise'.<br />
<br />
'''Other Classes:''' Hashshashins are often looked down upon by the Paladins and Clerics seen as evil doers and meddlers. Most rogues appeal to the Hashshashins, however some hate the Hashshashins for stepping on the rogue's toes when it comes to combat and "Work Behavior".<br />
<br />
'''Combat:''' The Hashshashin best fits the role of a striker. Jumping from the shadows and cutting up his opponents before they even have a chance to defend themselves. <br />
<br />
'''Advancement:''' It is not uncommon for Hashshashins to take levels in Monk, Fighter or Rogue, but they are prohibited from any class that would cause the character to become evil-aligned.<br />
<br />
====Hashshashins in the World====<br />
<br />
<center>{{quote|The men say he is like a eagle, flying through the sky at unimaginable speeds.|orig= Ko'-gar Knight Of The Templar }}</center><br />
<br />
The Hashshashin are bringers of peace. Traveling the lands so that they may take out their targets. Though their work seems evil to many there is great meaning and good behind their work.<br />
<br />
Hashshashins are wise, believing in no particular deity yet doing good work for all. Bringing peace to those who thought they would never see any. Where religions control and punish people, the Hashshashins kill the corrupt leaders and release the people from their chains. The Hashshashins believe that nothing is true but everything is permitted, they are able to bring down the greatest religious cults with just a few deaths, be they precise ones.<br />
The Hashshashins are almost the balancers of the world and so they play a great part in its development.<br />
<br />
'''Daily Life:''' The day to day life of the Hashshashin is one of travel and great feats. Many Hashshashins spend their days scaling buildings or the streets looking for their next kill. Otherwise Hashshashins spend time improving themselves traveling the lands improving their skill at combat.<br />
<br />
'''Notables:''' There have been many Notable Hashshashins through out the ages but only one ''Altair'' is truly remembered. Altair spread the teaching of the Hashshashins so that they could spread and control the many cities of the world.<br />
<br />
'''Organizations:''' The Hashshashins are members of [[The Creed (Organization)|The Creed]], A religious cult devoted to attaining world peace.<br />
<br />
'''NPC Reactions:''' Most NPC will not recognize a Hashshashin and so will simply see them as a passer by. Those who do know of them will either steer straight or talk a while. The Hashshashins are well respected among the good royalty.<br />
<br />
====Hashshashin Lore====<br />
<br />
A great many things have been forgotten about the legendary Hashshashins however those who know of nobility and royalty may remember a thing or two about 'God's Assassins'<br />
<br />
Characters with ranks in some appropriate skill can research Hashshashins to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Royalty and Nobility)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | The Hashshashins kill with purpose and never senselessly murder people.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | It is known that Hashshashins travel the world and can be recognized by their white robes and cowl.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The Hashshashin stronghold is far to the south in the world. Will know that some Hashshashin wear colored robes to blend in more efficiently.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The Hashshashins once guarded a great treasure. What the treasure's name or purpose is unknown without searching amongst dusty tomes deep beneath the grounds in tombs that now hold the old king's bones.<br />
|}<br />
<br />
====Hashashins in the Game====<br />
<br />
The Hashshashins are shown respect by those who know of them. Otherwise they are seen simply as ordinary people, but often mistaken for murderers and petty thieves . A Hashshashin keeps himself blended in with the crowd or the shadows, only striking when put in danger or when his target is in sight. It is said that if pursued, the Hashshashin dissapears without a trace so that he can safely get away.<br />
<br />
'''Adaptation:''' Possible variant conceptions of this class.<br />
<br />
'''Sample Encounter:''' Hashshashins travel the lands killing in the cities that lie on them. Walking amongst the city's citizens allows them to pass off as one of them.<br />
<br />
''EL 6 Encounter:'' The Hashshashin Ak'mar Habni travels the lands killing those his master wills dead. <br />
The PC's have been deemed a threat to the world's balance and so Ak'mar has been sent to deal with them. Ak'mar will most likely attack the party in a city where he has the advantage, where climbing and stealth skills will be most effective.<br />
<br />
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{{DnD Base Classes Breadcrumb}} <br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Lawful Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Hashshashin_(3.5e_Class)&diff=596974Hashshashin (3.5e Class)2012-11-17T18:37:24Z<p>79.181.96.251: Removing sneak attack</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=AC-Altair.jpg<br />
|imgloc=bottom<br />
|imgsize=300px<br />
|imgcaption= ''Altair, Master Hashshashin''<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Ready for Review<br />
|editing= <br />
|type=Combat-Focused, Good Guy, Skilled<br />
|desc= The 'Holy' Assassin.<br />
}}<br />
<br />
==Hashshashin==<br />
<br />
{{quote|Nothing is true, everything is permitted.}}<br />
<br />
Hashshashin or God's assassins, are said to kill one man to bring peace to a thousand others. Telling no one what to believe, or what to think, but instead telling others to be wise. So that in this wisdom they will find freedom.<br />
<br />
===Origins===<br />
<br />
The origins of the Assassins trace back to just before the First Crusade around 1080. It is difficult to find out much information about the origins of the Assassins because most early sources are either written by enemies of the cult or based on legends. Most sources dealing with the order’s inner working were destroyed with the capture of Alamut, the Assassin's headquarters. However, it's possible to trace the beginnings of the cult back to its first Grandmaster, Hassan-i Sabbah. A passionate believer of the Isma’ili beliefs, Hassan-i-Sabbah was well liked throughout Cairo, Syria, and most of the Middle East by other Isma’ili, which led to a number of people becoming his followers. Using his fame and popularity, Sabbah founded the Order of the Assassins. While his motives for founding this order are ultimately unknown, it has been speculated that it was for his own political and personal gain and to also exact vengeance on his enemies. His motivation for political power probably came through what he thought to be dealings with other Muslims in the Middle East, particularly Sunnis, but because of the unrest in the holy land caused by the calling of the Crusades, Hasan-i-Sabbah found himself not only fighting for power with other Muslims, but also with the invading Christian forces.<br />
<br />
===Alamut===<br />
<br />
After creating the Order, Sabbah searched for a location that would be fit for a sturdy headquarters and decided on the fortress at Alamut in what is now northwestern Iran. It is still disputed whether Sabbah built the fortress himself or if it was already built at the time of his arrival. Whether he created it himself or not, Sabbah adapted the fortress to suit his needs of not only defense from hostile forces, but also indoctrination of his followers. After laying claim to the fortress at Alamut, Sabbah began expanding his influence outward to nearby towns and districts, using his agents to gain political favour and intimidate the local populations.<br />
<br />
Spending most of his days at Alamut working on religious works and doctrines for his Order, Sabbah was never to leave his fortress again in his lifetime. He had established a secret society of deadly assassins, one which was built in a hierarchical format. Below Sabbah, the Grand Headmaster of the Order, were those known as “Greater Propagandists”, followed by the normal "Propagandists", the Rafiqs ("Companions"), and the Lasiqs ("Adherents"). It was the Lasiqs who were trained to become some of the most feared assassins, or as they were called, "Fida’i" (self-sacrificing agent), in the known world.<br />
<br />
===Questions of loyalty, and the name "Hashshish"-ins===<br />
<br />
It is, however, unknown how Hassan-i-Sabbah was able to get his "Fida’i" to perform with such fervent loyalty. One theory, possibly the most well known but also the most criticized, comes from the observations from Marco Polo during his travels to the Orient. He describes how the "Old Man of the Mountain" (Sabbah) would drug his young followers with hashish (hence 'hashshashin'), lead them to a "paradise", and then claim that only he had the means to allow for their return. Perceiving that Sabbah was either a prophet or some kind of magic man, his disciples, believing that only he could return them to "paradise", were fully committed to his cause and willing to carry out his every request. With his new weapons, Sabbah began to order multiple assassinations, ranging from politicians to great generals. Assassins rarely would attack ordinary citizens though and tended not to be hostile towards them.<br />
<br />
Although the "Fida’i" were the lowest rank in Sabbah’s order and only used as expendable pawns to do the Grandmaster’s bidding, much time and many resources were put in to training them. The Assassins were generally young in age giving them the physical strength and stamina which would be required to carry out these murders. However, physical prowess was not the only trait that was required to be a "Fida’i". To get to their targets, the Assassins had to be patient, cold, and calculating. They were generally intelligent and well read because they were required to possess not only knowledge about their enemy, but his or her culture and their native language. They were trained by their masters to disguise themselves, sneak in to enemy territory and perform the assassinations instead of simply attacking their target outright.<br />
<br />
As tensions in the Middle East grew during the Crusades, the Assassins were also known for taking contracts from outside sources on either side of the war, whether it was from the invading Crusaders or the Saracen forces, so long as the assassination fit in to the Grandmaster's plan.<br />
<br />
===Making A Hashashin===<br />
<br />
'''Abilities:''' Intelligence determines many of the Hashshashin's abilities. Dexterity provides an unarmored Hashshashin with better defense and with bonuses to class skills. Wisdom powers the Hashshashin's special defenses. Strength helps the Hashshashin in combat.<br />
<br />
'''Races:''' Humans are often Hashshashins, though it is not uncommon for Elves, Halflings, Half Elves and Tieflings to take up the Hashshashin training.<br />
<br />
'''Alignment:''' Any Lawful because Hashshashins follow a strict Creed.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp (150 gp).<br />
'''Hit Dice:''' d6.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Monk<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hashashin}}</div><br />
|-<br />
|-<br />
! rowspan="2" | [[SRD:Level|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<br/>Bonus<br />
! rowspan="2" | Unarmoured<br/>Speed Bonus<br />
! rowspan="2" | Death<br/>Attack<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" | Creed, Hidden Blade, Tricks of the Trade || +0 || +0 ft. || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +0<br />
| class="left" | Dance Of The Eagle, Evasion || +0 || +0 ft. || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +1<br />
| class="left" | Speed Climb || +0 || +10 ft. || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | Uncanny Dodge, Tricks of the Trade, Death Attack || +0 || +10 ft. || 9 (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | || +1 || +10ft. || 8 (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +2 <br />
| class="left" | Poison Use, ''Nothing is True'' || +1 || +20ft. || 8 (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +2 <br />
| class="left" | ''Blessed by Those Who Came Before: Falcon Dive''|| +1 || +20ft. || 8 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +2<br />
| class="left" | Improved Uncanny Dodge, Tricks of the Trade || +1 || +20 ft. || 8 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +3<br />
| class="left" | Improved Evasion || +1 || +30 ft. || 7 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +3<br />
| class="left" | Eagle Vision, ''Blessed by Those Who Came Before: Eagle Feathers'' || +2 || +30 ft. || 7 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +3<br />
| class="left" | || +2 || +30 ft. || 6 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | Tricks of the Trade || +2 || +40 ft. || 6 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | Hide In Plain Sight || +2 || +40 ft. || 5 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +4<br />
| class="left" | ''Everything is Permitted''|| +2 || +40 ft. || 4 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +5 <br />
| class="left" | ''Blessed by Those Who Came Before: Hawk Eye'' || +3 || +50ft. || 4 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Tricks of the Trade || +3 || +50ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | || +3 || +50ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6<br />
| class="left" | ''Mentor of the Brotherhood'' || +3 || +60ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6<br />
| class="left" | || +3 || +60ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Tricks of the Trade, ''Father of the Brotherhood'' || +4 || +60ft. || 3 (3)<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dex|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Cha|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Str|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Int|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Cha|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Int|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Cha|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dex|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Int|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Cha|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dex|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Cha|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (Architecture and Engineering) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (History) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Local) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Nobility and Royalty) ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Str|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wis|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dex|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dex|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Int|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wis|Wis]]), [[SRD:Sleight of Hand|Sleight Of Hand]] ([[SRD:Dex|Dex]]), [[SRD:Speak Language Skill|Speak Language]] (N/A), [[SRD:Spot Skill|Spot]] ([[SRD:Wis|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Str|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dex|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Cha|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dex|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
'''Weapon And Armor Proficiencies:''' Hashshashins are proficient with all simple wepaons, the [[Hidden Blade (DnD Equipment)|Hidden Blade]], [[SRD:Light Crossbow|Light Crossbow]], [[SRD:Heavy Crossbow|Heavy Crossbow]], [[SRD:Dagger|Dagger]], [[SRD:Longsword |Long Sword]], [[SRD:Short Sword|Short Sword]], and [[SRD:Falchion|Falchion]]. Hashshashin are proficient with light armor but not medium, heavy, or shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a Hashshashin loses her AC bonus and her Fast Movement.<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the Hashshashin adds his [[SRD:Wisdom|Wisdom]] bonus (if any) to his [[SRD:AC|AC]]. In addition, a Hashshashin gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five Hashshashin levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the Hashshashin is [[SRD:Flat-Footed|flat-footed]]. He loses these bonuses when he is immobilized or [[SRD:Helpless|helpless]], when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.<br />
<br />
'''Creed:''' A Hashshashin must be of Lawful alignment and loses all class abilities if he ever willingly commits an act against the Three Tenets of The Creed:<br />
<br />
The Creed mainly emphasizes three simple, moral tenets that focus on ensuring a successful mission, mastery of emotions, and the safety of the Brotherhood.<br />
<br />
'''Stay your blade from the flesh of an innocent'''<br />
<center>{{quote|I would not have drawn attention to us. I would not have taken the life of an innocent.|orig= Malik A-Sayf }}</center><br />
<br />
The goal of the Assassins is to ensure peace in all things. The Assassins believe that political assassinations and the death of the corrupt will bring peace and a true sense of security to the common people. Slaying innocents and civilian bystanders who do not need to die goes a long way towards spreading strife and discord, in addition to ruining the name of the Assassin Order itself.<br />
<br />
'''Always be discreet'''<br />
<center>{{quote|Let the people mask you such that you become one with the crowd.|orig= Al Mualim }}</center><br />
<br />
Be unseen. The Assassins aim is to get close to their target stealthily, usually in public, to perform awe-inspiring assassinations. The greatest illusion from an assassination is, an Assassin seemingly materializes from nowhere, kills a corrupt public figure, and vanishes into the depth of the crowd or environment. If an Assassin is spotted stalking their target, the supernatural effect is diluted, simply making it more difficult for the Assassin to reach his target.<br />
<br />
'''Never compromise the Brotherhood'''<br />
<center>{{quote|Your actions must never bring harm upon us - direct or indirect!|orig= Al Mualim }}</center><br />
<br />
The actions of one must never bring harm to all. If an Assassin fails, is captured, or is being chased, he must never commit an action or say anything that can be tied back to the Brotherhood.<br />
<br />
As well, at 1st Level the Hashshashin has the Rank of Recruit. Every Even level thereafter, she gains a new rank. Typically, they are as follows: Servant, Assistant, Soldier, Disciple, Mercenary, Warrior, Veteran, Master, Assassin. The names of these ranks may change depending on the area, but they serve the same purpose, and a Hashshashin is considered a student of the Brotherhood until they Graduate at the highest rank.<br />
<br />
'''Associates:''' While she may adventure with characters of any good or neutral alignment, a Hashshashin will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends her moral code. A Hashshashin may accept only henchmen, followers, or cohorts who are chaotic good.<br />
<br />
'''Hidden Blade:''' The Hashshashin obtains a [[Hidden Blade (DnD Equipment)|Hidden Blade]] at 1st level.<br />
<br />
'''Tricks of the Trade ([[SRD:Ex|Ex]]):''' At 1st level, 4th level and every 4 levels after, The Hashshashin gains the ability to choose from the following list:<br />
<br />
''Trap finding:'' Hashshashins (and only Hashshashins) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.<br />
<br />
Finding a nonmagical [[SRD:Traps|traps]] has a [[SRD:DC|DC]] of at least 20, or higher if it is well hidden. Finding a magic [[SRD:Traps|traps]] has a [[SRD:DC|DC]] of 25 + the level of the spell used to create it.<br />
<br />
Hashshashins (and only Hashshashins) can use the [[SRD:Disable Device Skill|Disable Device]] skill to [[SRD:Disarm|disarm]] magic traps. A magic [[SRD:Traps|traps]] generally has a [[SRD:DC|DC]] of 25 + the level of the spell used to create it.<br />
<br />
A Hashshashin who beats a trap’s [[SRD:DC|DC]] by 10 or more with a [[SRD:Disable Device Skill|Disable Device]] check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.<br />
<br />
''Shadowed Weapons:'' The Hashshashin gains Far Shot with daggers only. The Hashshashin gains a +4 competence bonus to sleight of hand check to conceal a weapon. Also gain the Quick Draw feat.<br />
<br />
''Counter Attack:'' If a target misses the Hashshashin in melee, the Hashshashin may make an attack on said target on the Hashshashin's next action, treating the opponent as Flat-Footed for one attack if the attack missed while on the Defensive or taking at least a -2 AC penalty with Combat Expertise. Otherwise, though it will only give a +2 Attack Bonus. If the Hashshashin's Counter Attack misses, she suffers a -4 AC Penalty, leaves her Defensive stance, and cannot return to it until her next action.<br />
<br />
''Eagles Talon:'' If the Hashshashin damages a creature or character with her hidden blade, the creature also takes 1 point of Constitution damage.<br />
<br />
''Crippling Strike:''(Requirements: Sneak Attack +5d6, Eagles Talon) A Hashshashin with this ability can sneak attack opponents with such precision that her 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 />
''Feat:'' A Hashshashin may gain a bonus feat in place of a special ability. She must meet all of the requirements as normal.<br />
<br />
'''{{#anc:Sneak Attack}}:''' If a Hashshashin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.<br />
<br />
The Hashshashin’s attack deals extra damage any time her target would be denied a [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (whether the target actually has a [[SRD:Dexterity|Dexterity]] bonus or not), or when the Hashshashin [[SRD:Flanking|flanks]] her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Hashshashin levels thereafter. Should the Hashshashin score a [[SRD:Critical Hit|critical hit]] with a sneak attack, this extra damage is not multiplied.<br />
<br />
[[SRD:Ranged Attack|Ranged attacks]] can count as sneak attacks only if the target is within 30 feet.<br />
<br />
With a sap (blackjack) or an [[SRD:Unarmed Strike|unarmed strike]], a Hashshashin can make a sneak attack that deals [[SRD:Nonlethal Damage|nonlethal damage]] instead of lethal damage. She cannot use a weapon that deals lethal damage to deal [[SRD:Nonlethal Damage|nonlethal damage]] in a sneak attack, not even with the usual –4 penalty.<br />
<br />
A Hashshashin can sneak attack only living creatures with discernible anatomies—[[SRD:Undead Type|undead]], [[SRD:Construct Type|constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], and [[SRD:Incorporeal Subtype|incorporeal]] creatures lack vital areas to attack. Any creature that is immune to [[SRD:Critical Hit|critical hits]] is not vulnerable to sneak attacks. The Hashshashin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Hashshashin cannot sneak attack while striking a creature with [[SRD:Concealment|concealment]] or striking the limbs of a creature whose vitals are beyond reach.<br />
<br />
'''{{#anc:[[SRD:Evasion and Improved Evasion#Evasion|Evasion]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a Hashshashin can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Hashshashin is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Hashshashin does not gain the benefit of evasion.<br />
<br />
'''Dance of the Eagle ([[SRD:Ex|Ex]]):''' At 2nd level the Hashshashin can add his Intelligence bonus (if any) to his Initiative, Move Silently, Climb, Jump, Balance, escape and Hide checks. The Hashshashin may also Take 10 on Climb, Jump, and Balance under stressful conditions.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Hashshashin gains an enhancement bonus to her speed, as shown on [[#Table: The Hashshashin|Table: The Hashshashin]]. A Hashshashin in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''Speed Climb ([[SRD:Ex|Ex]]):''' A Hashshashin gains a Climb Speed of 20, and her Unarmored Speed bonus only grants half the bonus to Climb Speed. A Hashshashin needs only one free hand to use this ability. This ability can be used only if a Hashshashin is wearing no armor and is carrying no more then a light load. <br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Hashshashin can react to danger before her senses would normally allow her to do so. She retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.<br />
<br />
If a Hashshashin already has uncanny dodge from a different [[SRD:Class|class]] she automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] (see below) instead.<br />
<br />
'''Death Attack ([[SRD:Ex|Ex]]):''' If an Hashshashin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly killing the target. While studying the victim, the Hashshashin can undertake other actions so long as his attention stays focused on the target and the target does not detect the Hashshashin or recognize the Hashshashin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + ½ Hashshashin class level + the Hashshashin Int modifier) against the kill effect, she dies. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Hashshashin has completed the 3 rounds of study, he must make the death attack within 1 round. <br />
<br />
If a death attack is attempted and fails (the victim makes her save) or if the Hashshashin does not launch the attack within 1 round of completing the study, 9 new rounds of study are required before he can attempt another death attack. The number of rounds the Hashshashin must study his target decreases as the Hashshashin gains levels. The number of rounds in which the Hashshashin must make his death attack increase by 1 as the Hashshashin gains levels. The Hashshashin may choose to either paralyze or kill the target of his death attack.<br />
<br />
'''Poison Use ([[SRD:Ex|Ex]]):''' Hashshashin are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.<br />
<br />
'''Nothing Is True ([[SRD:Ex|Ex]]):''' The Hashshashin begins to understand the Maxim her order follows as part of the Creed. Truth is a valuable commodity in her line of work, and as such she gains the use of ''Zone of Truth'' centered on herself, and casts the effect of ''Speak with Dead'' on the target after dealing a Death Attack. Both spells only last until the Hashshashin lays the target's head down and speaks a prayer. During this time, treat the Hashshashin as if until the effect of ''Time Stop,'' except that it lasts until the end of the aforementioned prayer, no apparent time is spent, and if the Hashshashin takes any action outside of speaking to the target the effect also ends. Forgoing the prayer, under any circumstance, is an immediate breech of the Creed, but speaking it also gives the Hashshashin a +10 Divine bonus to movement speed for the next three rounds.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hashshashin of 8th level or higher can no longer be flanked.<br />
<br />
This defense denies another Hashshashin the ability to [[#Sneak Attack|sneak attack]] the character by flanking her, unless the attacker has at least four more Hashshashin levels than the target does.<br />
<br />
If a character already has [[#Uncanny Dodge|uncanny dodge]] (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant [[#Uncanny Dodge|Uncanny Dodge]] stack to determine the minimum Hashshashin level required to [[SRD:Flanking|flank]] the character.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a Hashshashin’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] Hashshashin does not gain the benefit of improved evasion.<br />
<br />
'''Eagle Vision ([[SRD:Ex|Ex]]):''' At 10th level, the Hashshashin's perceptive ability increases to beyond normal capabilities. Normally, Eagle Vision acts as 'Detect Hostile Intent' at will. When sitting or standing on a high perch, the Hashshashin can use 'Locate Object' or 'Locate Creature' at will, but if the creature or object succeeds on the Will save the Hashshashin cannot use it on that target again for 24 hours. Use the Hashshashin's level as the caster level.<br />
<br />
'''Blessed by Those Who Came Before ([[SRD:Ex|Ex]]):''' The Hashshashin is being watched over and has learned the divine methods through those who came before. <br />
: ''Falcon's Dive'' allows her to either charge or leap down upon her foe from at least 10 feet and, with a DC 15 Jump check, deal +2 damage if the attack connects. For every 10 above the DC, add +2 Damage.<br />
: ''Eagle's Feathers'' allows her to, using a cloak and a DC 25 Bluff check (separate from the upcoming Feint Check), Feint in combat as a move action. If DC 40 is broken, it becomes a Free Action.<br />
: ''Hawk's Eye'' allows her to gain +2 Attack and Damage when studying a target for one full round without making any other actions, although studying for a Death Attack is excluded from this rule. This stacks up to three times, but if the attack is not made within three rounds of ending the study, it is wasted.<br />
<br />
'''{{#anc:Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, a Hashshashin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Hashshashin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.<br />
<br />
'''Everything is Permitted ([[SRD:Ex|Ex]]):''' The second half of the guild's Maxim, the Hashshashin has learned the true meaning of her place in the world. Anything she desires to perform, within the Creed and for the people, she can do. She takes no falling damage if she speaks the Maxim before leaping from a high place. Her leap of faith lands her in a completely safe position, usually a haybale or a wagon full of something soft, even if such a thing would not normally cushion another person falling from that same height. This ability can be used three times a day at this level. As well, the Hashshashin steels her resolve, gaining +8 on saves against Fear.<br />
<br />
'''Mentor of the Brotherhood ([[SRD:Ex|Ex]]):''' The Hashshashin has proven herself in the field of combat, and gains +10 to Charisma Based rolls towards anyone affiliated with the Brotherhood. As well, She may now perform Ranged Sneak Attacks from 60 feet away instead of 30, is Immune to Fear, and has a constant ''Mind Blank'' effect over her.<br />
<br />
'''Father of the Brotherhood ([[SRD:Ex|Ex]]):''' The Hashshashin has obtained the second highest rank within the Brotherhood, and is now in a position to become Grand Master, the head of the Brotherhood in it's entirety. By brandishing the Brotherhood's Crest somewhere on her person, be it a cape, on her armor, or whatnot, the Hashshashin makes a bold statement to anyone who dares to invoke the wrath necessitating such a display. Any intelligent creature who wishes to do harm unto the Hashshashin or anyone under the Hashshashin's protection (including other members of the Brotherhood) must roll a Will save against the Hashshashin's Intimidate plus Charisma Bonus (if any) plus 10. Failure means the subject is Panicked for 5 rounds (and must make a new save to try again,) while Success means the subject is Shaken for 3d6 rounds. The Hashshashin may also use ''Mind Cloud'' at will, though if the creature makes it's save it cannot be used on the same target for 24 hours, and only one target can be affected at any one time. (Use the Hashshashin's Level as the Caster Level and use her Intelligence as the Key Ability.)<br />
<br />
====Ex-Hashshashin====<br />
<br />
A Hashshashin who ceases to be Lawful or grossly violates the code of conduct loses all Hashshashin abilities (but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Hashshashin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.<br />
<br />
A fallen Hashshashin who takes levels in the Assassin prestige class gains additional benefits. Like a member of any other class, a Hashshashin may be a multiclass character, but multiclass Hashshashins face a special restriction. A Hashshashin who gains a level in any class other than Hashshashin may never again raise her Hashshashin level, unless she multi classes into one of the following classes: Monk, Rogue or Fighter.<br />
<br />
====Fallen Hashshashin====<br />
<br />
[[SRD:Assassin|Assassins]] who have levels in the Hashshashin class (that is to say, are now ex-Hashshashins) gain extra abilities the more levels of Hashshashin they have.<br />
A fallen Hashshashin who becomes a [[SRD:Assassin|Assassin]] gains all of the following abilities that apply, according to the number of Hashshashin levels the character has.<br />
<br />
1–2: Sneak Attack +1d6. (This is in addition to the ability granted to all Assassins at 1st level.) <br><br />
3–4: Evasion<br><br />
5–6: Sneak attack damage increased by +1d6 <br><br />
7–8: Improved Evasion<br><br />
9–10: Regain two of their Tricks of the Trade abilities. <br><br />
11 or more: A Fallen Hashshashin of this stature immediately gains a Assassin level for each level of Hashshashin he trades in. <br><br />
<br />
The character level of the character does not change. With the loss of Hashashin levels, the character no longer gains as many extra abilities for being a Fallen Hashshashin.<br />
<br />
====Epic Hashshashin====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Hashshashin}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d6<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" | Sneak Attack +11d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" | Sneak Attack +12d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | Sneak Attack +13d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" | Sneak Attack +14d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" | Sneak Attack +15d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.'''<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Hashshashin’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Hashshashin’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. <br />
<br />
'''[[#Sneak Attack|Sneak Attack]]:''' The epic Hashshashin’s sneak attack damage increases by +1d6 at every odd-numbered level.<br />
<br />
'''[[#Dance of the Eagle|Dance of the Eagle]]:''' During epic level Dance of the Eagle doesn't automatically increase every 2 levels.<br />
<br />
'''[[#Death Attack|Death Attack]]:''' The epic Hashshashin's Death Attack changes in no way at epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic hashshashin gains a bonus feat (selected from the list of epic hashshashin bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic Hashshashin Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Hashshashin====<br />
<br />
When given a target or a task by your leaders you fight with pure devotion of the heart. Your use of the blade will always hold truth behind it and your faith empowers you. As a Hashshashin you undertake adventures as part of your training, treating each dungeon and every rescue as an experience that allows you to grow into the most skilled of your people. No matter how tough things may get, you always have the ideals that what you do saves thousands of people from damnation. <br />
<br />
'''Religion:''' The Hashshashins believe all gods and religions are lies. Referring to their own deity as just 'God', they believe through the illusions he spreads out before them they do right. By seeing past the lies and deceit they are 'wise'.<br />
<br />
'''Other Classes:''' Hashshashins are often looked down upon by the Paladins and Clerics seen as evil doers and meddlers. Most rogues appeal to the Hashshashins, however some hate the Hashshashins for stepping on the rogue's toes when it comes to combat and "Work Behavior".<br />
<br />
'''Combat:''' The Hashshashin best fits the role of a striker. Jumping from the shadows and cutting up his opponents before they even have a chance to defend themselves. <br />
<br />
'''Advancement:''' It is not uncommon for Hashshashins to take levels in Monk, Fighter or Rogue, but they are prohibited from any class that would cause the character to become evil-aligned.<br />
<br />
====Hashshashins in the World====<br />
<br />
<center>{{quote|The men say he is like a eagle, flying through the sky at unimaginable speeds.|orig= Ko'-gar Knight Of The Templar }}</center><br />
<br />
The Hashshashin are bringers of peace. Traveling the lands so that they may take out their targets. Though their work seems evil to many there is great meaning and good behind their work.<br />
<br />
Hashshashins are wise, believing in no particular deity yet doing good work for all. Bringing peace to those who thought they would never see any. Where religions control and punish people, the Hashshashins kill the corrupt leaders and release the people from their chains. The Hashshashins believe that nothing is true but everything is permitted, they are able to bring down the greatest religious cults with just a few deaths, be they precise ones.<br />
The Hashshashins are almost the balancers of the world and so they play a great part in its development.<br />
<br />
'''Daily Life:''' The day to day life of the Hashshashin is one of travel and great feats. Many Hashshashins spend their days scaling buildings or the streets looking for their next kill. Otherwise Hashshashins spend time improving themselves traveling the lands improving their skill at combat.<br />
<br />
'''Notables:''' There have been many Notable Hashshashins through out the ages but only one ''Altair'' is truly remembered. Altair spread the teaching of the Hashshashins so that they could spread and control the many cities of the world.<br />
<br />
'''Organizations:''' The Hashshashins are members of [[The Creed (Organization)|The Creed]], A religious cult devoted to attaining world peace.<br />
<br />
'''NPC Reactions:''' Most NPC will not recognize a Hashshashin and so will simply see them as a passer by. Those who do know of them will either steer straight or talk a while. The Hashshashins are well respected among the good royalty.<br />
<br />
====Hashshashin Lore====<br />
<br />
A great many things have been forgotten about the legendary Hashshashins however those who know of nobility and royalty may remember a thing or two about 'God's Assassins'<br />
<br />
Characters with ranks in some appropriate skill can research Hashshashins to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Royalty and Nobility)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | The Hashshashins kill with purpose and never senselessly murder people.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | It is known that Hashshashins travel the world and can be recognized by their white robes and cowl.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The Hashshashin stronghold is far to the south in the world. Will know that some Hashshashin wear colored robes to blend in more efficiently.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The Hashshashins once guarded a great treasure. What the treasure's name or purpose is unknown without searching amongst dusty tomes deep beneath the grounds in tombs that now hold the old king's bones.<br />
|}<br />
<br />
====Hashashins in the Game====<br />
<br />
The Hashshashins are shown respect by those who know of them. Otherwise they are seen simply as ordinary people, but often mistaken for murderers and petty thieves . A Hashshashin keeps himself blended in with the crowd or the shadows, only striking when put in danger or when his target is in sight. It is said that if pursued, the Hashshashin dissapears without a trace so that he can safely get away.<br />
<br />
'''Adaptation:''' Possible variant conceptions of this class.<br />
<br />
'''Sample Encounter:''' Hashshashins travel the lands killing in the cities that lie on them. Walking amongst the city's citizens allows them to pass off as one of them.<br />
<br />
''EL 6 Encounter:'' The Hashshashin Ak'mar Habni travels the lands killing those his master wills dead. <br />
The PC's have been deemed a threat to the world's balance and so Ak'mar has been sent to deal with them. Ak'mar will most likely attack the party in a city where he has the advantage, where climbing and stealth skills will be most effective.<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:Lawful Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Hashshashin_(3.5e_Class)&diff=596973Hashshashin (3.5e Class)2012-11-17T18:33:43Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=AC-Altair.jpg<br />
|imgloc=bottom<br />
|imgsize=300px<br />
|imgcaption= ''Altair, Master Hashshashin''<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Ready for Review<br />
|editing= <br />
|type=Combat-Focused, Good Guy, Skilled<br />
|desc= The 'Holy' Assassin.<br />
}}<br />
<br />
==Hashshashin==<br />
<br />
{{quote|Nothing is true, everything is permitted.}}<br />
<br />
Hashshashin or God's assassins, are said to kill one man to bring peace to a thousand others. Telling no one what to believe, or what to think, but instead telling others to be wise. So that in this wisdom they will find freedom.<br />
<br />
===Origins===<br />
<br />
The origins of the Assassins trace back to just before the First Crusade around 1080. It is difficult to find out much information about the origins of the Assassins because most early sources are either written by enemies of the cult or based on legends. Most sources dealing with the order’s inner working were destroyed with the capture of Alamut, the Assassin's headquarters. However, it's possible to trace the beginnings of the cult back to its first Grandmaster, Hassan-i Sabbah. A passionate believer of the Isma’ili beliefs, Hassan-i-Sabbah was well liked throughout Cairo, Syria, and most of the Middle East by other Isma’ili, which led to a number of people becoming his followers. Using his fame and popularity, Sabbah founded the Order of the Assassins. While his motives for founding this order are ultimately unknown, it has been speculated that it was for his own political and personal gain and to also exact vengeance on his enemies. His motivation for political power probably came through what he thought to be dealings with other Muslims in the Middle East, particularly Sunnis, but because of the unrest in the holy land caused by the calling of the Crusades, Hasan-i-Sabbah found himself not only fighting for power with other Muslims, but also with the invading Christian forces.<br />
<br />
===Alamut===<br />
<br />
After creating the Order, Sabbah searched for a location that would be fit for a sturdy headquarters and decided on the fortress at Alamut in what is now northwestern Iran. It is still disputed whether Sabbah built the fortress himself or if it was already built at the time of his arrival. Whether he created it himself or not, Sabbah adapted the fortress to suit his needs of not only defense from hostile forces, but also indoctrination of his followers. After laying claim to the fortress at Alamut, Sabbah began expanding his influence outward to nearby towns and districts, using his agents to gain political favour and intimidate the local populations.<br />
<br />
Spending most of his days at Alamut working on religious works and doctrines for his Order, Sabbah was never to leave his fortress again in his lifetime. He had established a secret society of deadly assassins, one which was built in a hierarchical format. Below Sabbah, the Grand Headmaster of the Order, were those known as “Greater Propagandists”, followed by the normal "Propagandists", the Rafiqs ("Companions"), and the Lasiqs ("Adherents"). It was the Lasiqs who were trained to become some of the most feared assassins, or as they were called, "Fida’i" (self-sacrificing agent), in the known world.<br />
<br />
===Questions of loyalty, and the name "Hashshish"-ins===<br />
<br />
It is, however, unknown how Hassan-i-Sabbah was able to get his "Fida’i" to perform with such fervent loyalty. One theory, possibly the most well known but also the most criticized, comes from the observations from Marco Polo during his travels to the Orient. He describes how the "Old Man of the Mountain" (Sabbah) would drug his young followers with hashish (hence 'hashshashin'), lead them to a "paradise", and then claim that only he had the means to allow for their return. Perceiving that Sabbah was either a prophet or some kind of magic man, his disciples, believing that only he could return them to "paradise", were fully committed to his cause and willing to carry out his every request. With his new weapons, Sabbah began to order multiple assassinations, ranging from politicians to great generals. Assassins rarely would attack ordinary citizens though and tended not to be hostile towards them.<br />
<br />
Although the "Fida’i" were the lowest rank in Sabbah’s order and only used as expendable pawns to do the Grandmaster’s bidding, much time and many resources were put in to training them. The Assassins were generally young in age giving them the physical strength and stamina which would be required to carry out these murders. However, physical prowess was not the only trait that was required to be a "Fida’i". To get to their targets, the Assassins had to be patient, cold, and calculating. They were generally intelligent and well read because they were required to possess not only knowledge about their enemy, but his or her culture and their native language. They were trained by their masters to disguise themselves, sneak in to enemy territory and perform the assassinations instead of simply attacking their target outright.<br />
<br />
As tensions in the Middle East grew during the Crusades, the Assassins were also known for taking contracts from outside sources on either side of the war, whether it was from the invading Crusaders or the Saracen forces, so long as the assassination fit in to the Grandmaster's plan.<br />
<br />
===Making A Hashashin===<br />
<br />
'''Abilities:''' Intelligence determines many of the Hashshashin's abilities. Dexterity provides an unarmored Hashshashin with better defense and with bonuses to class skills. Wisdom powers the Hashshashin's special defenses. Strength helps the Hashshashin in combat.<br />
<br />
'''Races:''' Humans are often Hashshashins, though it is not uncommon for Elves, Halflings, Half Elves and Tieflings to take up the Hashshashin training.<br />
<br />
'''Alignment:''' Any Lawful because Hashshashins follow a strict Creed.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp (150 gp).<br />
'''Hit Dice:''' d6.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Monk<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hashashin}}</div><br />
|-<br />
|-<br />
! rowspan="2" | [[SRD:Level|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<br/>Bonus<br />
! rowspan="2" | Unarmoured<br/>Speed Bonus<br />
! rowspan="2" | Death<br/>Attack<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" | Creed, Sneak Attack +1d6, Hidden Blade, Tricks of the Trade || +0 || +0 ft. || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +0<br />
| class="left" | Dance Of The Eagle, Evasion || +0 || +0 ft. || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +1<br />
| class="left" | Sneak Attack +2d6, Speed Climb || +0 || +10 ft. || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | Uncanny Dodge, Tricks of the Trade, Death Attack || +0 || +10 ft. || 9 (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | Sneak Attack +3d6 || +1 || +10ft. || 8 (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +2 <br />
| class="left" | Poison Use, ''Nothing is True'' || +1 || +20ft. || 8 (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +2 <br />
| class="left" | Sneak Attack +4d6, ''Blessed by Those Who Came Before: Falcon Dive''|| +1 || +20ft. || 8 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +2<br />
| class="left" | Improved Uncanny Dodge, Tricks of the Trade || +1 || +20 ft. || 8 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +3<br />
| class="left" | Sneak Attack +5d6, Improved Evasion || +1 || +30 ft. || 7 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +3<br />
| class="left" | Eagle Vision, ''Blessed by Those Who Came Before: Eagle Feathers'' || +2 || +30 ft. || 7 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +3<br />
| class="left" | Sneak Attack +6d6 || +2 || +30 ft. || 6 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | Tricks of the Trade || +2 || +40 ft. || 6 (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | Sneak Attack +7d6, Hide In Plain Sight || +2 || +40 ft. || 5 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +4<br />
| class="left" | ''Everything is Permitted''|| +2 || +40 ft. || 4 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +5 <br />
| class="left" | Sneak Attack +8d6, ''Blessed by Those Who Came Before: Hawk Eye'' || +3 || +50ft. || 4 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Tricks of the Trade || +3 || +50ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Sneak Attack +9d6 || +3 || +50ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6<br />
| class="left" | ''Mentor of the Brotherhood'' || +3 || +60ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6<br />
| class="left" | Sneak Attack +10d6 || +3 || +60ft. || 3 (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Tricks of the Trade, ''Father of the Brotherhood'' || +4 || +60ft. || 3 (3)<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dex|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Cha|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Str|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Int|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Cha|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Int|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Cha|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dex|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Int|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Cha|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dex|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Cha|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (Architecture and Engineering) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (History) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Local) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Nobility and Royalty) ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Str|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wis|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dex|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dex|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Int|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wis|Wis]]), [[SRD:Sleight of Hand|Sleight Of Hand]] ([[SRD:Dex|Dex]]), [[SRD:Speak Language Skill|Speak Language]] (N/A), [[SRD:Spot Skill|Spot]] ([[SRD:Wis|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Str|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dex|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Cha|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dex|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
'''Weapon And Armor Proficiencies:''' Hashshashins are proficient with all simple wepaons, the [[Hidden Blade (DnD Equipment)|Hidden Blade]], [[SRD:Light Crossbow|Light Crossbow]], [[SRD:Heavy Crossbow|Heavy Crossbow]], [[SRD:Dagger|Dagger]], [[SRD:Longsword |Long Sword]], [[SRD:Short Sword|Short Sword]], and [[SRD:Falchion|Falchion]]. Hashshashin are proficient with light armor but not medium, heavy, or shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a Hashshashin loses her AC bonus and her Fast Movement.<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the Hashshashin adds his [[SRD:Wisdom|Wisdom]] bonus (if any) to his [[SRD:AC|AC]]. In addition, a Hashshashin gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five Hashshashin levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the Hashshashin is [[SRD:Flat-Footed|flat-footed]]. He loses these bonuses when he is immobilized or [[SRD:Helpless|helpless]], when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.<br />
<br />
'''Creed:''' A Hashshashin must be of Lawful alignment and loses all class abilities if he ever willingly commits an act against the Three Tenets of The Creed:<br />
<br />
The Creed mainly emphasizes three simple, moral tenets that focus on ensuring a successful mission, mastery of emotions, and the safety of the Brotherhood.<br />
<br />
'''Stay your blade from the flesh of an innocent'''<br />
<center>{{quote|I would not have drawn attention to us. I would not have taken the life of an innocent.|orig= Malik A-Sayf }}</center><br />
<br />
The goal of the Assassins is to ensure peace in all things. The Assassins believe that political assassinations and the death of the corrupt will bring peace and a true sense of security to the common people. Slaying innocents and civilian bystanders who do not need to die goes a long way towards spreading strife and discord, in addition to ruining the name of the Assassin Order itself.<br />
<br />
'''Always be discreet'''<br />
<center>{{quote|Let the people mask you such that you become one with the crowd.|orig= Al Mualim }}</center><br />
<br />
Be unseen. The Assassins aim is to get close to their target stealthily, usually in public, to perform awe-inspiring assassinations. The greatest illusion from an assassination is, an Assassin seemingly materializes from nowhere, kills a corrupt public figure, and vanishes into the depth of the crowd or environment. If an Assassin is spotted stalking their target, the supernatural effect is diluted, simply making it more difficult for the Assassin to reach his target.<br />
<br />
'''Never compromise the Brotherhood'''<br />
<center>{{quote|Your actions must never bring harm upon us - direct or indirect!|orig= Al Mualim }}</center><br />
<br />
The actions of one must never bring harm to all. If an Assassin fails, is captured, or is being chased, he must never commit an action or say anything that can be tied back to the Brotherhood.<br />
<br />
As well, at 1st Level the Hashshashin has the Rank of Recruit. Every Even level thereafter, she gains a new rank. Typically, they are as follows: Servant, Assistant, Soldier, Disciple, Mercenary, Warrior, Veteran, Master, Assassin. The names of these ranks may change depending on the area, but they serve the same purpose, and a Hashshashin is considered a student of the Brotherhood until they Graduate at the highest rank.<br />
<br />
'''Associates:''' While she may adventure with characters of any good or neutral alignment, a Hashshashin will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends her moral code. A Hashshashin may accept only henchmen, followers, or cohorts who are chaotic good.<br />
<br />
'''Hidden Blade:''' The Hashshashin obtains a [[Hidden Blade (DnD Equipment)|Hidden Blade]] at 1st level.<br />
<br />
'''Tricks of the Trade ([[SRD:Ex|Ex]]):''' At 1st level, 4th level and every 4 levels after, The Hashshashin gains the ability to choose from the following list:<br />
<br />
''Trap finding:'' Hashshashins (and only Hashshashins) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.<br />
<br />
Finding a nonmagical [[SRD:Traps|traps]] has a [[SRD:DC|DC]] of at least 20, or higher if it is well hidden. Finding a magic [[SRD:Traps|traps]] has a [[SRD:DC|DC]] of 25 + the level of the spell used to create it.<br />
<br />
Hashshashins (and only Hashshashins) can use the [[SRD:Disable Device Skill|Disable Device]] skill to [[SRD:Disarm|disarm]] magic traps. A magic [[SRD:Traps|traps]] generally has a [[SRD:DC|DC]] of 25 + the level of the spell used to create it.<br />
<br />
A Hashshashin who beats a trap’s [[SRD:DC|DC]] by 10 or more with a [[SRD:Disable Device Skill|Disable Device]] check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.<br />
<br />
''Shadowed Weapons:'' The Hashshashin gains Far Shot with daggers only. The Hashshashin gains a +4 competence bonus to sleight of hand check to conceal a weapon. Also gain the Quick Draw feat.<br />
<br />
''Counter Attack:'' If a target misses the Hashshashin in melee, the Hashshashin may make an attack on said target on the Hashshashin's next action, treating the opponent as Flat-Footed for one attack if the attack missed while on the Defensive or taking at least a -2 AC penalty with Combat Expertise. Otherwise, though it will only give a +2 Attack Bonus. If the Hashshashin's Counter Attack misses, she suffers a -4 AC Penalty, leaves her Defensive stance, and cannot return to it until her next action.<br />
<br />
''Eagles Talon:'' If the Hashshashin damages a creature or character with her hidden blade, the creature also takes 1 point of Constitution damage.<br />
<br />
''Crippling Strike:''(Requirements: Sneak Attack +5d6, Eagles Talon) A Hashshashin with this ability can sneak attack opponents with such precision that her 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 />
''Feat:'' A Hashshashin may gain a bonus feat in place of a special ability. She must meet all of the requirements as normal.<br />
<br />
'''{{#anc:Sneak Attack}}:''' If a Hashshashin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.<br />
<br />
The Hashshashin’s attack deals extra damage any time her target would be denied a [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (whether the target actually has a [[SRD:Dexterity|Dexterity]] bonus or not), or when the Hashshashin [[SRD:Flanking|flanks]] her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Hashshashin levels thereafter. Should the Hashshashin score a [[SRD:Critical Hit|critical hit]] with a sneak attack, this extra damage is not multiplied.<br />
<br />
[[SRD:Ranged Attack|Ranged attacks]] can count as sneak attacks only if the target is within 30 feet.<br />
<br />
With a sap (blackjack) or an [[SRD:Unarmed Strike|unarmed strike]], a Hashshashin can make a sneak attack that deals [[SRD:Nonlethal Damage|nonlethal damage]] instead of lethal damage. She cannot use a weapon that deals lethal damage to deal [[SRD:Nonlethal Damage|nonlethal damage]] in a sneak attack, not even with the usual –4 penalty.<br />
<br />
A Hashshashin can sneak attack only living creatures with discernible anatomies—[[SRD:Undead Type|undead]], [[SRD:Construct Type|constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], and [[SRD:Incorporeal Subtype|incorporeal]] creatures lack vital areas to attack. Any creature that is immune to [[SRD:Critical Hit|critical hits]] is not vulnerable to sneak attacks. The Hashshashin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Hashshashin cannot sneak attack while striking a creature with [[SRD:Concealment|concealment]] or striking the limbs of a creature whose vitals are beyond reach.<br />
<br />
'''{{#anc:[[SRD:Evasion and Improved Evasion#Evasion|Evasion]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a Hashshashin can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Hashshashin is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Hashshashin does not gain the benefit of evasion.<br />
<br />
'''Dance of the Eagle ([[SRD:Ex|Ex]]):''' At 2nd level the Hashshashin can add his Intelligence bonus (if any) to his Initiative, Move Silently, Climb, Jump, Balance, escape and Hide checks. The Hashshashin may also Take 10 on Climb, Jump, and Balance under stressful conditions.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Hashshashin gains an enhancement bonus to her speed, as shown on [[#Table: The Hashshashin|Table: The Hashshashin]]. A Hashshashin in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''Speed Climb ([[SRD:Ex|Ex]]):''' A Hashshashin gains a Climb Speed of 20, and her Unarmored Speed bonus only grants half the bonus to Climb Speed. A Hashshashin needs only one free hand to use this ability. This ability can be used only if a Hashshashin is wearing no armor and is carrying no more then a light load. <br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Hashshashin can react to danger before her senses would normally allow her to do so. She retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.<br />
<br />
If a Hashshashin already has uncanny dodge from a different [[SRD:Class|class]] she automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] (see below) instead.<br />
<br />
'''Death Attack ([[SRD:Ex|Ex]]):''' If an Hashshashin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly killing the target. While studying the victim, the Hashshashin can undertake other actions so long as his attention stays focused on the target and the target does not detect the Hashshashin or recognize the Hashshashin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + ½ Hashshashin class level + the Hashshashin Int modifier) against the kill effect, she dies. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Hashshashin has completed the 3 rounds of study, he must make the death attack within 1 round. <br />
<br />
If a death attack is attempted and fails (the victim makes her save) or if the Hashshashin does not launch the attack within 1 round of completing the study, 9 new rounds of study are required before he can attempt another death attack. The number of rounds the Hashshashin must study his target decreases as the Hashshashin gains levels. The number of rounds in which the Hashshashin must make his death attack increase by 1 as the Hashshashin gains levels. The Hashshashin may choose to either paralyze or kill the target of his death attack.<br />
<br />
'''Poison Use ([[SRD:Ex|Ex]]):''' Hashshashin are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.<br />
<br />
'''Nothing Is True ([[SRD:Ex|Ex]]):''' The Hashshashin begins to understand the Maxim her order follows as part of the Creed. Truth is a valuable commodity in her line of work, and as such she gains the use of ''Zone of Truth'' centered on herself, and casts the effect of ''Speak with Dead'' on the target after dealing a Death Attack. Both spells only last until the Hashshashin lays the target's head down and speaks a prayer. During this time, treat the Hashshashin as if until the effect of ''Time Stop,'' except that it lasts until the end of the aforementioned prayer, no apparent time is spent, and if the Hashshashin takes any action outside of speaking to the target the effect also ends. Forgoing the prayer, under any circumstance, is an immediate breech of the Creed, but speaking it also gives the Hashshashin a +10 Divine bonus to movement speed for the next three rounds.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hashshashin of 8th level or higher can no longer be flanked.<br />
<br />
This defense denies another Hashshashin the ability to [[#Sneak Attack|sneak attack]] the character by flanking her, unless the attacker has at least four more Hashshashin levels than the target does.<br />
<br />
If a character already has [[#Uncanny Dodge|uncanny dodge]] (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant [[#Uncanny Dodge|Uncanny Dodge]] stack to determine the minimum Hashshashin level required to [[SRD:Flanking|flank]] the character.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a Hashshashin’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] Hashshashin does not gain the benefit of improved evasion.<br />
<br />
'''Eagle Vision ([[SRD:Ex|Ex]]):''' At 10th level, the Hashshashin's perceptive ability increases to beyond normal capabilities. Normally, Eagle Vision acts as 'Detect Hostile Intent' at will. When sitting or standing on a high perch, the Hashshashin can use 'Locate Object' or 'Locate Creature' at will, but if the creature or object succeeds on the Will save the Hashshashin cannot use it on that target again for 24 hours. Use the Hashshashin's level as the caster level.<br />
<br />
'''Blessed by Those Who Came Before ([[SRD:Ex|Ex]]):''' The Hashshashin is being watched over and has learned the divine methods through those who came before. <br />
: ''Falcon's Dive'' allows her to either charge or leap down upon her foe from at least 10 feet and, with a DC 15 Jump check, deal +2 damage if the attack connects. For every 10 above the DC, add +2 Damage.<br />
: ''Eagle's Feathers'' allows her to, using a cloak and a DC 25 Bluff check (separate from the upcoming Feint Check), Feint in combat as a move action. If DC 40 is broken, it becomes a Free Action.<br />
: ''Hawk's Eye'' allows her to gain +2 Attack and Damage when studying a target for one full round without making any other actions, although studying for a Death Attack is excluded from this rule. This stacks up to three times, but if the attack is not made within three rounds of ending the study, it is wasted.<br />
<br />
'''{{#anc:Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, a Hashshashin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Hashshashin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.<br />
<br />
'''Everything is Permitted ([[SRD:Ex|Ex]]):''' The second half of the guild's Maxim, the Hashshashin has learned the true meaning of her place in the world. Anything she desires to perform, within the Creed and for the people, she can do. She takes no falling damage if she speaks the Maxim before leaping from a high place. Her leap of faith lands her in a completely safe position, usually a haybale or a wagon full of something soft, even if such a thing would not normally cushion another person falling from that same height. This ability can be used three times a day at this level. As well, the Hashshashin steels her resolve, gaining +8 on saves against Fear.<br />
<br />
'''Mentor of the Brotherhood ([[SRD:Ex|Ex]]):''' The Hashshashin has proven herself in the field of combat, and gains +10 to Charisma Based rolls towards anyone affiliated with the Brotherhood. As well, She may now perform Ranged Sneak Attacks from 60 feet away instead of 30, is Immune to Fear, and has a constant ''Mind Blank'' effect over her.<br />
<br />
'''Father of the Brotherhood ([[SRD:Ex|Ex]]):''' The Hashshashin has obtained the second highest rank within the Brotherhood, and is now in a position to become Grand Master, the head of the Brotherhood in it's entirety. By brandishing the Brotherhood's Crest somewhere on her person, be it a cape, on her armor, or whatnot, the Hashshashin makes a bold statement to anyone who dares to invoke the wrath necessitating such a display. Any intelligent creature who wishes to do harm unto the Hashshashin or anyone under the Hashshashin's protection (including other members of the Brotherhood) must roll a Will save against the Hashshashin's Intimidate plus Charisma Bonus (if any) plus 10. Failure means the subject is Panicked for 5 rounds (and must make a new save to try again,) while Success means the subject is Shaken for 3d6 rounds. The Hashshashin may also use ''Mind Cloud'' at will, though if the creature makes it's save it cannot be used on the same target for 24 hours, and only one target can be affected at any one time. (Use the Hashshashin's Level as the Caster Level and use her Intelligence as the Key Ability.)<br />
<br />
====Ex-Hashshashin====<br />
<br />
A Hashshashin who ceases to be Lawful or grossly violates the code of conduct loses all Hashshashin abilities (but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Hashshashin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.<br />
<br />
A fallen Hashshashin who takes levels in the Assassin prestige class gains additional benefits. Like a member of any other class, a Hashshashin may be a multiclass character, but multiclass Hashshashins face a special restriction. A Hashshashin who gains a level in any class other than Hashshashin may never again raise her Hashshashin level, unless she multi classes into one of the following classes: Monk, Rogue or Fighter.<br />
<br />
====Fallen Hashshashin====<br />
<br />
[[SRD:Assassin|Assassins]] who have levels in the Hashshashin class (that is to say, are now ex-Hashshashins) gain extra abilities the more levels of Hashshashin they have.<br />
A fallen Hashshashin who becomes a [[SRD:Assassin|Assassin]] gains all of the following abilities that apply, according to the number of Hashshashin levels the character has.<br />
<br />
1–2: Sneak Attack +1d6. (This is in addition to the ability granted to all Assassins at 1st level.) <br><br />
3–4: Evasion<br><br />
5–6: Sneak attack damage increased by +1d6 <br><br />
7–8: Improved Evasion<br><br />
9–10: Regain two of their Tricks of the Trade abilities. <br><br />
11 or more: A Fallen Hashshashin of this stature immediately gains a Assassin level for each level of Hashshashin he trades in. <br><br />
<br />
The character level of the character does not change. With the loss of Hashashin levels, the character no longer gains as many extra abilities for being a Fallen Hashshashin.<br />
<br />
====Epic Hashshashin====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Hashshashin}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d6<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" | Sneak Attack +11d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" | Sneak Attack +12d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | Sneak Attack +13d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" | Sneak Attack +14d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" | Sneak Attack +15d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.'''<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Hashshashin’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Hashshashin’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. <br />
<br />
'''[[#Sneak Attack|Sneak Attack]]:''' The epic Hashshashin’s sneak attack damage increases by +1d6 at every odd-numbered level.<br />
<br />
'''[[#Dance of the Eagle|Dance of the Eagle]]:''' During epic level Dance of the Eagle doesn't automatically increase every 2 levels.<br />
<br />
'''[[#Death Attack|Death Attack]]:''' The epic Hashshashin's Death Attack changes in no way at epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic hashshashin gains a bonus feat (selected from the list of epic hashshashin bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic Hashshashin Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Hashshashin====<br />
<br />
When given a target or a task by your leaders you fight with pure devotion of the heart. Your use of the blade will always hold truth behind it and your faith empowers you. As a Hashshashin you undertake adventures as part of your training, treating each dungeon and every rescue as an experience that allows you to grow into the most skilled of your people. No matter how tough things may get, you always have the ideals that what you do saves thousands of people from damnation. <br />
<br />
'''Religion:''' The Hashshashins believe all gods and religions are lies. Referring to their own deity as just 'God', they believe through the illusions he spreads out before them they do right. By seeing past the lies and deceit they are 'wise'.<br />
<br />
'''Other Classes:''' Hashshashins are often looked down upon by the Paladins and Clerics seen as evil doers and meddlers. Most rogues appeal to the Hashshashins, however some hate the Hashshashins for stepping on the rogue's toes when it comes to combat and "Work Behavior".<br />
<br />
'''Combat:''' The Hashshashin best fits the role of a striker. Jumping from the shadows and cutting up his opponents before they even have a chance to defend themselves. <br />
<br />
'''Advancement:''' It is not uncommon for Hashshashins to take levels in Monk, Fighter or Rogue, but they are prohibited from any class that would cause the character to become evil-aligned.<br />
<br />
====Hashshashins in the World====<br />
<br />
<center>{{quote|The men say he is like a eagle, flying through the sky at unimaginable speeds.|orig= Ko'-gar Knight Of The Templar }}</center><br />
<br />
The Hashshashin are bringers of peace. Traveling the lands so that they may take out their targets. Though their work seems evil to many there is great meaning and good behind their work.<br />
<br />
Hashshashins are wise, believing in no particular deity yet doing good work for all. Bringing peace to those who thought they would never see any. Where religions control and punish people, the Hashshashins kill the corrupt leaders and release the people from their chains. The Hashshashins believe that nothing is true but everything is permitted, they are able to bring down the greatest religious cults with just a few deaths, be they precise ones.<br />
The Hashshashins are almost the balancers of the world and so they play a great part in its development.<br />
<br />
'''Daily Life:''' The day to day life of the Hashshashin is one of travel and great feats. Many Hashshashins spend their days scaling buildings or the streets looking for their next kill. Otherwise Hashshashins spend time improving themselves traveling the lands improving their skill at combat.<br />
<br />
'''Notables:''' There have been many Notable Hashshashins through out the ages but only one ''Altair'' is truly remembered. Altair spread the teaching of the Hashshashins so that they could spread and control the many cities of the world.<br />
<br />
'''Organizations:''' The Hashshashins are members of [[The Creed (Organization)|The Creed]], A religious cult devoted to attaining world peace.<br />
<br />
'''NPC Reactions:''' Most NPC will not recognize a Hashshashin and so will simply see them as a passer by. Those who do know of them will either steer straight or talk a while. The Hashshashins are well respected among the good royalty.<br />
<br />
====Hashshashin Lore====<br />
<br />
A great many things have been forgotten about the legendary Hashshashins however those who know of nobility and royalty may remember a thing or two about 'God's Assassins'<br />
<br />
Characters with ranks in some appropriate skill can research Hashshashins to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Royalty and Nobility)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | The Hashshashins kill with purpose and never senselessly murder people.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | It is known that Hashshashins travel the world and can be recognized by their white robes and cowl.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The Hashshashin stronghold is far to the south in the world. Will know that some Hashshashin wear colored robes to blend in more efficiently.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The Hashshashins once guarded a great treasure. What the treasure's name or purpose is unknown without searching amongst dusty tomes deep beneath the grounds in tombs that now hold the old king's bones.<br />
|}<br />
<br />
====Hashashins in the Game====<br />
<br />
The Hashshashins are shown respect by those who know of them. Otherwise they are seen simply as ordinary people, but often mistaken for murderers and petty thieves . A Hashshashin keeps himself blended in with the crowd or the shadows, only striking when put in danger or when his target is in sight. It is said that if pursued, the Hashshashin dissapears without a trace so that he can safely get away.<br />
<br />
'''Adaptation:''' Possible variant conceptions of this class.<br />
<br />
'''Sample Encounter:''' Hashshashins travel the lands killing in the cities that lie on them. Walking amongst the city's citizens allows them to pass off as one of them.<br />
<br />
''EL 6 Encounter:'' The Hashshashin Ak'mar Habni travels the lands killing those his master wills dead. <br />
The PC's have been deemed a threat to the world's balance and so Ak'mar has been sent to deal with them. Ak'mar will most likely attack the party in a city where he has the advantage, where climbing and stealth skills will be most effective.<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:Lawful Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Sith_(3.5e_Class)&diff=596928Sith (3.5e Class)2012-11-17T08:30:07Z<p>79.181.96.251: </p>
<hr />
<div>{{wikify|finish format, add categories}}<br />
<br />
{{DnD Base Class Infobox<br />
|img=Sith01.jpg<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=A female Sith using the spell Force Lightning and using a lightsaber.<br />
|rating_power=4<br />
|raters_power=1<br />
|rating_wording=4<br />
|raters_wording=1<br />
|rating_formatting=3<br />
|raters_formatting=1<br />
|rating_flavor=1<br />
|raters_flavor=1<br />
|status=Almost Complete<br />
|editing=<br />
|type=Spell-Caster/Fighter<br />
|desc=Use this class if you want dark Force abilities you can use to devastate your enemies, like electrocuting the multitude around you or draining the health of all nearby foes, as well as melee powers that allow you to attack an enemy with a flurry of blows or focus your training into one decisive hit.<br />
}}<br />
<br />
== Sith ==<br />
<br />
The Sith Order was a sect of Force-sensitives who utilized the dark side of the Force. The term "Sith" originally referred to a species of alien native to the planets Korriban and Ziost, who were later enslaved and ruled by exiled Dark Jedi from the Galactic Republic. These Dark Jedi had once been members of the Jedi Order, a monastic Force religion dedicated to peace through the use of the light side of the Force. The Dark Jedi, who refused to rely exclusively on the light side, challenged the Jedi by giving into the dark and starting the Hundred-Year Darkness. However, they had been defeated and subsequently exiled from known space, which led to their discovery of the Sith species. Following centuries of interbreeding and mixing of cultures between the aliens and the exiles, the Sith would no longer be identified by their race, but by their dedication to the ancient Sith philosophy. This religious order would survive in many different incarnations throughout Galactic History. The rise of a new leader, or Dark Lord, would often cause drastic reorganizations in the cult, however the Sith would always be characterized by their lust for power and their desire to destroy the Jedi Order.<br />
<br />
The Sith were the most infamous of all dark side religions, and the members of the cult were often seen as the pinnacle of power within the dark side. Throughout their long history, the Sith commanded several Empires and initiated many galactic wars. With such great influence, the Sith religion inspired many cults that weren't technically part of the Sith Order.<br />
<br />
=== Making a Sith ===<br />
<br />
The Sith harness the extreme powers of the dark side of the Force. These powers consist of some of the deadliest things in the universe, but are also difficult to control. But, being as the Sith have the dark side imbued within them, they have advanced control with these powers. Due to the spectrum of spells the Sith can cast, no one person is immune to their powers, because their powers range across every element and attack type, unless that person is immune to every type of attack.<br />
<br />
'''Abilities:''' Intelligence, Strength, and Dexterity are the three prime attribute scores for a Sith.<br />
<br />
'''Races:''' Any race that can tune themselves into the Force.<br />
<br />
'''Alignment:''' Any Evil.<br />
<br />
'''Starting Gold:''' 5d8 + 20.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: Sith}}</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 />
! rowspan="2" | [[#Power Points/Day|Power<br/>Points/Day]]<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
! rowspan="2" | [[#Maximum Power Level Known|Maximum Power<br/>Level Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Bonus Feat, Dark Force Sensitive, Precognition<br />
|4||1||—||—||—||—||—||—||—||—<br />
|2||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +2 || +2<br />
| class="left" | <br />
|5||2||—||—||—||—||—||—||—||—<br />
|3||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +0 || +3 || +3<br />
| class="left" | Channel Dark Force 1/day<br />
|5||2||1||—||—||—||—||—||—||—<br />
|3||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +3 || +3<br />
| class="left" | <br />
|5||3||2||—||—||—||—||—||—||—<br />
|4||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Bonus Feat, Manipulate Dark Force<br />
|5||3||2||1||—||—||—||—||—||—<br />
|4||5||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +1 || +4 || +4<br />
| class="left" | Channel Dark Force 2/day<br />
|5||3||3||2||—||—||—||—||—||—<br />
|5||6||5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | <br />
|6||4||3||2||1||—||—||—||—||—<br />
|5||6||5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +5 || +5<br />
| class="left" | <br />
|6||4||3||3||2||—||—||—||—||—<br />
|6||6||5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +2 || +6 || +6<br />
| class="left" | Channel Dark Force 3/day<br />
|6||4||4||3||2||1||—||—||—||—<br />
|6||7||6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +6 || +6<br />
| class="left" | Bonus Feat, Dark Aura, Awaken To The Dark Force<br />
|6||4||4||3||2||2||—||—||—||—<br />
|6||7||6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +7<br />
| class="left" | <br />
|6||5||4||4||3||2||1||—||—||—<br />
|7||7||6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +3 || +7 || +7<br />
| class="left" | Channel Dark Force 4/day<br />
|6||5||4||4||3||3||2||—||—||—<br />
|7||7||6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +8<br />
| class="left" | <br />
|6||5||5||4||4||3||2||1||—||—<br />
|7||8||7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +9<br />
| class="left" | <br />
|6||5||5||4||4||3||2||2||—||—<br />
|8||8||7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +4 || +9 || +9<br />
| class="left" | Bonus Feat, Dark Force Power, Channel Dark Force 5/day<br />
|6||5||5||5||4||4||3||2||1||—<br />
|8||8||7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +10<br />
| class="left" | <br />
|6||6||5||5||4||4||3||3||2||—<br />
|8||8||7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +10<br />
| class="left" | <br />
|6||6||5||5||5||4||4||3||2||1<br />
|9||9||8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +5 || +11 || +11<br />
| class="left" | Channel Dark Force 6/day<br />
|6||6||6||5||5||4||4||3||3||2<br />
|9||9||8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +11<br />
| class="left" | <br />
|6||6||6||6||5||5||4||4||3||3<br />
|9||9||8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +11 || +11<br />
| class="left" | Bonus Feat, Dark Force Empowerment<br />
|6||6||6||6||6||5||5||4||4||4<br />
|10||10||9<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Sith is an adept and dangerous combatant capable of annihilating his enemies with speed and power. He is not easily controlled and unpredictable due to his uncanny ability of acting on impulse. All of the following are class features of the Sith:<br />
<br />
'''Weapon and Armor Proficiency:''' The Sith is proficient with all Simple weapons, two martial weapons of his choice, and light armor.<br />
<br />
'''{{#anc:Bonus Feats}}:''' The Force Sensitive may pick an extra bonus feat from the Fighter Bonus Feat list at 1st, 5th, 10th, and every five levels thereafter.<br />
<br />
'''''{{#anc:Dark Force Sensitive}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' The Sith feels the effects of the dark side of the Force strongly, and is in tune with others within his awareness, gaining a situational +2 to all rolls made to detect a fellow dark Force-user.<br />
<br />
'''''{{#anc:Precognition}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' The Sith may make an Insight check to see an amount into the future, granting her a circumstantial +2 to any checks associated with the event she foresees. This ability requires a recharge time of 1d6-CON modifier turns.<br />
<br />
'''''{{#anc:Channel Dark Force}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 3rd level, The Sith may channel the Force into his body to accomplish feats of great strength, skill, and thought. An amount of times per day as dictated by his level, she may gain a +2 insight bonus to her next check, or attack roll. This increases by +2 at 6th, 12th, and 18th level.<br />
<br />
'''{{#anc:Manipulate Dark Force}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, The Force Sensitive may recreate the effects of any 1st level or lower spell through the Force. An additional spell-level is granted every 5 levels thereafter to the Sith. (Example: 2nd level spells at 10th level.)<br />
<br />
'''{{#anc:Dark Aura}}:''' At 10th level, the Sith gains Aura of Evil or Lawful Evil as based upon his own alignment.<br />
<br />
'''{{#anc:Awaken To The Dark Force}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Sith gains a greater comprehension of the dark side of the Force, gaining the ability to Manipulate and Channel the dark Force times per day adding her Wisdom modifier.<br />
<br />
'''''{{#anc:Dark Force Power}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 15th level, the Sith gains the ability to use Powers from the Psion/Wilder class list through the dark side of the Force as if they were a Psion of their Sith levels. They add their Wisdom modifiers instead to any powers that gain modifier benefits.<br />
<br />
'''''{{#anc:Dark Force Empowerment}}'' ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level, the Sith may, once per day, let the dark side of the Force run rampant through his body like the power of evil. For 1d4 rounds, the Sith becomes immune to Sleep, Paralysis, Poison, and Charm. During this time, the Sith gains an extra Standard Action per turn.<br />
<br />
'''{{#anc:Spells}}:''' The Sith are capable of casting spells that cover all elements and various attack types. Stat bonuses for spells are generally based on the Intelligence mod, but sometimes the Wisdom mod, and DC checks use these mods as well. Sith choose their spells from the following list (Spell Tier 1 → Spell Tier 2 → Spell Tier 3):<br />
<br />
0&mdash;[[Wound (4e Power)|Wound]] → [[Choke (4e Power)|Choke]] → [[Kill (4e Power)|Kill]]<br />
<br />
1st&mdash;[[Slow (4e Power)|Slow]] → [[Affliction (4e Power)|Affliction]] → [[Plague (4e Power)|Plague]]<br />
<br />
2nd&mdash;[[Force Push (4e Power)|Force Push]] → [[Force Whirlwind (4e Power)|Force Whirlwind]] → [[Force Wave (4e Power)|Force Wave]]<br />
<br />
3rd&mdash;Fear → Horror → Insanity<br />
<br />
4th&mdash;Shock → Force Lightning → Force Storm<br />
<br />
5th&mdash;Drain Force → Improved Drain Force → Master Drain Force<br />
<br />
6th&mdash;Force Crush<br />
<br />
7th&mdash;Force Scream<br />
<br />
8th&mdash;Drain Life → Death Field<br />
<br />
9th&mdash;Fury<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Sith Spell Tier Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spell Tier Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 1 || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 1 || 1 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 1 || 1 || 1 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 2 || 1 || 1 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 2 || 1 || 1 || 1 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 2 || 2 || 1 || 1 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 2 || 2 || 1 || 1 || 1 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 2 || 2 || 2 || 1 || 1 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 2 || 2 || 2 || 1 || 1 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 3 || 2 || 2 || 1 || 1 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 3 || 2 || 2 || 2 || 1 || 1 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 3 || 3 || 2 || 2 || 1 || 1 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 3 || 3 || 2 || 2 || 1 || 1 || 1 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 3 || 3 || 2 || 2 || 2 || 1 || 1 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 3 || 3 || 2 || 2 || 2 || 1 || 1 || 1 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 3 || 3 || 2 || 2 || 2 || 2 || 1 || 1 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 3 || 3 || 2 || 3 || 2 || 2 || 1 || 1 || 1 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 3 || 3 || 2 || 3 || 3 || 2 || 1 || 1 || 1 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 3 || 3 || 2 || 3 || 3 || 3 || 1 || 1 || 1 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 3 || 3 || 2 || 3 || 3 || 3 || 1 || 1 || 2 || 1<br />
|}<br />
<br />
'''{{#anc:Power Points/Day}}:''' A Sith’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: Sith|Table: Sith]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day by adding his Strength mod to the daily base. His race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.<br />
<br />
'''{{#anc:Powers Known}}:''' The Sith is capable of a variety of powers that aid in melee combat, balancing out the powers of the dark side of the Force with that of physically attacking. The save DC's are generally based off of the Reflex mod, and the stat bonus that power points are based off of is your Strength mod. Sith choose their powers from the following list (Tier 1 Power → Tier 2 Power → Tier 3 Power):<br />
<br />
To learn or manifest a power, a Sith must have a Strength score of at least 10 + (2 x the power’s level) + (2 x tier level). This is represented by the number in parentheses next to the feat.<br />
<br />
0&mdash;[[Flurry (4e Power)|Flurry]] (12) → [[Improved Flurry (4e Power)|Improved Flurry]] (14) → [[Master Flurry (4e Power)|Master Flurry]] (16)<br />
<br />
1st&mdash;Dueling (14) → Improved Dueling (16) → Master Dueling (18)<br />
<br />
Benefit: Due to advanced training, you gain +1 to your attack roll and +1 to AC when using only one single-handed melee weapon.<br />
<br />
Change to +3 attack roll bonus and AC with Improved Dueling, and +5 attack roll bonus and AC with Master Dueling.<br />
<br />
2nd&mdash;[[Power Attack (4e Power)|Power Attack]] (16) → [[Improved Power Attack (4e Power)|Improved Power Attack]] (18) → [[Master Power Attack (4e Power)|Master Power Attack]] (20)<br />
<br />
3rd&mdash;Implant Level 1 (18) → Implant Level 2 (20) → Implant Level 3 (22)<br />
<br />
Benefit: You undergo surgery, and are now able to implant chips into your brain through a slot at the base of your skull. <br />
These can have any number of effects, and each level has better effects.<br />
<br />
4th&mdash;Toughness (20) → Improved Toughness (22) → Master Toughness (24)<br />
<br />
Benefit: Due to your skin being hardened over time by scarring from battles, <br />
you now gain +1 HP for every level previous to current level and every level after.<br />
<br />
Change to +2 HP with Improved Toughness, and +3 HP with Master Toughness.<br />
<br />
5th&mdash;Conditioning (22) → Improved Conditioning (24) → Master Conditioning (26)<br />
<br />
Benefit: Because of physical conditioning, you have become better able to handle the obstacles that spring up in your path. <br />
You gain +1 to Fortitude, Reflex, and Will.<br />
<br />
Change bonus to +2 with Improved Conditioning, and +3 with Master Conditioning.<br />
<br />
6th&mdash;Critical Strike (24) → Improved Critical Strike (26) → Master Critical Strike (28)<br />
<br />
7th&mdash;Ignore Pain (26) → Improved Ignore Pain (28) → Master Ignore Pain(30)<br />
<br />
8th&mdash;Duel Strike (28) → Improved Duel Strike (30) → Master Duel Strike (32)<br />
<br />
9th&mdash;Dark Force Focus (30) → Improved Dark Force Focus (32) → Master Dark Force Focus (34)<br />
<br />
==== Ex-Sith ====<br />
<br />
If a character ever becomes aligned with the light side of the Force or betrays the code of the Sith, they fall from the dark side and can train to become a Jedi. However, they lose all skills, powers, and spells they have achieved and remain at their current level.<br />
<br />
==== Epic Sith ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
{{#anc:Table: The Epic Sith}}<br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Improved Dark Force Sensitive<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Improved Precognition<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Improved Dark Aura<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Channel Dark Force 7/day<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" | Improved Dark Force Empowerment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Sith gains a bonus feat (selected from the list of epic Fighter bonus feats) every 5 levels after 20th.<br />
<br />
==== [[Allurin]] Sith Starting Package ====<br />
<br />
'''Weapons:''' Simple Sword.<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 || AC Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Dark Force Sensitive || 4 || +2 to all rolls made to detect a fellow dark Force-user. || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Precognition || 4 || +2 to any checks associated with the event he foresees. || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' Longsword and Shortsword Proficiency.<br />
<br />
'''Bonus Feats:''' Dodge.<br />
<br />
'''Gear:''' Basic Clothing, Basic Survivor's Kit.<br />
<br />
'''Gold:''' 50.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Sith ====<br />
<br />
'''Religion:''' They have no religion, the Sith just focus on the dark side of the Force.<br />
<br />
'''Other Classes:''' The Sith instill fear into common classes, but have little to no effect on greater classes. They treat common classes as lesser beings or servants. They can be quite diplomatic.<br />
<br />
'''Combat:''' Casting extraordinary spells to weaken and destroy foes as well as using melee abilities to attack those nearby.<br />
<br />
'''Advancement:''' A Sith generally focuses only within the Sith path, choosing later on to become a Sith Lord or some other greater form of Sith.<br />
<br />
==== Sith in the World ====<br />
<br />
{{quote|Peace is a lie; there is only passion. Through passion, I gain strength. Through strength, I gain power.<br />
Through power, I gain victory. Through victory, my chains are broken. The Force shall free me.|orig=Darth Bane, Human Sith Lord}}<br />
<br />
Living in the world:<br />
<br />
'''Daily Life:''' The Sith go around fulfilling duties given to them by higher powers (Sith Lords, etc.), whatever this may be.<br />
<br />
'''Notables:''' Darth Vader, Darth Bane, Darth Sidious, Darth Malak, Darth Revan.<br />
<br />
'''Organizations:''' The Sith are free to join any organization, as long as it is within the duties given to them by their leaders.<br />
<br />
'''NPC Reactions:''' The common NPC's react in fear or uncertainty/uneasiness. Greater NPC's tread carefully around the Sith.<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:Bad Guy]]<br />
[[Category:Combat-Focused]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Grenadier_(3.5e_Class)&diff=596927Grenadier (3.5e Class)2012-11-17T08:22:52Z<p>79.181.96.251: </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=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
== Grenadier ==<br />
<br />
A Grenadier. Master of explosives and usually found within the middle ranks of any party, using his explosives to bait and limit foes where they can go, change the ground to create holes and pits, or just use their grenades to simply blow things up.<br />
<br />
=== Making a Grenadier ===<br />
<br />
A Grenadier's main focus is crowd control and baiting foes, while dealing secondary damage via Area of Effect explosives. When not in combat, they do tend to use somewhat witty wordplay.<br />
<br />
'''Abilities:''' Dexterity for their grenades and explosives, which also allows a higher Reflex save and AC bonus. Strength and Constitution are secondary stats, as if they are caught in close quarters combat, they can use their melee weapons, and Constitution allows higher health to make sure they survive long enough. Charisma follows in third, mainly for outside combat tasks, and Intelligence and Wisdom are fourth, though are not needed.<br />
<br />
'''Races:''' Most the grenadiers come from war-like races.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 2&times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Grenadier}}<br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st||class="left" | +0 || +0 || +2 || +0<br />
| class="left" | Grenadier's Arsenal/1, Grenadier's Pack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd||class="left" | +1 || +0 || +3 || +0<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd||class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Grenadier's Arsenal/2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Flick of the Wrist<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Satchel Charge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Grenadier's Arsenal/3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Explosive Personality<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +2<br />
| class="left" | Explosive Stake<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +3<br />
| class="left" | Grenadier's Arsenal/4, Flak Jacket<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +3<br />
| class="left" | Deep Pockets, Deft Fingers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +3<br />
| class="left" | Twin-Pin-Puller<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Grenadier's Arsenal/5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Tripwire<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +4<br />
| class="left" | Black Powder Enhancement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5<br />
| class="left" | Grenadier's Arsenal/6, Expansion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | Controlled Combustion, Elemental Enhancement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | Wall of Ash, Deeper Pockets<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Grenadier's Arsenal/7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6<br />
| class="left" | Secondary Supply<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Blasting Shields<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Explosives) (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Architecture) (Int), Sleight of Hand (Dex), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Grenadier.<br />
<br />
'''Weapon and Armor Proficiency:''' A Grenadier is proficient with all Simple and Martial weapons, as well as all Light and Medium armor, and all Light Shields.<br />
<br />
'''Grenadier's Pack:''' At 1st level, the Grenadier carries a small, padded pouch that carries all their explosives. The explosives inside cannot be triggered to explode from outside forces, including fire and powerful impacts.<br />
<br />
'''Grenadier's Arsenal:''' A Grenadier is always ready for battle. At 1st level, 3rd Level, and every 3 levels after that, a Grenadier can pick between a number of grenades and explosives to use in combat. All grenades and explosives are reliant on the distance system, and is up to the DM to determine what is outside or inside the range, and where a grenade explodes on a non-successful roll. Also, all critical 1's instantly explode in the Grenadier's hand and deal the damage directly to them and their allies if they are inside the range. If an ally is inside the attack radius when an enemy is the target, they must make a Reflex save of 15 + Half Grendier's Level + Grenadier's Dex Mod. All secondary affects for the grenades use the same formula to avoid the effects, and are Reflex saves. Grenadiers carry 5 of each grenade into combat, and their supply is restored after every battle.<br />
<br />
''Fragmentation:'' A Basic Frag Grenade. With an explosive range of 25 ft and no throwing penalty, it's a prime grenade to start with. Deals 2d6 damage to all targets in the 25ft radius, and an extra 2d6 damage is the target is within 10ft of the explosion. If the target is outside 35ft, it deals 1d6 damage.<br />
<br />
''Sticky:'' Does as it says: Sticks to things! This grenades uses a super-sticky adhesive to stick to whatever it touches first. It deals 2d6 damage to whatever it's sticking to, even allies or the Grenadier. Everything in a 15 ft radius near the target deals 1d6 damage. <br />
<br />
''Stick:'' A stick grenade is what is sounds: A grenade with a stick-like handle. It deals 2d6 damage to all targets in a 25ft radius, and 1d4 to everything outside that range. Throwing a Stick Grenade gets a +1 to the throw roll, however, a -3 to rolls in a environment with anything that could easily stop the trajectory of the grenade, such is tree branches.<br />
<br />
''Flashbang:'' A Grenade that deals little damage, but it's primary use is for stun. It deals 1d6 sonic damage to all targets in a 30ft radius, and blinds and stuns everything in a 70ft radius for 1 turn. If line of sight with the Flashbang cannot be made, the target is only stunned.<br />
<br />
''Cryo:'' Must be 3rd level to use. A Cryo grenade is filled with a specially made, deep-freezing liquid. Instead of basic damage, it deals 2d6 cold damage in a 20ft radius, and 1d4 cold damage to all targets outside that range. If successfully struck, all targets are chilled for 1d4 rounds, and suffer a -2 to attack rolls.<br />
<br />
''Watt:'' Must be 3rd level to use. A Watt grenade is a specially made explosive that uses electric energy. It deals 2d6 shock damage to all targets in a 20ft radius, and 1d6 shock damage to all outside that range. If struck successfully, target must make a Fort save of 15 + Dex Mod, or will be stunned for one turn.<br />
<br />
''Incendiary:'' Must be 3rd level to use. An Incendiary grenade is filled with a special explosive that sets everything aflame. It deals 2d6 fire damage to all targets in a 25ft radius, and 1d6 fire damage to everything outside that range.<br />
<br />
''Caustic:'' Must be 3rd level to use. A Caustic grenade is filled with a highly corrosive acid. It deals 2d4 acid damage to all targets in a 25ft radius, and 1d4 to all targets outside that range. Targets hit by the Caustic grenade take a penalty of 1 to their AC.<br />
<br />
''High Explosive:'' Must be 9th Level to use. High Explosive grenades are what they say: Bigger explosions. They deal 4d6 damage to all targets in a 35ft radius, and 2d6 to all targets outside that range. <br />
<br />
''Glue Bomb:'' Must be 9th Level to use. A Glue Bomb mixes the power of the Sticky Grenade and the Frag. Thrown into the air, it rains down glue onto the battlefield, gluing the targets in a 30ft radius to the ground for 2 turns.<br />
<br />
''Cross Bomb:'' Must be 9th level to use. A Cross Bomb is a specially blessed bomb. It deals 2d6 Lawful damage to all targets in a 30ft radius and deals 1d6 to all targets outside that range.<br />
<br />
''Black Bomb:'' Must be 9th Level to use. A Black Bomb is a unholy blessed bomb. It deals 2d6 Chaotic damage to all targets in a 30ft radius, and 1d6 to all targets outside that range.<br />
<br />
''Inferno:'' Must be 12th Level to use. An Inferno grenade is filled with an even more potent incendiary fluid. It deals 3d6 fire damage to all targets in a 30ft radius, and 1d6 damage outside that range. If struck, the targets take 1d4 burn damage each turn for 3 turns.<br />
<br />
''Chiller:'' Must be 12th Level to use. A Chiller Grenade is filled with a much more potent cryo fluid. It deals 3d6 cold damage to all targets in a 25ft radius, and 1d6 outside that range. If struck, targets are chilled for 2 turns and suffer a -2 to attack rolls.<br />
<br />
''Volt:'' Must be 12th Level to use. A Volt Grenade unleashes a more powerful blast of electricity. It deals 3d6 shock damage to all targets in a 35ft radius, and 1d4 damage to all targets outside that range. If struck, targets are stunned for 1 turn.<br />
<br />
''Bile:'' Must be 12th Level to use. A Bile Grenade is stuffed with a more vile acid. It deals 3d6 acid damage to all targets in a 30ft radius, and 1d6 outside that range. Targets struck by it suffer a -2 to AC.<br />
<br />
''Impact:'' Must be 15th Level to use. Impact Grenade destroys even the toughest armor. It deals 6d6 damage in a 40ft radius, and 1d6 outside that range. An Impact grenade can ignore up to 4 points of enemy AC.<br />
<br />
''Haven:'' Must be 15th Level to use. Haven Grenades deal 6d6 Lawful damage to all targets inside a 40ft radius, and 1d6 damage outside that range. <br />
<br />
''Defiled:'' Must be 15th Level to use. Defiled Grenades deal 6d6 Chaotic damage to all targets in a 40ft radius, and 1d6 outside that radius.<br />
<br />
''Buster:'' Must be 15th Level to use. Buster Grenades combine the powers of a Flashbang with the High Explosives. It deals 4d6 sonic damage to all targets in a 40ft radius, and 1d6 to all targets inside a 75ft radius. All targets inside that radius are blinded and 2 turns and stunned for 3. If line of sight cannot be made, they are not blinded.<br />
<br />
''Heavy Explosives:'' Must be 18th Level to use. Heavy Explosive grenades are extremely potent.....and deadly. Deals 10d6 damage to everything inside a 60ft radius.<br />
<br />
''Maelstrom:'' Must be 18th Level to use. Maelstrom grenades deal massive elemental damage in the form of a random element. A 1d4 is rolled to pick the element (1=Fire, 2=Cold, 3=Shock, 4=Acid). The damage is 10d6 to everything in a 60ft radius. Fire Maelstroms targets suffer burn damage of 2d6 for 3 turns. Cold Maelstroms targets are chilled for 3 turns and take a penalty of -3 to their attack rolls. Shock Maelstroms targets are stunned for 3 turns. Acid Maelstrom targets receive a -3 penalty to their AC.<br />
<br />
''Shatter:'' Must be 18th Level to use. Shatter Grenades ravage heavily armored targets. Ignoring the total AC of a chosen target at random, Shatter Grenades deal Xd6, X being half the chosen targets' AC, in a 45ft radius. If the attack is failed, then half the Grenadiers AC is used to make himself a bomb that hurts him and his allies.<br />
<br />
'''Flick of the Wrist:''' Once at 4th level, a Grenadier may add half his Sleight of Hand modifier to a grenade hit. This is usable a number of times a day equal to his Dex Modifier.<br />
<br />
'''Satchel Charge:''' Starting at 5th level, Grenadiers gain access to a powerful pouch of explosives that they can stick to walls, the floor, or ceiling. the explosion is enough to break apart what it's part of, and deals 2d6 damage in 15ft. The satchel can be used 3 times a day.<br />
<br />
'''Explosive Personality:''' Once at 7th level, a Grenadier adds an additional half of his Cha modifier to one of his Cha based abilities.<br />
<br />
'''Explosive Stake:''' Once at 8th Level, a Grenadier gets a one time a day explosive stake. Once driven into an object, it explodes after 1 minute, dealing 4d4 damage to the target and 10ft around the target.<br />
<br />
'''Flak Jacket:''' Starting at 9th level, a Grenadier becomes immune to the effects of their own grenades. However, allies aren't.<br />
<br />
'''Deep Pockets:''' Once at 10th level, a Grenadier can double the amount of grenades he carries in combat, meaning he can carry 10 of each grenade into combat.<br />
<br />
'''Deft Fingers:''' At 10th level, a Grenadier can add his full Sleight of Hand score to his attack roll when using his grenades. However, he cannot add more than 10 this way, and can be used a number of times equal to his Dex modifier.<br />
<br />
'''Twin-Pin-Puller:''' Once at 11th level, a Grenadier can throw two grenades in one round of combat, and as many times a day equal to their Dex modifier a day.<br />
<br />
'''Tripwire:''' Once at 13th level, a Grenadier can set his explosives onto a string. They can be used as traps, or as weapons is used correctly. Four grenades can be strung to one string.<br />
<br />
'''Black Powder Enhancement:''' Once at 14th level, the Grenadier's grenades are charged with a more potent for of explosives. The Fragmentation, Stick, Flashbang, High Explosive, and Glue Bomb all do an additional d6 worth of damage.<br />
<br />
'''Expansion:''' Once the Grenadier is at 15th level, he can pick 3 more grenades to pick from the available list of grenades that they are able to use.<br />
<br />
'''Controlled Combustion:''' At 16th level, a Grenadier's explosions deal only half their damage to his allies if the are caught in the blast.<br />
<br />
'''Elemental Enhancement:''' Once at 16th level, the Grenadier's non-power based explosives grow in power. The Cryo, Incendiary, Watt, Caustic, Cross, Black, Inferno, Chiller, Volt, Bile, Haven and Defiled have their damage increased by one die number.<br />
<br />
'''Wall of Ash:''' Once at 17th level, a Grenadier can use his remaining supply of grenades to create a wall of fire. For every grenade used in Wall of Ash, it deals 1d8 damage. All grenades used this way are not resupplied until the next day.<br />
<br />
'''Deeper Pockets:''' Once the Grenadier reaches 18th level, his supply of grenades doubles once again, meaning he can now carry 20 of each grenade. However, this changes the grenade supply from 'number of grenades per battle' to 'number of grenades per day'.<br />
<br />
'''Secondary Supply:''' Once at 19th level, the Grenadier's supply of Satchel Charges doubles, and his supply of Explosive Stakes triple.<br />
<br />
'''Blasting Shields:''' Once at 20th level, all of the Grenadier's explosives no longer deal damage to his allies.<br />
<br />
==== Ex-Grenadiers ====<br />
<br />
No real damage is needed to be done to become an Ex-Grenadier, one simply must wish not to be one.<br />
<br />
==== Epic Grenadiers ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Grenadier}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Grenadier's Arsenal/9<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" | Grenadier's Arsenal/10<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" | Grenadier's Arsenal/11<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" | Grenadier's Arsenal/12, Massive Pockets<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Grenadier's Arsenal:''' The Grenadier keeps adding more and more grenades to his list.<br />
<br />
'''Massive Pockets:''' Once at 30th level, the Grenadier tops off his supply, reaching 40 of each grenade for each day.<br />
<br />
==== Human Grenadier Starting Package ====<br />
<br />
'''Weapons:''' Scythe (2d6, x4).<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" | Craft (Explosives) || 4 || Int || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Magic Device || 4 || Cha || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || <br />
|}<br />
<br />
'''Feat:''' Nimble.<br />
<br />
'''Bonus Feats:''' Demolitions.<br />
<br />
'''Gear:''' Mithral Chain Shirt, backpack, bedroll, trail rationsx5, water skin, bull's eye lantern, pint of oilx5<br />
<br />
'''Gold:''' 2&times;10 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Grenadier ====<br />
<br />
'''Religion:''' Grenadiers tend to worship as they please.<br />
<br />
'''Other Classes:''' Grenadiers tend to get along very well with more explosive classes, such as Barbarians and the likes, and any other ranged base class, such as the Ranger.<br />
<br />
'''Combat:''' The Grenadier's role in combat is to hide in the middle ranks, lobbing their explosives where ever they please and dealing whatever damage they can as they control crowds and bait their foes.<br />
<br />
'''Advancement:''' If a Grenadier were to multiclass, there would be no preferred class.<br />
<br />
==== Grenadiers in the World ====<br />
<br />
{{quote|Nothing brings a tear to my eye more than watching a horde of goblins fly in every direction after a nice, loud KABOOM!|orig=Emyl Kurayami, Parasitic Grenadier}}<br />
<br />
<br />
'''Daily Life:''' Grenadiers spend their days as anyone else would, albeit the few times they are needed for 'demolition' or when angered enough. Towns were known to be blow in half from some of their actions.<br />
<br />
'''Notables:''' Emerald 'Emyl' Kurayami, master Grenadier.<br />
<br />
'''Organizations:''' Unfortunately, there are no well known guilds are groups willing to deal with the utter insanity and mayhem a Grenadier can bring.<br />
<br />
'''NPC Reactions:''' Most people who see a Grenadier would normally tend to avoid them for some of the more known 'hairpin' thin triggers on some. However, many merc groups hire Grenadiers for their sheer talent in the art of explosives.<br />
<br />
==== Grenadier Lore ====<br />
<br />
Characters with ranks in Knowledge (Local) can research Grenadiers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Grenadiers are simply fighters who tend to use explosives to do their fighting.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The pack they carry holds all their needed explosives, though no one honestly knows how it works.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The pack a Grenadier carries holds countless amounts of grenades and explosives, though there is a limit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Grenadier's hold reputations for being some of the most destructive fighters ever for their sheer lack of care for anything in sight.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Grenadier_(3.5e_Class)&diff=596926Grenadier (3.5e Class)2012-11-17T08:22:01Z<p>79.181.96.251: </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=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
== Grenadier ==<br />
<br />
A Grenadier. Master of explosives and usually found within the middle ranks of any party, using his explosives to bait and limit foes where they can go, change the ground to create holes and pits, or just use their grenades to simply blow things up.<br />
<br />
=== Making a Grenadier ===<br />
<br />
A Grenadier's main focus is crowd control and baiting foes, while dealing secondary damage via Area of Effect explosives. When not in combat, they do tend to use somewhat witty wordplay.<br />
<br />
'''Abilities:''' Dexterity for their grenades and explosives, which also allows a higher Reflex save and AC bonus. Strength and Constitution are secondary stats, as if they are caught in close quarters combat, they can use their melee weapons, and Constitution allows higher health to make sure they survive long enough. Charisma follows in third, mainly for outside combat tasks, and Intelligence and Wisdom are fourth, though are not needed.<br />
<br />
'''Races:''' Most the grenadiers come from war-like races.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 2&times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Grenadier}}<br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st||class="left" | +0 || +0 || +2 || +0<br />
| class="left" | Grenadier's Arsenal/1, Grenadier's Pack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd||class="left" | +1 || +0 || +3 || +0<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd||class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Grenadier's Arsenal/2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Flick of the Wrist<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Satchel Charge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Grenadier's Arsenal/3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Explosive Personality<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +2<br />
| class="left" | Explosive Stake<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +3<br />
| class="left" | Grenadier's Arsenal/4, Flak Jacket<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +3<br />
| class="left" | Deep Pockets, Deft Fingers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +3<br />
| class="left" | Twin-Pin-Puller<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Grenadier's Arsenal/5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Tripwire<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +4<br />
| class="left" | Black Powder Enhancement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5<br />
| class="left" | Grenadier's Arsenal/6, Expansion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | Controlled Combustion, Elemental Enhancement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | Wall of Ash, Deeper Pockets<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Grenadier's Arsenal/7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6<br />
| class="left" | Secondary Supply<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +76<br />
| class="left" | Blasting Shields<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Explosives) (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Architecture) (Int), Sleight of Hand (Dex), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Grenadier.<br />
<br />
'''Weapon and Armor Proficiency:''' A Grenadier is proficient with all Simple and Martial weapons, as well as all Light and Medium armor, and all Light Shields.<br />
<br />
'''Grenadier's Pack:''' At 1st level, the Grenadier carries a small, padded pouch that carries all their explosives. The explosives inside cannot be triggered to explode from outside forces, including fire and powerful impacts.<br />
<br />
'''Grenadier's Arsenal:''' A Grenadier is always ready for battle. At 1st level, 3rd Level, and every 3 levels after that, a Grenadier can pick between a number of grenades and explosives to use in combat. All grenades and explosives are reliant on the distance system, and is up to the DM to determine what is outside or inside the range, and where a grenade explodes on a non-successful roll. Also, all critical 1's instantly explode in the Grenadier's hand and deal the damage directly to them and their allies if they are inside the range. If an ally is inside the attack radius when an enemy is the target, they must make a Reflex save of 15 + Half Grendier's Level + Grenadier's Dex Mod. All secondary affects for the grenades use the same formula to avoid the effects, and are Reflex saves. Grenadiers carry 5 of each grenade into combat, and their supply is restored after every battle.<br />
<br />
''Fragmentation:'' A Basic Frag Grenade. With an explosive range of 25 ft and no throwing penalty, it's a prime grenade to start with. Deals 2d6 damage to all targets in the 25ft radius, and an extra 2d6 damage is the target is within 10ft of the explosion. If the target is outside 35ft, it deals 1d6 damage.<br />
<br />
''Sticky:'' Does as it says: Sticks to things! This grenades uses a super-sticky adhesive to stick to whatever it touches first. It deals 2d6 damage to whatever it's sticking to, even allies or the Grenadier. Everything in a 15 ft radius near the target deals 1d6 damage. <br />
<br />
''Stick:'' A stick grenade is what is sounds: A grenade with a stick-like handle. It deals 2d6 damage to all targets in a 25ft radius, and 1d4 to everything outside that range. Throwing a Stick Grenade gets a +1 to the throw roll, however, a -3 to rolls in a environment with anything that could easily stop the trajectory of the grenade, such is tree branches.<br />
<br />
''Flashbang:'' A Grenade that deals little damage, but it's primary use is for stun. It deals 1d6 sonic damage to all targets in a 30ft radius, and blinds and stuns everything in a 70ft radius for 1 turn. If line of sight with the Flashbang cannot be made, the target is only stunned.<br />
<br />
''Cryo:'' Must be 3rd level to use. A Cryo grenade is filled with a specially made, deep-freezing liquid. Instead of basic damage, it deals 2d6 cold damage in a 20ft radius, and 1d4 cold damage to all targets outside that range. If successfully struck, all targets are chilled for 1d4 rounds, and suffer a -2 to attack rolls.<br />
<br />
''Watt:'' Must be 3rd level to use. A Watt grenade is a specially made explosive that uses electric energy. It deals 2d6 shock damage to all targets in a 20ft radius, and 1d6 shock damage to all outside that range. If struck successfully, target must make a Fort save of 15 + Dex Mod, or will be stunned for one turn.<br />
<br />
''Incendiary:'' Must be 3rd level to use. An Incendiary grenade is filled with a special explosive that sets everything aflame. It deals 2d6 fire damage to all targets in a 25ft radius, and 1d6 fire damage to everything outside that range.<br />
<br />
''Caustic:'' Must be 3rd level to use. A Caustic grenade is filled with a highly corrosive acid. It deals 2d4 acid damage to all targets in a 25ft radius, and 1d4 to all targets outside that range. Targets hit by the Caustic grenade take a penalty of 1 to their AC.<br />
<br />
''High Explosive:'' Must be 9th Level to use. High Explosive grenades are what they say: Bigger explosions. They deal 4d6 damage to all targets in a 35ft radius, and 2d6 to all targets outside that range. <br />
<br />
''Glue Bomb:'' Must be 9th Level to use. A Glue Bomb mixes the power of the Sticky Grenade and the Frag. Thrown into the air, it rains down glue onto the battlefield, gluing the targets in a 30ft radius to the ground for 2 turns.<br />
<br />
''Cross Bomb:'' Must be 9th level to use. A Cross Bomb is a specially blessed bomb. It deals 2d6 Lawful damage to all targets in a 30ft radius and deals 1d6 to all targets outside that range.<br />
<br />
''Black Bomb:'' Must be 9th Level to use. A Black Bomb is a unholy blessed bomb. It deals 2d6 Chaotic damage to all targets in a 30ft radius, and 1d6 to all targets outside that range.<br />
<br />
''Inferno:'' Must be 12th Level to use. An Inferno grenade is filled with an even more potent incendiary fluid. It deals 3d6 fire damage to all targets in a 30ft radius, and 1d6 damage outside that range. If struck, the targets take 1d4 burn damage each turn for 3 turns.<br />
<br />
''Chiller:'' Must be 12th Level to use. A Chiller Grenade is filled with a much more potent cryo fluid. It deals 3d6 cold damage to all targets in a 25ft radius, and 1d6 outside that range. If struck, targets are chilled for 2 turns and suffer a -2 to attack rolls.<br />
<br />
''Volt:'' Must be 12th Level to use. A Volt Grenade unleashes a more powerful blast of electricity. It deals 3d6 shock damage to all targets in a 35ft radius, and 1d4 damage to all targets outside that range. If struck, targets are stunned for 1 turn.<br />
<br />
''Bile:'' Must be 12th Level to use. A Bile Grenade is stuffed with a more vile acid. It deals 3d6 acid damage to all targets in a 30ft radius, and 1d6 outside that range. Targets struck by it suffer a -2 to AC.<br />
<br />
''Impact:'' Must be 15th Level to use. Impact Grenade destroys even the toughest armor. It deals 6d6 damage in a 40ft radius, and 1d6 outside that range. An Impact grenade can ignore up to 4 points of enemy AC.<br />
<br />
''Haven:'' Must be 15th Level to use. Haven Grenades deal 6d6 Lawful damage to all targets inside a 40ft radius, and 1d6 damage outside that range. <br />
<br />
''Defiled:'' Must be 15th Level to use. Defiled Grenades deal 6d6 Chaotic damage to all targets in a 40ft radius, and 1d6 outside that radius.<br />
<br />
''Buster:'' Must be 15th Level to use. Buster Grenades combine the powers of a Flashbang with the High Explosives. It deals 4d6 sonic damage to all targets in a 40ft radius, and 1d6 to all targets inside a 75ft radius. All targets inside that radius are blinded and 2 turns and stunned for 3. If line of sight cannot be made, they are not blinded.<br />
<br />
''Heavy Explosives:'' Must be 18th Level to use. Heavy Explosive grenades are extremely potent.....and deadly. Deals 10d6 damage to everything inside a 60ft radius.<br />
<br />
''Maelstrom:'' Must be 18th Level to use. Maelstrom grenades deal massive elemental damage in the form of a random element. A 1d4 is rolled to pick the element (1=Fire, 2=Cold, 3=Shock, 4=Acid). The damage is 10d6 to everything in a 60ft radius. Fire Maelstroms targets suffer burn damage of 2d6 for 3 turns. Cold Maelstroms targets are chilled for 3 turns and take a penalty of -3 to their attack rolls. Shock Maelstroms targets are stunned for 3 turns. Acid Maelstrom targets receive a -3 penalty to their AC.<br />
<br />
''Shatter:'' Must be 18th Level to use. Shatter Grenades ravage heavily armored targets. Ignoring the total AC of a chosen target at random, Shatter Grenades deal Xd6, X being half the chosen targets' AC, in a 45ft radius. If the attack is failed, then half the Grenadiers AC is used to make himself a bomb that hurts him and his allies.<br />
<br />
'''Flick of the Wrist:''' Once at 4th level, a Grenadier may add half his Sleight of Hand modifier to a grenade hit. This is usable a number of times a day equal to his Dex Modifier.<br />
<br />
'''Satchel Charge:''' Starting at 5th level, Grenadiers gain access to a powerful pouch of explosives that they can stick to walls, the floor, or ceiling. the explosion is enough to break apart what it's part of, and deals 2d6 damage in 15ft. The satchel can be used 3 times a day.<br />
<br />
'''Explosive Personality:''' Once at 7th level, a Grenadier adds an additional half of his Cha modifier to one of his Cha based abilities.<br />
<br />
'''Explosive Stake:''' Once at 8th Level, a Grenadier gets a one time a day explosive stake. Once driven into an object, it explodes after 1 minute, dealing 4d4 damage to the target and 10ft around the target.<br />
<br />
'''Flak Jacket:''' Starting at 9th level, a Grenadier becomes immune to the effects of their own grenades. However, allies aren't.<br />
<br />
'''Deep Pockets:''' Once at 10th level, a Grenadier can double the amount of grenades he carries in combat, meaning he can carry 10 of each grenade into combat.<br />
<br />
'''Deft Fingers:''' At 10th level, a Grenadier can add his full Sleight of Hand score to his attack roll when using his grenades. However, he cannot add more than 10 this way, and can be used a number of times equal to his Dex modifier.<br />
<br />
'''Twin-Pin-Puller:''' Once at 11th level, a Grenadier can throw two grenades in one round of combat, and as many times a day equal to their Dex modifier a day.<br />
<br />
'''Tripwire:''' Once at 13th level, a Grenadier can set his explosives onto a string. They can be used as traps, or as weapons is used correctly. Four grenades can be strung to one string.<br />
<br />
'''Black Powder Enhancement:''' Once at 14th level, the Grenadier's grenades are charged with a more potent for of explosives. The Fragmentation, Stick, Flashbang, High Explosive, and Glue Bomb all do an additional d6 worth of damage.<br />
<br />
'''Expansion:''' Once the Grenadier is at 15th level, he can pick 3 more grenades to pick from the available list of grenades that they are able to use.<br />
<br />
'''Controlled Combustion:''' At 16th level, a Grenadier's explosions deal only half their damage to his allies if the are caught in the blast.<br />
<br />
'''Elemental Enhancement:''' Once at 16th level, the Grenadier's non-power based explosives grow in power. The Cryo, Incendiary, Watt, Caustic, Cross, Black, Inferno, Chiller, Volt, Bile, Haven and Defiled have their damage increased by one die number.<br />
<br />
'''Wall of Ash:''' Once at 17th level, a Grenadier can use his remaining supply of grenades to create a wall of fire. For every grenade used in Wall of Ash, it deals 1d8 damage. All grenades used this way are not resupplied until the next day.<br />
<br />
'''Deeper Pockets:''' Once the Grenadier reaches 18th level, his supply of grenades doubles once again, meaning he can now carry 20 of each grenade. However, this changes the grenade supply from 'number of grenades per battle' to 'number of grenades per day'.<br />
<br />
'''Secondary Supply:''' Once at 19th level, the Grenadier's supply of Satchel Charges doubles, and his supply of Explosive Stakes triple.<br />
<br />
'''Blasting Shields:''' Once at 20th level, all of the Grenadier's explosives no longer deal damage to his allies.<br />
<br />
==== Ex-Grenadiers ====<br />
<br />
No real damage is needed to be done to become an Ex-Grenadier, one simply must wish not to be one.<br />
<br />
==== Epic Grenadiers ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Grenadier}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Grenadier's Arsenal/9<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" | Grenadier's Arsenal/10<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" | Grenadier's Arsenal/11<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" | Grenadier's Arsenal/12, Massive Pockets<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Grenadier's Arsenal:''' The Grenadier keeps adding more and more grenades to his list.<br />
<br />
'''Massive Pockets:''' Once at 30th level, the Grenadier tops off his supply, reaching 40 of each grenade for each day.<br />
<br />
==== Human Grenadier Starting Package ====<br />
<br />
'''Weapons:''' Scythe (2d6, x4).<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" | Craft (Explosives) || 4 || Int || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Magic Device || 4 || Cha || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || <br />
|}<br />
<br />
'''Feat:''' Nimble.<br />
<br />
'''Bonus Feats:''' Demolitions.<br />
<br />
'''Gear:''' Mithral Chain Shirt, backpack, bedroll, trail rationsx5, water skin, bull's eye lantern, pint of oilx5<br />
<br />
'''Gold:''' 2&times;10 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Grenadier ====<br />
<br />
'''Religion:''' Grenadiers tend to worship as they please.<br />
<br />
'''Other Classes:''' Grenadiers tend to get along very well with more explosive classes, such as Barbarians and the likes, and any other ranged base class, such as the Ranger.<br />
<br />
'''Combat:''' The Grenadier's role in combat is to hide in the middle ranks, lobbing their explosives where ever they please and dealing whatever damage they can as they control crowds and bait their foes.<br />
<br />
'''Advancement:''' If a Grenadier were to multiclass, there would be no preferred class.<br />
<br />
==== Grenadiers in the World ====<br />
<br />
{{quote|Nothing brings a tear to my eye more than watching a horde of goblins fly in every direction after a nice, loud KABOOM!|orig=Emyl Kurayami, Parasitic Grenadier}}<br />
<br />
<br />
'''Daily Life:''' Grenadiers spend their days as anyone else would, albeit the few times they are needed for 'demolition' or when angered enough. Towns were known to be blow in half from some of their actions.<br />
<br />
'''Notables:''' Emerald 'Emyl' Kurayami, master Grenadier.<br />
<br />
'''Organizations:''' Unfortunately, there are no well known guilds are groups willing to deal with the utter insanity and mayhem a Grenadier can bring.<br />
<br />
'''NPC Reactions:''' Most people who see a Grenadier would normally tend to avoid them for some of the more known 'hairpin' thin triggers on some. However, many merc groups hire Grenadiers for their sheer talent in the art of explosives.<br />
<br />
==== Grenadier Lore ====<br />
<br />
Characters with ranks in Knowledge (Local) can research Grenadiers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Grenadiers are simply fighters who tend to use explosives to do their fighting.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The pack they carry holds all their needed explosives, though no one honestly knows how it works.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The pack a Grenadier carries holds countless amounts of grenades and explosives, though there is a limit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Grenadier's hold reputations for being some of the most destructive fighters ever for their sheer lack of care for anything in sight.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Grenadier_(3.5e_Class)&diff=596925Grenadier (3.5e Class)2012-11-17T08:21:04Z<p>79.181.96.251: </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=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
== Grenadier ==<br />
<br />
A Grenadier. Master of explosives and usually found within the middle ranks of any party, using his explosives to bait and limit foes where they can go, change the ground to create holes and pits, or just use their grenades to simply blow things up.<br />
<br />
=== Making a Grenadier ===<br />
<br />
A Grenadier's main focus is crowd control and baiting foes, while dealing secondary damage via Area of Effect explosives. When not in combat, they do tend to use somewhat witty wordplay.<br />
<br />
'''Abilities:''' Dexterity for their grenades and explosives, which also allows a higher Reflex save and AC bonus. Strength and Constitution are secondary stats, as if they are caught in close quarters combat, they can use their melee weapons, and Constitution allows higher health to make sure they survive long enough. Charisma follows in third, mainly for outside combat tasks, and Intelligence and Wisdom are fourth, though are not needed.<br />
<br />
'''Races:''' Most the grenadiers come from war-like races.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 2&times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Grenadier}}<br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st||class="left" | +0 || +0 || +2 || +0<br />
| class="left" | Grenadier's Arsenal/1, Grenadier's Pack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd||class="left" | +1 || +0 || +3 || +0<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd||class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Grenadier's Arsenal/2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Flick of the Wrist<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Satchel Charge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Grenadier's Arsenal/3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Explosive Personality<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +2<br />
| class="left" | Explosive Stake<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +3<br />
| class="left" | Grenadier's Arsenal/4, Flak Jacket<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +3<br />
| class="left" | Deep Pockets, Deft Fingers<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +3<br />
| class="left" | Twin-Pin-Puller<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Grenadier's Arsenal/5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Tripwire<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +4<br />
| class="left" | Black Powder Enhancement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5<br />
| class="left" | Grenadier's Arsenal/6, Expansion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | Controlled Combustion, Elemental Enhancement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +6<br />
| class="left" | Wall of Ash, Deeper Pockets<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Grenadier's Arsenal/7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6<br />
| class="left" | Secondary Supply<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +7<br />
| class="left" | Blasting Shields<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Explosives) (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Architecture) (Int), Sleight of Hand (Dex), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Grenadier.<br />
<br />
'''Weapon and Armor Proficiency:''' A Grenadier is proficient with all Simple and Martial weapons, as well as all Light and Medium armor, and all Light Shields.<br />
<br />
'''Grenadier's Pack:''' At 1st level, the Grenadier carries a small, padded pouch that carries all their explosives. The explosives inside cannot be triggered to explode from outside forces, including fire and powerful impacts.<br />
<br />
'''Grenadier's Arsenal:''' A Grenadier is always ready for battle. At 1st level, 3rd Level, and every 3 levels after that, a Grenadier can pick between a number of grenades and explosives to use in combat. All grenades and explosives are reliant on the distance system, and is up to the DM to determine what is outside or inside the range, and where a grenade explodes on a non-successful roll. Also, all critical 1's instantly explode in the Grenadier's hand and deal the damage directly to them and their allies if they are inside the range. If an ally is inside the attack radius when an enemy is the target, they must make a Reflex save of 15 + Half Grendier's Level + Grenadier's Dex Mod. All secondary affects for the grenades use the same formula to avoid the effects, and are Reflex saves. Grenadiers carry 5 of each grenade into combat, and their supply is restored after every battle.<br />
<br />
''Fragmentation:'' A Basic Frag Grenade. With an explosive range of 25 ft and no throwing penalty, it's a prime grenade to start with. Deals 2d6 damage to all targets in the 25ft radius, and an extra 2d6 damage is the target is within 10ft of the explosion. If the target is outside 35ft, it deals 1d6 damage.<br />
<br />
''Sticky:'' Does as it says: Sticks to things! This grenades uses a super-sticky adhesive to stick to whatever it touches first. It deals 2d6 damage to whatever it's sticking to, even allies or the Grenadier. Everything in a 15 ft radius near the target deals 1d6 damage. <br />
<br />
''Stick:'' A stick grenade is what is sounds: A grenade with a stick-like handle. It deals 2d6 damage to all targets in a 25ft radius, and 1d4 to everything outside that range. Throwing a Stick Grenade gets a +1 to the throw roll, however, a -3 to rolls in a environment with anything that could easily stop the trajectory of the grenade, such is tree branches.<br />
<br />
''Flashbang:'' A Grenade that deals little damage, but it's primary use is for stun. It deals 1d6 sonic damage to all targets in a 30ft radius, and blinds and stuns everything in a 70ft radius for 1 turn. If line of sight with the Flashbang cannot be made, the target is only stunned.<br />
<br />
''Cryo:'' Must be 3rd level to use. A Cryo grenade is filled with a specially made, deep-freezing liquid. Instead of basic damage, it deals 2d6 cold damage in a 20ft radius, and 1d4 cold damage to all targets outside that range. If successfully struck, all targets are chilled for 1d4 rounds, and suffer a -2 to attack rolls.<br />
<br />
''Watt:'' Must be 3rd level to use. A Watt grenade is a specially made explosive that uses electric energy. It deals 2d6 shock damage to all targets in a 20ft radius, and 1d6 shock damage to all outside that range. If struck successfully, target must make a Fort save of 15 + Dex Mod, or will be stunned for one turn.<br />
<br />
''Incendiary:'' Must be 3rd level to use. An Incendiary grenade is filled with a special explosive that sets everything aflame. It deals 2d6 fire damage to all targets in a 25ft radius, and 1d6 fire damage to everything outside that range.<br />
<br />
''Caustic:'' Must be 3rd level to use. A Caustic grenade is filled with a highly corrosive acid. It deals 2d4 acid damage to all targets in a 25ft radius, and 1d4 to all targets outside that range. Targets hit by the Caustic grenade take a penalty of 1 to their AC.<br />
<br />
''High Explosive:'' Must be 9th Level to use. High Explosive grenades are what they say: Bigger explosions. They deal 4d6 damage to all targets in a 35ft radius, and 2d6 to all targets outside that range. <br />
<br />
''Glue Bomb:'' Must be 9th Level to use. A Glue Bomb mixes the power of the Sticky Grenade and the Frag. Thrown into the air, it rains down glue onto the battlefield, gluing the targets in a 30ft radius to the ground for 2 turns.<br />
<br />
''Cross Bomb:'' Must be 9th level to use. A Cross Bomb is a specially blessed bomb. It deals 2d6 Lawful damage to all targets in a 30ft radius and deals 1d6 to all targets outside that range.<br />
<br />
''Black Bomb:'' Must be 9th Level to use. A Black Bomb is a unholy blessed bomb. It deals 2d6 Chaotic damage to all targets in a 30ft radius, and 1d6 to all targets outside that range.<br />
<br />
''Inferno:'' Must be 12th Level to use. An Inferno grenade is filled with an even more potent incendiary fluid. It deals 3d6 fire damage to all targets in a 30ft radius, and 1d6 damage outside that range. If struck, the targets take 1d4 burn damage each turn for 3 turns.<br />
<br />
''Chiller:'' Must be 12th Level to use. A Chiller Grenade is filled with a much more potent cryo fluid. It deals 3d6 cold damage to all targets in a 25ft radius, and 1d6 outside that range. If struck, targets are chilled for 2 turns and suffer a -2 to attack rolls.<br />
<br />
''Volt:'' Must be 12th Level to use. A Volt Grenade unleashes a more powerful blast of electricity. It deals 3d6 shock damage to all targets in a 35ft radius, and 1d4 damage to all targets outside that range. If struck, targets are stunned for 1 turn.<br />
<br />
''Bile:'' Must be 12th Level to use. A Bile Grenade is stuffed with a more vile acid. It deals 3d6 acid damage to all targets in a 30ft radius, and 1d6 outside that range. Targets struck by it suffer a -2 to AC.<br />
<br />
''Impact:'' Must be 15th Level to use. Impact Grenade destroys even the toughest armor. It deals 6d6 damage in a 40ft radius, and 1d6 outside that range. An Impact grenade can ignore up to 4 points of enemy AC.<br />
<br />
''Haven:'' Must be 15th Level to use. Haven Grenades deal 6d6 Lawful damage to all targets inside a 40ft radius, and 1d6 damage outside that range. <br />
<br />
''Defiled:'' Must be 15th Level to use. Defiled Grenades deal 6d6 Chaotic damage to all targets in a 40ft radius, and 1d6 outside that radius.<br />
<br />
''Buster:'' Must be 15th Level to use. Buster Grenades combine the powers of a Flashbang with the High Explosives. It deals 4d6 sonic damage to all targets in a 40ft radius, and 1d6 to all targets inside a 75ft radius. All targets inside that radius are blinded and 2 turns and stunned for 3. If line of sight cannot be made, they are not blinded.<br />
<br />
''Heavy Explosives:'' Must be 18th Level to use. Heavy Explosive grenades are extremely potent.....and deadly. Deals 10d6 damage to everything inside a 60ft radius.<br />
<br />
''Maelstrom:'' Must be 18th Level to use. Maelstrom grenades deal massive elemental damage in the form of a random element. A 1d4 is rolled to pick the element (1=Fire, 2=Cold, 3=Shock, 4=Acid). The damage is 10d6 to everything in a 60ft radius. Fire Maelstroms targets suffer burn damage of 2d6 for 3 turns. Cold Maelstroms targets are chilled for 3 turns and take a penalty of -3 to their attack rolls. Shock Maelstroms targets are stunned for 3 turns. Acid Maelstrom targets receive a -3 penalty to their AC.<br />
<br />
''Shatter:'' Must be 18th Level to use. Shatter Grenades ravage heavily armored targets. Ignoring the total AC of a chosen target at random, Shatter Grenades deal Xd6, X being half the chosen targets' AC, in a 45ft radius. If the attack is failed, then half the Grenadiers AC is used to make himself a bomb that hurts him and his allies.<br />
<br />
'''Flick of the Wrist:''' Once at 4th level, a Grenadier may add half his Sleight of Hand modifier to a grenade hit. This is usable a number of times a day equal to his Dex Modifier.<br />
<br />
'''Satchel Charge:''' Starting at 5th level, Grenadiers gain access to a powerful pouch of explosives that they can stick to walls, the floor, or ceiling. the explosion is enough to break apart what it's part of, and deals 2d6 damage in 15ft. The satchel can be used 3 times a day.<br />
<br />
'''Explosive Personality:''' Once at 7th level, a Grenadier adds an additional half of his Cha modifier to one of his Cha based abilities.<br />
<br />
'''Explosive Stake:''' Once at 8th Level, a Grenadier gets a one time a day explosive stake. Once driven into an object, it explodes after 1 minute, dealing 4d4 damage to the target and 10ft around the target.<br />
<br />
'''Flak Jacket:''' Starting at 9th level, a Grenadier becomes immune to the effects of their own grenades. However, allies aren't.<br />
<br />
'''Deep Pockets:''' Once at 10th level, a Grenadier can double the amount of grenades he carries in combat, meaning he can carry 10 of each grenade into combat.<br />
<br />
'''Deft Fingers:''' At 10th level, a Grenadier can add his full Sleight of Hand score to his attack roll when using his grenades. However, he cannot add more than 10 this way, and can be used a number of times equal to his Dex modifier.<br />
<br />
'''Twin-Pin-Puller:''' Once at 11th level, a Grenadier can throw two grenades in one round of combat, and as many times a day equal to their Dex modifier a day.<br />
<br />
'''Tripwire:''' Once at 13th level, a Grenadier can set his explosives onto a string. They can be used as traps, or as weapons is used correctly. Four grenades can be strung to one string.<br />
<br />
'''Black Powder Enhancement:''' Once at 14th level, the Grenadier's grenades are charged with a more potent for of explosives. The Fragmentation, Stick, Flashbang, High Explosive, and Glue Bomb all do an additional d6 worth of damage.<br />
<br />
'''Expansion:''' Once the Grenadier is at 15th level, he can pick 3 more grenades to pick from the available list of grenades that they are able to use.<br />
<br />
'''Controlled Combustion:''' At 16th level, a Grenadier's explosions deal only half their damage to his allies if the are caught in the blast.<br />
<br />
'''Elemental Enhancement:''' Once at 16th level, the Grenadier's non-power based explosives grow in power. The Cryo, Incendiary, Watt, Caustic, Cross, Black, Inferno, Chiller, Volt, Bile, Haven and Defiled have their damage increased by one die number.<br />
<br />
'''Wall of Ash:''' Once at 17th level, a Grenadier can use his remaining supply of grenades to create a wall of fire. For every grenade used in Wall of Ash, it deals 1d8 damage. All grenades used this way are not resupplied until the next day.<br />
<br />
'''Deeper Pockets:''' Once the Grenadier reaches 18th level, his supply of grenades doubles once again, meaning he can now carry 20 of each grenade. However, this changes the grenade supply from 'number of grenades per battle' to 'number of grenades per day'.<br />
<br />
'''Secondary Supply:''' Once at 19th level, the Grenadier's supply of Satchel Charges doubles, and his supply of Explosive Stakes triple.<br />
<br />
'''Blasting Shields:''' Once at 20th level, all of the Grenadier's explosives no longer deal damage to his allies.<br />
<br />
==== Ex-Grenadiers ====<br />
<br />
No real damage is needed to be done to become an Ex-Grenadier, one simply must wish not to be one.<br />
<br />
==== Epic Grenadiers ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Grenadier}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Grenadier's Arsenal/9<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" | Grenadier's Arsenal/10<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" | Grenadier's Arsenal/11<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" | Grenadier's Arsenal/12, Massive Pockets<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Grenadier's Arsenal:''' The Grenadier keeps adding more and more grenades to his list.<br />
<br />
'''Massive Pockets:''' Once at 30th level, the Grenadier tops off his supply, reaching 40 of each grenade for each day.<br />
<br />
==== Human Grenadier Starting Package ====<br />
<br />
'''Weapons:''' Scythe (2d6, x4).<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" | Craft (Explosives) || 4 || Int || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Magic Device || 4 || Cha || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || <br />
|}<br />
<br />
'''Feat:''' Nimble.<br />
<br />
'''Bonus Feats:''' Demolitions.<br />
<br />
'''Gear:''' Mithral Chain Shirt, backpack, bedroll, trail rationsx5, water skin, bull's eye lantern, pint of oilx5<br />
<br />
'''Gold:''' 2&times;10 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Grenadier ====<br />
<br />
'''Religion:''' Grenadiers tend to worship as they please.<br />
<br />
'''Other Classes:''' Grenadiers tend to get along very well with more explosive classes, such as Barbarians and the likes, and any other ranged base class, such as the Ranger.<br />
<br />
'''Combat:''' The Grenadier's role in combat is to hide in the middle ranks, lobbing their explosives where ever they please and dealing whatever damage they can as they control crowds and bait their foes.<br />
<br />
'''Advancement:''' If a Grenadier were to multiclass, there would be no preferred class.<br />
<br />
==== Grenadiers in the World ====<br />
<br />
{{quote|Nothing brings a tear to my eye more than watching a horde of goblins fly in every direction after a nice, loud KABOOM!|orig=Emyl Kurayami, Parasitic Grenadier}}<br />
<br />
<br />
'''Daily Life:''' Grenadiers spend their days as anyone else would, albeit the few times they are needed for 'demolition' or when angered enough. Towns were known to be blow in half from some of their actions.<br />
<br />
'''Notables:''' Emerald 'Emyl' Kurayami, master Grenadier.<br />
<br />
'''Organizations:''' Unfortunately, there are no well known guilds are groups willing to deal with the utter insanity and mayhem a Grenadier can bring.<br />
<br />
'''NPC Reactions:''' Most people who see a Grenadier would normally tend to avoid them for some of the more known 'hairpin' thin triggers on some. However, many merc groups hire Grenadiers for their sheer talent in the art of explosives.<br />
<br />
==== Grenadier Lore ====<br />
<br />
Characters with ranks in Knowledge (Local) can research Grenadiers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Grenadiers are simply fighters who tend to use explosives to do their fighting.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The pack they carry holds all their needed explosives, though no one honestly knows how it works.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The pack a Grenadier carries holds countless amounts of grenades and explosives, though there is a limit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Grenadier's hold reputations for being some of the most destructive fighters ever for their sheer lack of care for anything in sight.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Witch_Hunter_(3.5e_Prestige_Class)&diff=596848Witch Hunter (3.5e Prestige Class)2012-11-16T17:44:02Z<p>79.181.96.251: </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=Witch Hunters are specially trained assasins specializing in eliminating any misuse of magic.<br />
}}<br />
<br />
== Witch Hunter ==<br />
<br />
Witch Hunters are specially trained assasins specializing in eliminating any misuse of magic.<br />
<br />
== Entry Requirements: ==<br />
<br />
'''Base Bonus Attack:''' +4<br />
<br />
'''Skills:''' Listen 5 ranks, Move Silently 3 ranks, Search 4 ranks , Gather Information 2 ranks.<br />
<br />
'''Special''' Must Kill a witch without spells.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Witch Hunter}}</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 || +0 || +0 || +2<br />
| class="left" | Witch Sight, Witchhunt(+1/1d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Spell Resistance, Purge Magic(+1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Witchhunt(+2/2d6), Escape the Cage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Inquistor's Strike, Purge Magic(+2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Witchhunt(+3/3d6), Witch Breaker<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | Purge Magic(+3), Aspect of Silence <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Witchhunt(+4/4d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Purge Magic(+4) , Mind Cage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Witchhunt(+5/5d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Purge Magic(+5), Inquisitor's Fire<br />
|- <br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (any), Listen, Move Silently, Ride, Search, Sense Motive, Spot.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Witch Hunter.<br />
<br />
'''Weapon and Armor Proficiency:''' All Simple and Martial weapons and all firearms, but not Armors.<br />
<br />
'''{{#anc:Witch Sight}} ([[Ex]]):''' The Witch Hunter is Permanently under the Effects of True Seeing, and is able to see an Aura of Magic around Spellcasters and Magic Items. (This Aura leaves a Trail of up to 120" feet) The Witch Hunter also always has Line of Sight against any enemy capable of casting spells or possessing one or more spell-like ability, or uses a magic item.<br />
<br />
'''{{#anc:Witchhunt}} ([[Ex]]):''' The Witch Hunter gains a +1 bonus on all attack rolls against a creature capable of casting spells or possessing one or more spell-like ability. An additional +1d6 points of damage are added on a successful hit on a creature capable of casting spells or possessing spell-like abilities. The bonus on attack and damage increase by +1 and +1d6 every odd level after first. (as seen on the Witch Hunter table above).<br />
<br />
'''{{#anc:Spell Resistance}} ([[Su]]):''' At 2nd level, the Witch Hunter gains Spell-Resistance 10 + Witch Hunter level.<br />
<br />
'''{{#anc:Purge Magic}} ([[Su]]):''' At 2nd Level, When The Witch Hunter deals damage to a Spellcaster he may exhaust that Spellcaster's Spells per day equal to the current bonus for this ability. (as seen on Witch Hunter table above)<br />
<br />
'''{{#anc:Escape the Cage}} ([[Su]]):''' At 3rd level, A Witch Hunter has become a skilled anti-magic being that he can infuse his weapon or fists with a magic destruction aura causing any spell thats level is equal to or under the characters Witch Hunter level to be dispelled or detroyed (EX. A necromancer casts create undead and summons 4 skeletons, the Witch Hunter makes an escape the cage attempt on the undead, since the Witch Hunter's level is higher than the caster level of create undead his attack instantly destroys the summoned creatures.), and it allows the Witch Hunter to Deflect Magic as an immediate Reaction by making an attack roll with a DC equal to 5 + Caster level. <br />
<br />
'''{{#anc:Inquisitor's Strike}} ([[Ex]]):''' At 4th level, a Witch Hunter can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the Witch Hunter wields the weapon.<br />
<br />
'''{{#anc:Witch Breaker}} ([[Su]]):''' At 5th level, The Witch Hunter may make an attack that seperates a Spellcatser from the flow of magic, Dealing 1d6 Fire Damage, and Inflicting an additional 1d6 Fire Damage every time That Spelcaster casts a Spell and must make a Will Save (DC 10 + Caster level of spell trying to be cast) or the Spell is Negated, the DC for this increases by 2 every round that it is in effect. This effect lasts for the duration of the Encounter.<br />
<br />
'''{{#anc:Aspect of Silence}} ([[Su]]):''' At 6th Level, The Witch Hunter Creates an Aura of Deafening Silence, all who are trapped within this Aura are subject to the effects, all sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area, this aura provides a defense against sonic or language-based attacks. <br />
<br />
'''{{#anc:Mind Cage }} ([[Ex]]):''' At 8th level, the Witch Hunter becomes immune to all mind-affecting abilities. <br />
<br />
'''{{#anc:Inquisitor's Fire}} ([[Su]]):''' At 10th level, the Witch Hunter may infuse his melee Weapon with a Supernatural Fire, that extends his attack range with hiw melee weapon by 30" feet, Dealing 1d10 extra Fire Damage on hit, and Dealing 50% of all damage dealt to all enemies adjacent to that target. (This Ability lasts 4 turns and must Recharge for another 4 turns.) <br />
<br />
==== Epic Witch Hunter ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Witch Hunter}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11st || class="left" | Witchhunt(+6/6d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12nd || class="left" | Purge Magic(+6), Inquisitor's Veil <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13rd || class="left" | Witchhunt(+7/7d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || class="left" | Purge Magic(+7), Inquisitor's Judgement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || class="left" | Witchhunt(+8/8d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || class="left" | Purge Magic(+8), Inquisitor's Might<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || class="left" | Witchhunt(+9/9d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || class="left" | Purge Magic(+9), Inquisitor's Wrath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || class="left" | Witchhunt(+10/10d6), Witchslayer<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || class="left" | Purge Magic(+10), Last Day of the Witch<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Inquisitor's Veil}} ([[Su]]):''' At 12th Level, At the start of every 4th round no one can cast spells or use Spell-Like Abilities until the start of the Witch Hunters next turn.<br />
<br />
'''{{#anc:Inquisitor's Judgement}} ([[Su]]):''' At 14th level, The Witch Hunter can make an attack that does Double Damage and if the target of this attack is a Spellcaster he may make additional attacks under the same eff until he misses.<br />
<br />
'''{{#anc:Inquisitor's Might}} ([[Su]]):''' At 16th level, The Witch Hunter gains the ability to repell magic as if it were nothing.<br />
By Infusing his Weapon with powerful energies he can make an atttempt to parry any form of magic with a +8 on the attempt to parry.<br />
<br />
'''{{#anc:Inquisitor's Wrath}} ([[Su]]):''' At 18th level, Once per day When the Witch Hunter has been Reduced to 0 HP or below he may make a Full-Round Action to Restore himself to Full Hp, Gains +5 to all rolls for the day, and All Abilities are activated even if recharging and last Twice as long. <br />
<br />
'''{{#anc:Witchslayer}}:''' A Witch Hunter has become so skilled at fighting spellcasters that when attacking any creature capable of casting spells or possessing one or more spell-like abilities he deals triple damage.<br />
<br />
'''{{#anc:Witchhunt}} ([[Ex]]):''' The Witch Hunter gains a +1 bonus on all attack rolls against a creature capable of casting spells or possessing one or more spell-like ability. An additional +1d6 points of damage are added on a successful hit on a creature capable of casting spells or possessing spell-like abilities. The bonus on attack and damage increase by +1 and +1d6 every odd level after first. (as seen on the Witch Hunter table above).<br />
<br />
'''{{#anc:Purge Magic}} ([[Su]]):''' When The Witch Hunter deals damage to a Spellcaster he may exhaust that Spellcaster's Spells per day equal to the current bonus for this ability. (as seen on Witch Hunter table above)<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Witch Hunter ====<br />
<br />
'''Religion:''' Witch Hunter will worship any Deity that does not promote magic. <br />
<br />
'''Other Classes:''' Witch hunters are usually very frienldy to any class that does not use magic, but are actually jurastically as unkind to magic users. They are also an ill-omen when they appear in a town, for this means that they might be hunting someone.<br />
<br />
'''Combat:''' Multi-Ranged striker.<br />
<br />
'''Advancement:''' This Class needs as many Weapon oriented feats as possible.<br />
<br />
==== Witch Hunters in the World ====<br />
<br />
{{quote| Nice spell, what a waste though.... it was your last, Avitus, Human Witch Hunter}}<br />
<br />
Witch Hunters are payed assasins specializing in the extermination of Spellcasters, and usually have an innate dislike for even Lawful good Spellcasters. <br />
<br />
'''Daily Life:''' All Witch Hunters are only loyal to their current employer and will actually risk their own personal safety for their employer, and they spend the entire elapse of their time working for theior employer until the job has been fulfilled. While inbetween jobs Witch Hunters, well they hunt witches and are relentless when on a witchhunt.<br />
<br />
'''Organizations:''' All Witch Hunter have ties to the Magic Inquisiton and are either members or former members..<br />
<br />
'''NPC Reactions:''' Commoners are usually uneasy in the prescence of a Witch Hunter since a Witch Hunters words hold such weight that all it takes is a simple accusation of being a witch and that person will be eliminated, NPC spellcasters will actually show fear or try to hide from a Witch Hunter .<br />
<br />
==== Witch Hunter Lore ====<br />
<br />
Characters with ranks in Knowledge(History) can research Witch 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 />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Witch Hunters can detect even the most minute magic use out of a crowd of thousands.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Witch Hunters are raised at birth to despise any use of magic and see magic as a perversion of life.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Witch Hunters are actually taken at birth and are subjected to extreme magical torture until they are 10, and are then trained rigorously as they are now fueled by a severe hatred of magic.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Witch Hunters because of their excrutiating magical torture has permanetly affected their vision and they are physically blind, but because of all this exposure to magic they can perceive the force of magic in everything and it allows them to see in that fashion this ability is better known as Witch Sight.<br />
|}<br />
<br />
==== Witch Hunters in the Game ====<br />
<br />
Witch Hunters are multi-ranged strikers and are highly similar to Rangers, and are incredibly talented at being able to detect any magical threats to the party. <br />
<br />
'''Adaptation:''' Fighter, and Ranger are the prefered multi-classes for this class.<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Radiant_Warrior_(5e_Subclass)&diff=596846Radiant Warrior (5e Subclass)2012-11-16T17:29:16Z<p>79.181.96.251: </p>
<hr />
<div>{{needsbalance|ok I stand corrected look and you shall receive. this is even more overpowered than the other radiant class. additional attacks huge jumps in ac and attack strength not to mention huge weapon improvements for free. the god form is also highly overpowered (2d8 plus a d8 per strength bonus is 5d8 with just a belt not to mention strength damage added to it.)}}<br />
{{stub|Missing text throughout (and an example NPC).}}<br />
{{wikify|Does not follow the preload/missing parts of the preload. See also the preload.}}<br />
{{abandoned|16 November 2012}}<br />
{{wording|Does not read through well.}}<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=Combat focused, Skilled<br />
|desc=Usually born with a racial predisposition to controlling the powers of light a Radiant Warrior will serve it's family fighting the powers of darkness.<br />
}}<br />
<br />
== Radiant Warrior ==<br />
<br />
Usually born with a racial predisposition to controlling the powers of light a Radiant Warrior will serve it's family fighting the powers of darkness.<br />
<br />
=== Making a Radiant Warrior ===<br />
<br />
Radiant Warriors use the powers of light to become strong combatants, but when not focusing their energy on creating shields or boosting their power they become virtually useless combatants. They are strong members of a party but can cause much trouble if another member of the party has an affinity for the darkness. This means that unless you have an unusually understanding character they will not get along with rogues and assassins yet get along well with most good clerics and paladins.<br />
<br />
'''Abilities:''' Radiant Warriors control the powers of light ranging from dispelling darkness to creating solidified weapons and armor of pure light to searing enemies with rays of light expelled from your hands. A high constitution is helpful for a Radiant Warrior to maintain it's light armor. Dexterity is also helpful if one is caught in battle unexpectedly. As usual strength also helps land blows against particularly evasive opponents. <br />
<br />
'''Races:''' Due to the racial nature of a Radiant Warrior's powers each must be at least human although breeding outside of the direct human bloodline is greatly frowned upon.It may be rare but these warriors may also be created by an elder of one of these families who is also a well trained wizard or cleric. This would allow some non-human players to become a Radiant Warrior although such a monstrosity would be a last resort for one of these elders.<br />
<br />
'''Alignment:''' Most Radiant Warriors are considered to be good because they fight off the powers of darkness. This assumption is often misleading, Radiant Warriors fight out of fear and hatred as often as moral obligation. These characters can be anywhere from lawful to chaotic on most matters however most lean toward lawful (at least to the rules of their families) because those who do not follow the laws set forth by the elders will be greatly punished (occasionally by death).<br />
<br />
'''Starting Gold:''' As Fighter<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Any age, often from birth.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Radiant Warrior}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Hit the Lights, Lesser Golden Form<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +1 || +1<br />
| class="left" | Lesser Flash, Shining Sword/Spear/Etc.<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +2 || +2<br />
| class="left" | Mend Wound, Lesser Animate<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Magnificent blade (1), <br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +2 || +3 || +3<br />
| class="left" | Golden Form, Sun's Fury (1)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +3 || +3<br />
| class="left" | Flash, <br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +3 || +4<br />
| class="left" | Animate, Magnificent Blade (2)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +4 || +4<br />
| class="left" | Searing Beam<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +4 || +4<br />
| class="left" | <-write here-><br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +4 || +5<br />
| class="left" | Magnificent Blade (3), Greater Golden Form<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +5 || +5<br />
| class="left" | Suns Fury (2)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +3 || +5 || +6<br />
| class="left" | Greater Animate<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +6 || +6<br />
| class="left" | Magnificent Blade (4)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +6 || +7<br />
| class="left" | Greater Flash<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +8/+3 || +4 || +7 || +7<br />
| class="left" | Superior Golden Form,<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +7 || +7<br />
| class="left" | Magnificent Blade (5),<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +9/+4 || +5 || +7 || +8<br />
| class="left" | <-any class features gained at this level-><br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +5 || +8 || +8<br />
| class="left" | Sun's Fury (3)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +10/+5 || +6 || +8 || +8<br />
| class="left" | Magnificent Blade (6),<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +8 || +9<br />
| class="left" | God's Form<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb, Concentration, Craft, Diplomacy, Gather information, Intimidate, Jump, Knowledge (lore), Listen, Search, Sense Motive, Spot, Tumble.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Radiant Warrior.<br />
<br />
'''Weapon and Armor Proficiency:''' A Radiant Warrior is proficient in all simple weapons and at second level will become efficient with any other weapon of choice (see Shining Sword/Spear/Etc.). Due to the nature of it's golden form they are not proficient with any armor.<br />
<br />
'''{{#anc:Hit the lights}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once per day per class level a Radiant warrior may concentrate his energy to light up a 30 ft. radius from where he stood when he first used the ability. The light from this ability does not appear to come from any single source causing nothing to leave a shadow unless it is unnatural in nature. This does not cancel out magical darkness. From outside the affected area it would look as if there was a dome that trapped in the daylight making it simple to look at without any harm caused to the eyes. This effect lasts until it's creator leaves the area.<br />
<br />
'''{{#anc:Lesser Golden Form}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At any time, any number of times per day a Radiant warrior may take a full round action to activate his Golden Form. When he does it looks as if a coating of light covers him starting from his chest and radiating outward. Though this form glows with some intensity it is not harmful to look upon. This form provides +2 to AC as an armor bonus. There is no armor check penalties for this form nor is there any maximum dexterity bonus. Due to increased strength in this form one gains a +1 attack bonus and +1 to his jump and climb checks. This form will last a number of minutes equal to 30 + 10 for each point of constitution bonus the character has. After expiring one must wait 10 minutes minus his constitution bonus. While in this for you give off enough light to illuminate a 30 ft. radius with poor illumination.<br />
<br />
'''{{#anc:Golden Form}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level a Radiant Warrior will gain this ability. This skill acts as Lesser Golden Form with a few exceptions. First, the appearance of the form begins to look more armor-like and may gain small protrusions from the body. Secondly, the bonus to AC becomes +3 with no penalties, the bonus to Attack bonus becomes +3 and the bonus to jump and climb skills become +2. Furthermore this armor will expire after one hour plus 20 minutes per point of constitution bonus: this bonus extends to the Shining "Sword/Spear/Etc." which will now last the same duration. Illumination given off from this armor extends to 40 ft. of poor illumination.<br />
<br />
'''{{#anc:Greater Golden Form}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level a Radiant Warrior will gain this ability. It acts as the Golden Form Skill with a few exceptions. The appearance becomes that of a full suit of armor. The AC Becomes +5 with no penalties, the attack bonus becomes +4 and The bonus to Jump and Climb become +3. This form will expire after 2 hours plus 30 minutes per point of constitution bonus. Additionally the Illumination given off by this form is 50 ft. poor illumination.<br />
<br />
'''{{#anc:Superior Golden Form}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''At 15th level a Radiant warrior will gain this ability. It acts as the Greater Golden Form ability with a few exceptions. The AC bonus becomes +6 with no penalties, the attack bonus becomes +6 and the Bonus to jump and climb checks become +3. This form does not expire at this point buy may be dispelled at any time and must be dispelled for sleep. Illumination becomes 60 ft. of poor illumination.<br />
<br />
'''{{#anc:Lesser Flash}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon second level a Radiant Warrior will gain this ability. Once per round a character may make a move action to move with the light. This allows him to move extra distance in short periods of time given proper circumstances. This move action can move you up to 20 ft. farther than your move rate given there is illumination out that far. This move action can only be along the ground and due to the nature of rays of light may only be in a straight line and only used while in his golden form and is subject to attacks of opportunity as normal.<br />
<br />
'''{{#anc:Flash}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''Upon sixth level a Radiant Warrior gains this ability to replace the lesser flash ability. This Ability acts as the lesser flash ability with a few exceptions, the movement may be done in any direction including those not on the ground (damage done due to falling from this height is not reduced. Instead of an additional 20 feet to move speed the move speed is doubled if it would be greater movement this way.<br />
<br />
'''{{#anc:Greater Flash}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon 14th level a Radiant Warrior earns this ability. Greater flash acts as Flash with a few exceptions. While using flash one may now flash up to twice in one move action as long as the total movement isn't more than the allowed flash movement for the turn. Secondly one doesn't have to be in golden form to use this ability, he merely flashes as if he were in golden form (including looks) for the duration of the flash. Finally this movement does not provoke attacks of opportunity due to the sheer speed that takes place for this technique.<br />
<br />
'''{{#anc:Shining Sword/Spear/Etc.}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon second level a Radiant warrior gains this ability. Upon obtaining this skill one must chose a weapon for their character (chose wisely because this you will be stuck with this weapon). Weapons excluded from this are those in multiple parts such as a bow or cross bow since the ammunition is incapable with Shining weapons. This character is proficient with this weapon and may create one made out of solidified light at any time as a standard action. This weapon acts as masterwork weapon of that type (+1 attack bonus). If this weapon leaves your hand it will vanish after 1 round, at that time one will be able to create another. Like the lesser golden form the energy for this weapon will dissipate after 30 minutes plus 10 for every point of constitution bonus from the initial creation of this weapon and cannot be created again for 10 minutes minus one per point of constitution bonus. <br />
<br />
'''{{#anc:Mend Wound}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon third level a Radiant Warrior may learn to control his focus enough to apply heated light to very specific areas. This allows one to sear off the ends of blood vessels to stop bleeding. Doing so will take 2 rounds (start on one round and at the end of the next round you are complete.) During this time you are flat footed and if you take damage you must roll a concentration check with a DC 10+ the damage dealt.<br />
<br />
'''{{#anc:Lesser Animate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At third level a Radiant Warrior gains the ability to bestow small (1lb. or less) abilities to small objects using a portion of their light. A number of objects may be animated equal to one plus his constitution modifier. Each object may only be bestowed with one of the following purposes.<br />
<br />
-Reconnaissance- Once this object has been destroyed it's creator learns all it knows. Sadly at this point even objects such as dolls that have eyes cannot functionally see or hear so this skill is limited to what happened directly to this object such as what is written on a piece of paper.<br />
<br />
-Movement- This object gains a mind of it's own and will attempt to travel wherever it is told. Movement is limited to travel, toy soldiers cannot fight, etc. An object created in this way relies on your knowledge of how to arrive at the destination to get there. Speed is very slow but varies slightly with size (determined by DM) so long distances are not suggested.<br />
<br />
-Reaction- Once triggered the animated object does a specified task. Triggers can be anything from touching the object to a complex verbal combination.<br />
<br />
'''{{#anc:Animate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This skill acts as Lesser animate but instead may incorporate two purposes and animate an object up to 10 lbs. Additional purposes for this skill include.<br />
<br />
-Sight- This object may see and change it's behavior or relay what it sees depending on it's other purpose.<br />
<br />
-Hearing- This object may hear and change it's behavior or relay what it hears depending on it's other purpose.<br />
<br />
-Improved Movement- Acts as "movement" but the speed is increased to the equivalent of 15 ft. per round.<br />
<br />
'''{{#anc:Greater Animate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This acts as the Animate ability but may animate objects up to 30 lbs. and may include any number of previous purposes.<br />
<br />
'''{{#anc:Sun's Fury}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' upon 5th,10th,and 15th levels radiant warrior gains the ability to swing their weapon at the speed of light adding an additional attack to combat. each additional attack gets a -4 penalty from the previous attack.<br />
<br />
'''{{#anc:Searing Beam}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon the 8th level a Radiant Warrior gains the ability to expel a beam of light from his hands at will to burn his enemies and boil their blood. A number of times per day equal to three plus his constitution bonus one may make a ranged attack against a single enemy with a range of 50 ft. this attack deals 1D8 damage and an additional 2D8 against undead.<br />
<br />
'''{{#anc:God Form}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''Upon 20th level a Radiant Warrior gains this ability. Once Per week one may activate this ability for a number of rounds equal to three plus it's constitution modifier. This form appears as whatever the user desires; however, this form is made of light. While in this form a Radiant Warrior gains +10 natural armor bonus to armor class and +10 Attack bonus. One may make make any attack that his chosen form may make any combat attack that it's form may make (ie. Natural claw attack). Any of these attacks deals 2D8 plus an extra 1D8 for each point of strength bonus. While in this form a character gains all natural abilities of the creature such as flying.<br />
<br />
'''{{#anc:Magnificent Blade}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon the fourth level and every three levels after a Radiant Warrior will gain an extra trick for their light weapon. These skills are split into categories and further ranked within these groupings. lower ranks act as prerequisites for the later ranks (ex. to take a level three ability in the power section he must first take at least one level one in power and one level two in power[With the permission of the DM one may instead take a lower leveled skill to replace a higher level such as taking two first level skills and upon obtaining a third skill getting a third level.). The sections are as follows.<br />
<br />
'''-Power-'''<br />
<br />
-Level 1-<br />
<br />
Lengthen- Through concentration and practice a Radiant Warrior can stretch the same amount of light for his weapon a greater distance allowing a larger weapon to be handled with similar ease. Upon taking this skill your weapon becomes one size larger (ie. medium to large). Your character gets no ill effects from using such a weapon. This skill stacks no more than three times when the amount of light is stretched it's maximum distance. is may only be used on close combat weapons.<br />
<br />
Brutal Bash- This skill may only be used on a bludgeoning weapon. By focusing the raw power of light through his arms a Radiant Warrior may increase his power. By doing so those who are skilled with hammers and clubs reign supreme. When a successful attack is made with this weapon the opponent must make a Fortitude save against its attacker or be knocked back 5 feet.<br />
<br />
Radiant Surge- Upon sensing danger this blade will surge with power and send out a series of bright flashes this will give each member of the party +2 insight bonus to initiative and give the owner of the weapon a +2 attack bonus for the first round of the fight.<br />
<br />
-Level 2-<br />
<br />
Hit Hard- This skill allows a character to channel energy through his arms surging to his blade for a less accurate but potentially more deadly attack. When declaring an attack one may sacrifice one of it's attack bonus for an extra point of critical hit chance (ie. attack -1 to change a normal critical hit range (20) into (19-20) This may be done a number of times equal to the characters' constitution bonus.<br />
<br />
Persistent Swing- What do you do when you just can't hit your target? Try harder. At the end of a turn in which this character attacks and does not hit his target he will get +1 temporary attack bonus. This bonus stacks with other bonuses gained on prior turns due to this skill. This bonus will fade upon the end of a fight or upon landing a successful hit on the opponent.<br />
<br />
Mercy Beating- Upon taking this skill you transfer some of your light to your arm allowing you to make a more powerful, less deadly attack. Before declaring an attack you may declare that you are using this skill for this attack you gain +1 Attack bonus and +2 damage and your damage becomes non-lethal damage.<br />
<br />
-Level 3-<br />
<br />
Sword of the sun- Upon taking this skill one's weapon burns with the sun's fury and upon a successful attack will deal an extra 1D6 fire damage. The appearance of this weapon is no different, it just burns hotter than usual. This ability does not stack.<br />
<br />
Out for Blood- Some more ruthless Radiant Warriors hate their enemies more than others upon taking this skill one will enter a raging blood lust if he strikes the foe hard enough. If the opponent suffers a critical hit at the had of his weapon a Radiant Warrior with this skill may make a concentration roll against either the opponent's sense motive or reflex save. If he succeeds he makes another attacks with an increased critical hit range of 1 which he keeps for the remainder for the round. This skill may be used multiple times per turn if multiple critical hits are accomplished but only against the enemy who was originally hit. This skill may not be used the same round as any cleave feat.<br />
<br />
-Level 4-<br />
<br />
Super Slice- By concentrating energy to apply heat to edge of the blade allowing it to be able to cut through even the hardest of materials. Upon taking this skill the edges of a bladed shining weapon may cut through any substance wood and softer (Bone is harder than wood). When attacking an opponent successfully you may make a concentration check against an opponent's AC. Upon success it's AC is reduced by 1 permanently (or until armor can be repaired). This skill may only be used on a sharp weapon. <br />
<br />
Tremor- A character with this skill may take a turn to concentrate before thrusting his weapon into the ground causing it to shake tremendously. Upon declaring this attack a Radiant Warrior will for all intents and purposes be considered flatfooted until his next round. Upon this next round as a full action he will strike the ground causing it to shake. all standing enemies within a 30 ft. radius must make a DC 23 reflex save or fall prone.<br />
<br />
<br />
-Level 5<br />
<br />
Standing Coup de Grace- A skilled warrior may learn to drop an enemy while it's still standing by delivering a severe blow. Once per day a Radiant Warrior with this ability may take a full action to perform a Coup de Grace attack on an enemy that is not helpless (As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.) The opponent may try to make a reflex save equal to 15+ the radiant warrior's dexterity bonus. If this attack fails your character falls prone.<br />
<br />
'''-Movement-'''<br />
<br />
-Level 1-<br />
<br />
Quick cut- It is hard to stop a weapon moving at the speed of light and with this skill a character becomes especially talented at hitting his target and gets an attack bonus of +1. skill may be taken multiple times.<br />
<br />
Quick Creation- Many Radiant Warriors feel that concentrating time and energy on forming a weapon is time wasted. Those who do can train themselves to form their weapons instantaneously. A character with this skill may form a shining weapon as a free action. Furthermore if able he may change the weapon's form as a free action as well instead of a standard action.<br />
<br />
Showmanship- Sometimes it's just nice to know that people care... weather or not you slice off their heads. This skill uses fear as a weapon. When you brandish your weapon for the first time and every time you make an attack your weapon's threat range doubles until the beginning of next round (maximum once per round).<br />
<br />
<br />
-Level 2-<br />
<br />
Heart Seeker- This skill may only be taken if the character's chosen weapon is a light piercing or slashing weapon or a rapier. Due the nature of the light produced to form a weapon it may be given a sort of mind of it's own via the same techniques as the animate skill. This does not allow free movement of the weapon itself but rather guides your hand to vulnerable spots in armor and the such. This acts as a sneak attack and adds 1D6 at first level and an extra 1D6 at each three levels thereafter. This effect may only be used twice per encounter.<br />
<br />
Awareness- Your weapon may sometimes know a little more than you do in battle. With this skill it becomes aware of what is happening allowing one to react quicker, with more force and be more confident in his skills. Upon taking awareness one gets +1 to all saves while wielding his shining weapon. This ability may be taken multiple times and will stack.<br />
<br />
Defensive Fighting- Once per round in which this character does not attack he may gain +2 to his armor class and -2 to attack bonus until the start of your next round.<br />
<br />
<br />
-Level 3-<br />
<br />
Parrying Strike- This skill allows one to strike after dodging an attack. Once an opponent makes an attack and does not succeed you may make a reflex save countered the opponent's reflex save if he succeeds a Radiant Warrior with this skill may make an attack of opportunity against it's attacker.<br />
<br />
Speed of Light- Due to the quickness of a Radiant Warrior's movement one with this ability does not provoke attacks of opportunity.<br />
<br />
<br />
-Level 4-<br />
<br />
Slash and Dash- Upon taking this skill a Radiant Warrior becomes very skilled at combining the flash skill with combat. As a single standard action this character may perform a Flash and may continue to make combat as a free action.<br />
<br />
Perpetual Motion- A Radiant Warrior with this skill just can't stop once he gets started. Upon a successful attack he moves up one spot in the turn line-up (once per turn). If the character is first in the lineup the next turn he may take an action first in the order and last in the order (Both provide a full round). After that turn the character's place is last in the order.<br />
<br />
<br />
-Level 5-<br />
<br />
Slice and Dice- Once per round as a standard action a character with this skill may perform a flash. He may use this flash to travel through spots that are occupied by other characters. At the end of this action each other character in the path of this attacks receives an attack from the Radiant Warrior. <br />
<br />
<br />
'''-Shape-'''<br><br><br />
-Level 1-<br><br><br />
Weapon Master- Some Radiant Warriors decide to master more than one shining weapon and may switch between them at any time. Upon taking this skill one may chose another form for his Shining Weapon and take a standard action to switch between the two. This skill may be taken any number of times, for each one chooses a different weapon.<br />
<br />
Hands of Death- Many younger warriors feel the need to trade practicality with style. This skill is often taken by these warriors, instead of creating a weapon separate from the individual "Hands of Death" allows one to create their chosen weapon as an extension from an arm. While such a weapon is attached it is impossible to lose grip of the weapon and you get a +2 to intimidate rolls. If the chosen weapon was a dagger you may instead chose to use claws to act as small daggers attached to the fingers.<br />
<br />
Dual Wield- A character who acquires this skill learns to focus his energies into two separate weapons. This may only be used on one handed weapons and all penalties of dual wielding apply.<br />
<br />
<br />
-Level 2-<br><br><br />
Reach- Light's innate form is not solid and making it so is a feat in and of itself but making it change to and from as an extended version of it's solidified self an entirely different and difficult feat. Upon taking this feat one's shining weapon can extend it's reach by 5 feet and return to normal size directly afterward. This skill may be taken multiple times and stacks each time.<br />
<br />
Shining Force- Using the power of force combined with his weapon a Radiant Warrior may deal damage to incorporeal creatures as if they were not incorporeal. Creatures immune to force effects are damaged as normal as the weapon is not made entirely of force, merely combined with it.<br />
<br />
Grasping tentacles- This skill may only be taken if one has taken the "Hands of Death" skill. A Radiant Warrior with this ability may transform the weapon attached to his arm into a mass of writhing tentacles. By doing this it allows a better grip on opponents. When using this ability to grapple an opponent one gets +4 to his grapple checks.<br />
<br />
<br />
-Level 3-<br />
Refract- By bending the light from his weapon around himself a radiant warrior who has taken this skill may turn himself nearly invisible to those with an untrained eye. Once per day plus once per point of constitution bonus a Radiant Warrior with this ability may become near invisible. To spot this character one must make a DC 23 spot roll or a DC15 search roll if the character knows what he is looking for. Attacking causes the character to break focus and become visible. This skill lasts one minute, at the end of that minute he must roll a concentration check equal to 15 + 1 per minute previously invisible.<br />
<br />
Reflective Shield- One may only take this skill after taking the "Hands of Death" skill. Once taken this skill provides one of two types of protective shield chosen upon each formation. When choosing this shield one may decide between a widened extension of one's weapon arm for a +2 AC bonus or a fully formed shield on the other hand which provides a +3 AC bonus but prevents you from using that hand. Either way this shield is formed it instead of being formed of normal light is formed of a reflective material such as that of a mirror. This character is now proficient with this shield.<br />
<br />
<br />
-Level 4-<br />
<br />
Decoy- Upon command you may have your weapon change shape into a humanoid shape similar to that of a lesser golden form and command it. It is a fully physical being and may not make attacks this form will last for 3 rounds plus an extra round per point of constitution bonus unless it is told to earlier. This skill can be used three times per day.<br />
<br />
Into the Looking Glass- This skill may only be taken if one has previously taken the "Reflective Shield" skill. Up to three times per day you may force any character who is looking into the reflective shield to attempt a DC 15 Will save. Upon failure the character becomes confined within the shield. Every 1D4 rounds a character confined by this skill may make a DC 20 Fortitude save to be ejected from the shield into an adjacent square to the Radiant Warrior. A player targeted by this skill may take a 10 on any of these saves. A character who is helpless cannot attempt saves against this skill. Only one character may be confined in a shield at one time and is ejected if the shield becomes non-existent.<br />
<br />
<br />
-Level 5-<br />
<br />
The Dancing Sword- This elite skill is reserved for the masters of weapon bending. When used the weapon itself will twist and turn, swirling around it's owner striking at all enemies within distance. A single attack roll is made and compared to the AC of all enemies within reach. He get -5 attack against each enemy that is not in an adjacent square to his own. Unless otherwise allowed this cannot strike an enemy that is concealed. This skill takes a full round action to use.<br />
<br />
<br />
'''-Thrown-'''(These skills may only be taken if you have a ranged weapon that can be thrown.)<br />
<br />
-Level 1-<br />
<br />
That which was lost- Instead of waiting for a round to be over to retrieve his weapon a Radiant Warrior focuses in a thrown weapon may learn this skill which allows them not only to vanish his weapon as a free action but also allows him to reform it in his hand if it had been thrown the previous turn.<br />
<br />
Precise Shot- You may throw your weapon at an opponent partaking in combat without suffering the usual -4 penalty. Furthermore upon a critical miss your allies may not be hit with the weapon accidentally.<br />
<br />
Quick Zip- Upon taking this skill a Radiant Warrior gains speed while throwing his weapon, this allows one to hit the target more often. Upon taking this skill one gains a +2 attack bonus. This bonus does not stack.<br />
<br />
<br />
-Level 2- <br />
<br />
Longshot- Thrown objects have a tendency to land short of an opponent, this will allow a thrown weapon to be chucked an extra 20 feet plus 10 extra feet for each point of constitution bonus by propelling it with energy from it's creator's hand.<br />
<br />
By the Scruff of the Neck- You may decide to use this skill to spare an opponent's life. Before an attack against an opponent adjacent to a wall as long as you are facing that wall you may make a ranged attack, if you succeed this attack deals no damage and the opponent becomes grappled against that wall. This grapple acts as a normal grapple and lasts as long as you concentrate on doing it.<br />
<br />
Gliding thrust- A character with this skill may take a standard action to make a single attack and flash along with the weapon to where it landed.<br />
<br />
<br />
-Level 3-<br />
<br />
Swerve- Using this skill a Radiant Warrior may change the path of a thrown weapon slightly. When throwing a weapon at an enemy one may bend the attack 5 ft in any direction towards an enemy. Doing so would allow one to hit an enemy who is slightly behind an obstacle. <br />
<br />
Fetch- A radiant Warrior with this ability may make a standard action to throw his weapon at an item 30 lbs. or less and have it pick up the item and bring it back to you while traveling like a boomerang.<br />
<br />
<br />
-Level 4-<br />
<br />
Explosive Charge- Before attacking you may Specify that you are going to use this skill. Upon a successful hit the attack will deal an extra 2D6 of fire damage. This skill may be used a number of times per confrontation equal to one plus an extra time per point of constitution bonus.<br />
<br />
Shrapnel Shot- Upon taking this skill a Radiant Warrior gains the ability to cause ranged attacks to explode hitting all enemies within a 5 ft. radius. When damaged you may roll an attack roll with a -4 Attack bonus.<br />
<br />
-Level 5-<br />
<br />
Scatter Shot- This is not a skill for the weak, after long and arduous training a Radiant warrior who has specialized in thrown weapons can make ranged cone attack as a full round action to create numerous objects and send them flying at his foes. Make a single attack roll and compare it to all opponents within range that are not blocked by terrain nor other enemies. This ranged attacks' distance is equal to 1/2 the maximum range of the weapon.<br />
<br />
<br />
==== Ex-Radiant Warriors ====<br />
<br />
Radiant Warrior's powers cannot be revoked. If he disobeys the orders of his elders there will be consequences that vary with severity from a slap on the wrist to the removal of limbs. If one runs from his responsibilities it is very common for him to be hunted by his family and killed as a traitor.<br />
<br />
If one were to play a character that has disobeyed his family he should expect to be hunted If the DM sees fit, generally a single more powerful member of the family will be sent or a few rookie members, it is possible that they would hire mercenaries (though not assassins) to find him. The amount sent is usually gto overpower that character alone, however; a group should stand a good chance against these encounters.<br />
<br />
==== Epic Radiant Warrior ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Radiant Warrior}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Flash Distance (2 X Distance +10)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Magnificent Blade (7)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | God's Form (Once Per 6 days)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Flash Distance (2 X Distance +20), Sun's Fury (4)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Magnificent Blade (8), Bestow Gift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | God's Form (Once Per 5 days)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Flash Distance (2 X Distance +30)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Magnificent Blade (8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | God's Form (Once Per 4 days)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Flash Distance (2 X Distance +40), Sun's Fury (5)<br />
|-<br />
| colspan="42" class="skill" |<br />
4+ [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Bestow Gift''' Upon 25th level a Radiant Warrior may unlock the innate powers of light within the essence of any creature. This may be done once a week and takes twenty minutes to complete. Afterward if that character chooses they may start taking levels in the Radiant Warrior class.<br />
<br />
==== Human Radiant Warrior Starting Package ====<br />
<br />
'''Weapons:''' Dagger.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
'''Feat:''' Power Attack<br />
<br />
'''Bonus Feats:''' Combat Expertise<br />
<br />
'''Gear:''' 3 Pieces of parchment, ink, inkpen, Metal Flask, Common Lamp<br />
'''Gold:''' 150 gold<br />
=== Campaign Information ===<br />
<br />
==== Playing a Radiant Warrior ====<br />
<br />
'''Religion:''' Most Radiant Warriors worship gods on the good side of the scale most often one that revolves around light or the sun. Pelor is a natural choice for any Radiant Warrior but one may chose any god to worship as long as it does not deal with darkness. Some chose not to worship a god at all and merely worship the light itself as an entity.<br />
<br />
'''Other Classes:''' Radiant Warriors prefer the company of other Radiant Warriors but get along well most members of the party. However, the characters that one does not agree with will generally cause one's naivety of the world to force his hands in unimportant matters. Any rouge-like characters who dwell in the darkness or spell casters who have the ability to create darkness will be considered dangerous by any Radiant Warrior and one will never let his guard down when dealing with such characters.<br />
<br />
'''Combat:''' The usage of a Radiant Warriors skill allows him to become a powerful force. Powerful attack, AC, and the addition of skills such as the magnificent blade abilities make a Radiant Warrior most similar to the Fighter class.<br />
<br />
'''Advancement:''' Occasionally a Radiant Warrior becomes curious enough to explore other opportunities in the outside world that most of their kind only dream of. Their natural affinity for light may cause some to attempt multiclassing as a Wizard to explore new ways to utilize light and the other elements growing further towards understanding of the world as a whole.<br />
<br />
==== Radiant Warriors in the World ====<br />
<br />
{{quote|Light is not just any tool, nothing else has both the power to dispel darkness and cast shaddows|orig=Tsu Hao, Human Radiant Warrior}}<br />
<br />
Radiant Warriors are a rare breed often hidden from the outside world; however, when there are forces of darkness at work you can bet there will be a couple waiting for the right moment to strike it down before heading on to their next mission.<br />
<br />
'''Daily Life:''' Wake up, put put the fire, head into the woods, find something evil, kill it, kill it's friends, kill it's parents, turn on the night light and hit the hay after a long day of justice.<br />
<br />
'''Notables:''' Ellias the trecherous, Leaving the life of a Radiant Warrior he traveled far and wide attempting to understand the darkness he was killed by his own kin. This was the first individual to seek peace rather than war.<br />
<br />
'''Organizations:''' Radiant Warriors keep together in societies separate from most others. They hunt and gather their own food and rarely require trading with other peoples. These societies generally are run with a single head leading the way chosen not by heritage but by his feats of power. These leaders see where it is fit to send others or others may request to travel alone and create their own quests.<br />
<br />
'''NPC Reactions:''' Many NPCs don't know what to think of a Radiant Warrior in full armor having not seen anything of the sort before. Such a stunning sight may leave one anywhere from frightened to falling down on one's knees and worshiping him as a god (for less sophisticated people<br />
<br />
==== Radiant Warrior Lore ====<br />
<br />
Characters with ranks in Knowledge(History) can research Radiant 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}}"<br />
|+ Knowledge (History)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Radiant warriors glow and are very pretty when they do so.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Radiant Warriors use light to form Weapons and armor. There are few non-human members of this class.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Radiant Warriors fight darkness wherever they can find it, they use light to form weapons and armor. It is very rare to find a Radiant Warrior who is not a human. There are places in which the majority of Radiant Warriors spend their days apart from the rest of the world.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Radiant Warriors are grand combatants who use nothing but the light created by the essence of themselves to form their weapons and armor. A warrior like this will eventually take on the characteristics of light itself and seek out darkness and destroy it wherever it may be. Radiant warriors are often born with this skill but others may have it bestowed upon them by the elders of their societies. This is why non-human Radiant Warriors are rather rare.<br />
|}<br />
<br />
==== Radiant Warriors in the Game ====<br />
<br />
Radiant Warriors are horrible allies and even more horrible foes. It is always nice to have one on your team due to sheer power but may get you in trouble easily, they fear the darkness and often refuse to travel without a lantern at night and even more rarely sleep without illuminating the area first causing them to encounter foes at all hours. Beyond that a Radiant Warrior is often stuck up and think that he is better morally than the rest of the party. This can cause unwanted turmoil within a group causing it to encounter (entertaining) problems.<br />
<br />
'''Adaptation:''' Radiant Warriors are usually strong close combat fighters, they can however decide to take a thrown weapon as their own and are from that point out able to access an entire different set of skills. (See thrown section of Magnificent Blade ability)<br />
<br />
'''Sample Encounter:''' Late at night the party is putting off sleep to gain a little ground when a very angry light flashes into the clearing babbling nonsense about banishing the creatures of darkness then flails it's weapon wildly attempting to strike down it's new found foes<br />
<br />
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{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
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[[Category:Base Class]]<br />
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''''''Bold text''''''''Bold text'''''Bold text'''''''''</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Shinigami_(3.5e_Class)&diff=596813Shinigami (3.5e Class)2012-11-16T15:20:16Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=3<br />
|rating_wording=5<br />
|rating_formatting=3<br />
|rating_flavor=4<br />
|raters_power=1<br />
|raters_wording=1<br />
|raters_formatting=2<br />
|raters_flavor=1<br />
|status=Ready for Review<br />
|editing=<br />
|type=Good Guy, Moderate Spellcasting<br />
|desc=Hunters of ghosts and demons, they protect the living from things which lurk just beyond the edge of the world.<br />
}}<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.<br />
<br />
'''Abilities:''' Strength and Constitution are vital for any melee warrior class, though Charisma also plays a large roll, such as their special abilities and attacks. Wisdom is good for their special class skills, and Dexterity helps as they lack major armor. Shinigami who want to use their skills may want Intelligence to shore up their low skill points per level.<br />
<br />
'''Races:''' Any 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: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="7" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Zanpaktou, Spiritual Form, Aura<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Planar Senses, Determination +1<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Ghost Hunter<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | +1 Weapon<br />
|1||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Shikai, Fast Movement +10, Flash Step, Ghost Strike, Soul Burial<br />
|2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Spiritual Armor, Manifest Spiritual Pressure<br />
|2||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | Material Essence<br />
|2||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | +2 Weapon<br />
|3||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Sense Spirit<br />
|3||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Shikai Special Ability<br />
|3||2||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | Locate Spirit, Determination +2<br />
|4||2||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | +3 Weapon<br />
|4||2||2||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | Detect Silver Cord<br />
|4||2||2||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Material Essence<br />
|5||3||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | Bankai<br />
|5||3||2||2||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | +4 Weapon<br />
|5||3||3||2||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Timeless Body<br />
|6||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | Ghostly Presence<br />
|6||4||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | True Sight<br />
|6||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | +5 Weapon, Determination +3, Death God Apotheosis<br />
|7||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The shinigami’s class skills (and the key ability for each skill) are [[Balance]] ([[Dex]]), [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Escape Artist]] ([[Dex]]), [[Gather Information]] ([[Cha]]), [[Hide]] ([[Dex]]), [[Intimidate]] ([[Cha]]), [[Iaijutsu Focus]] ([[Wis]]), [[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 />
3rd&mdash;[[SRD:Cure Serious Wounds|Cure Serious Wounds]], [[SRD:Air Walk|Air Walk]], [[SRD:Dimensional Anchor|Dimensional Anchor]], [[SRD:Death Ward|Death Ward]], [[SRD:Mirror Image|Mirror Image]], [[SRD:Haste|Haste]], [[SRD:Nondetection|Nondetection]], [[SRD:Dimension Door|Dimension Door]], [[SRD:Misdirection|Misdirection]], [[SRD:Blink|Blink]]<br />
<br />
4th&mdash;[[SRD:Cure Critical Wounds|Cure Critical Wounds]], [[SRD:Dismissal|Dismissal]], [[SRD:Restoration|Restoration]], [[SRD:Break Enchantment|Break Enchantment]], [[SRD:Plane Shift|Plane Shift]], [[SRD:Holy Sword|Holy Sword]], [[SRD:Freedom of Movement|Freedom of Movement]], [[SRD:Resilient Sphere|Resilient Sphere]], [[SRD:Lesser Globe of Invulnerability|Lesser Globe of Invulnerability]], [[SRD:Locate Creature|Locate Creature]]<br />
<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> || 3<sup>rd</sup> || 4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 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 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 5 || 3 || 2 || 1 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 5 || 3 || 2 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 5 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6 || 4 || 3 || 2 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6 || 4 || 3 || 3 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 7 || 5 || 4 || 3 || 2 <br />
|}<br />
<br />
'''{{#anc:Zanpaktou}}:''' At 1st level a Shinigami receives a masterwork weapon to bond with, typically a katana. This weapon will become the physical base for all Shinigami powers beyond spellcasting. Each Zanpaktou has a special name, and as the Shinigami levels, he will eventually become aware of it and bring it to a sort of sentience.<br />
<br />
In addition, if a zanpaktou is ever broken, the weapon loses its power and zanpaktou related powers cannot be used, and you may not level in the class.The zanpakuto will slowly grow back to normal and will eventually turn back to normal after 2 days or so.Until then you lose your powers and abilities.<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. <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.Since a shinigami is a spirit and only has a temperary bodie.If the bodie dies the shinigami lives but gets a 2d6 health reduction.As long as he is in this form he gets a +6 spell resistance and all damage rolls and attacks rolls are increased by 2.And when the enemy attacks you and if he/she is in a body there damage/attack rolls get reduced by 2.<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.If you are evil or chaotic you get a fear aura and all people within a 10 ft radius of you must make a roll below 14.If they fail they get 3d8damage of fear<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:Determination}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A shinigami gains a +1 competence bonus on Will saves at 2nd level. This bonus increases to +2 at 11th level and +3 at 20th level.<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.<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 [[Eternal Shikai (DnD Feat)|feat]] which allows your shikai to be out permanently.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Shinigami is very swift from the training they receive, gaining a +10 bonus to their movement speed. This stacks with similar bonuses, such as barbarian's fast movement.<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 teleport up to 25 ft. + 5 ft./2 levels, once per day as a swift action. Every three levels after the Shinigami can Flash step once more per day. (Twice at level 8, Three times at 11, Four times at 14, Five times at 17, Six 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 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:Manifest Spiritual Pressure}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A shinigami may release his spiritual pressure forcefully in a 30 ft radius as a full round action. Those within the radius are treated as if they had cast the appropriate Detect Alignment or Detect Power Level spell, including the stunning effect if the aura is overwhelming. This is typically used for intimidation and is impractical in combat with high level foes.<br />
<br />
'''{{#anc:Material Essence}}:''' At 7th level, and later at 14th, the shinigami can make a DC 20 Craft check to permanently alter their weapon's material properties as if he forged it from that base material originally. The process requires enough material to forge such an item, and 1 day of work. They pay the costs of the material property (such as adamantine) as usual to bond it to their zanpaktou.<br />
<br />
At 14th level you may add a second property. For example an adamantine/mithral weapon would be 50% lighter, hardness 20 and other adamantine bonuses, and count as adamantine and mithral for bypassing DR.<br />
<br />
'''{{#anc: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 10th level, 1/day while in Shikai form the weapon can employ a spell-like ability. The imbued spell can be any from the cleric or sorcerer/wizard list, no greater than 5th level. Effectively, it adds one spell you do not know to be cast 1/day.<br />
<br />
At 20th level you can use your ability 2/day.<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 does not allow you to strike the Silver Cord unless you possess a means to do so.<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 20 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 nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the shinigami can still be brought back from the dead as if she were a member of her previous creature type.<br />
<br />
====The Zanpaktou and Bankai====<br />
<br />
''{{#anc:Bankai Powers}} :'' As a Zanpaktou levels its bankai grows stronger and stronger. At 15th and every three levels after, it obtains additional powers taken from the list below. In many respects, it's identical to an intelligent weapon, including gaining an Ego score. Instead of the usual intelligent weapon benefits, 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" | Two Spiritual Abilities, 60ft Darkvision and Hearing, Two Ability Scores at 16, One at 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || class="left" | +1 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" | +1 Additional Spiritual Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | +1 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" | +1 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 gargauntuan 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 spirital 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: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 imbue your weapon with any poison you possess as a free action. You do not suffer a chance of poisoning yourself using this method, and may continue making poisoned strikes up to however many poisons you have access to. Taken a third time, the DC for these poisons rise by +2.<br />
<br />
'''{{#anc:Mystic}}:''' 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 resummon 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 10 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 a swift action. Taken a third time, and the speed increases to +30 feet. His Flash Step is now an immediate action.<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.<br />
<br />
'''{{#anc:Warding}}:''' You soul is bound tightly to the soul, and you can endure the worse spells. You gain a +1 sacred bonus to all saving throws.<br />
<br />
Taken a second and third time net you an additional +1 to saving throws.<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. In addition the healing pool may be used offensively, releasing a surge of negative energy in a single melee 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 typicly worship neutral deities of death.<br />
<br />
'''Other Classes:''' Shinigami typicly get along with paladins and samurai, feeling a sence 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 where to activate their bankai is key to victory. Shinigami's 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:User:Eiji]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Soldier_(3.5e_Class)&diff=596801Soldier (3.5e Class)2012-11-16T12:11:37Z<p>79.181.96.251: </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 />
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|status=Nearly done. Will finish. <br />
|editing=Do NOT edit the page. Please post ideas to discussion page. <br />
|type=Combat Focused<br />
|desc=The soldier has the highest battle stats, but very few abilities to accompany it. <br />
}}<br />
<br />
== Soldier ==<br />
<br />
Soldiers are the most general of fighters. They train to improve the skills that come naturally to them, without taking many new abilities to focus on. <br />
<br />
=== Making a Soldier ===<br />
<br />
The soldier has better offense than most, and better defense than most, but he is not the best at anything.<br />
<br />
'''Abilities:''' Strength, dexterity, and constitution are all important in battles. The mental abilities are less useful than the physical ones. <br />
<br />
'''Races:''' Soldiers can be any race<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp (150 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Soldier}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Improvement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | Exotic Intelligence, Damage Prevention 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | Improvement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | Improvement, Damage Prevention 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9<br />
| class="left" | Improvement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9<br />
| class="left" | Damage Prevention 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11<br />
| class="left" | Improvement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12<br />
| class="left" | Damage Prevention 4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Any 8 skills<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the soldier.<br />
<br />
The soldier is treated as a fighter for any feats that have fighter as a prerequisite. <br />
<br />
'''Weapon and Armor Proficiency:''' The soldier is proficient in all simple and martial weapons, and in all light, medium, or heavy armors.<br />
<br />
'''{{#anc:Improvement}}:''' At 2nd, 6th, 10th, 14th, and 18th levels, the soldier's strength, dexterity, and/or constitution scores increase by 1 (the soldier chooses two of the three abilities, and those two increase by 1). This stacks with the ability score improvements at 4th, 8th, 12th, 16th, and 20th levels that all characters get. <br />
<br />
'''{{#anc:Exotic Intelligence}}:''' Starting at 5th level, a soldier can understand how weapons work. Whenever a soldier uses a weapon that he does not have proficiency with, he can make an intelligence check (DC 15) to become proficient with that weapon. If he fails the check, he cannot try again for 24 hours. <br />
<br />
'''{{#anc:Damage Prevention}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level, the soldier can shrug off a small amount of damage that he would take. Any time the soldier would take damage from any source, the damage is reduced by 1. This reduction is increased by an additional 1 point at 10th, 15th, and 20th levels (to a max of Damage Prevention 4). <br />
<br />
<br />
==== Epic Soldier ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Soldier}}</div><br />
Hit Die: d12<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Bonus Feat, Improvement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Damage Prevention 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat, Improvement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Improvement, Damage Prevention 6<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Improvement:''' The soldier still improves two ability scores by 1 point each (must choose Str, Dex, or Con) every 4th level (22, 26, 30)<br />
<br />
'''Damage Prevention:''' Every 5th level (25, 30), the soldier gains 1 more point of damage prevention<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic soldier gains a bonus feat (selected from the list of epic soldier bonus feats) every level after 20th.<br />
<br />
''Epic Soldier Bonus Feat List:'' The list of Epic Soldier Bonus Feats includes any feat the soldier would qualify for.<br />
<br />
==== Human Soldier Starting Package ====<br />
<br />
'''Weapons:''' Short Sword, Longsword, Shortbow, 20 arrows.<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" | Climb || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || -4<br />
|}<br />
<br />
'''Feat:''' Two Weapon Fighting.<br />
<br />
'''Bonus Feats:''' Weapon Focus (Long Sword).<br />
<br />
'''Gear:''' Breastplate.<br />
<br />
'''Gold:''' 150.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Soldier ====<br />
<br />
'''Religion:''' Soldiers are very general fighters, so there is no specific deity for them to worship. However, the most common deities to be worshiped by soldiers are gods of war, as the soldiers go to war as a profession. <br />
<br />
'''Other Classes:''' Soldiers are often thought of as noble, like knights, except for those that have committed treason.<br />
<br />
'''Combat:''' Soldiers are typically the front-line fighters, often the tank.<br />
<br />
'''Advancement:''' Soldier is a very general class, so it blends with most combat classes. They typically increase their physical stats, so spell casting classes are not usually taken.<br />
<br />
==== Soldiers in the World ====<br />
<br />
{{quote|You see all those wizards shooting their flashy magic? They have forgotten the might that your body can achieve alone. |orig=Brig, Human Soldier}}<br />
<br />
'''Daily Life:''' Soldiers typically are at war. When they are home, they stay with their families.<br />
<br />
'''Organizations:''' Soldiers are the basic warriors in an army, and so they will gather to fight the enemy.<br />
<br />
'''NPC Reactions:''' NPCs usually find the soldiers noble, and they will often praise them for their sacrifice of time.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Healer_(3.5e_Class)&diff=596763Healer (3.5e Class)2012-11-16T08:04:56Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Ado_blessing.gif<br />
|imgloc=<br />
|imgsize=yes<br />
|imgcaption= A Healer doing his job<br />
|rating_power= 4<br />
|raters_power=<br />
|rating_wording= 4<br />
|raters_wording=<br />
|rating_formatting= 5<br />
|raters_formatting=<br />
|rating_flavor= 3<br />
|raters_flavor=<br />
|status= Finished<br />
|editing= As needed<br />
|type= Good guy, Strong Spellcasting, Divine Spellcasting.<br />
|desc= The Ultimate Healer, whom is better than the Cleric and Palidin combined. No combat skills at all.<br />
}}<br />
== Healer ==<br />
<br />
A Healer is someone so devoted to Healing that they have sacrificed any and all types of martial training. Instead of spending days in the dojo or fighting on the street they instead spent their early days helping the needy or the sick. When a Healer hears of a Paladin or a Clerics "mighty" healing powers they simply chuckle to themselves and continue their work. Although Healer adventures are rare, they can be a powerful ally in a time of need.<br />
<br />
=== Making a Healer ===<br />
<br />
Healers can use powerful healing spells but are terrible in combat and are mainly support characters. Though they are weak in combat, frail in stature, and generally slower in movement than other classes, they fill the role of protection, healing, and buffing better than any other class. Putting a Healer on your team greatly increases your team's capabilities. For instance, if you enter a high level dungeon with a low level team, your Healer keeps your team at high HP and taking less damage than they normally would. Unlike a Cleric, Paladin, or Wizard/Sorcerer, the Healer doesn't have to focus on keeping that last fireball spell for a battle ahead. Instead, they can use healing spells more frequently, keeping the team healthy.<br />
<br />
'''Abilities:''' Healers use Dexterity Because they have no armor proficiency and need the extra AC, Wisdom is used for spellcasting, Charisma is used for Lay on Hands. Wisdom, however, is the most important, because it causes the Healer to gain extra spells and cast more each day.<br />
<br />
'''Races:''' Humans and Elves are the most common Healers. Humans tend to adapt to being a non-cleric healer better than any other race, and Elves are more adept at magic and thus are more readily accepting of a full spellcasting support role than other races.<br />
<br />
'''Alignment:''' Any good alignment, and often neutral rather than lawful or chaotic. Healers have devoted everything to helping others and tend to worry less about the lawful-chaotic axis and more about helping people.<br />
<br />
'''Starting Gold:''' 5d4 gp (12 gp 5 sp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate or As fighter.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Healer}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Lay on Hands<br />
|4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | <br />
|4||2||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +3 || +1 || +3<br />
| class="left" | Perfect Health<br />
|5||3||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +4 || +1 || +4<br />
| class="left" | Augment Healing<br />
|5||3||2||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +4 || +1 || +4<br />
| class="left" | <br />
|5||3||3||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +5 || +2 || +5<br />
| class="left" | Remove Disease 1/week<br />
|6||4||3||2||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +5 || +2 || +5<br />
| class="left" | Healing Body<br />
|6||4||3||3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +6 || +2 || +6<br />
| class="left" | <br />
|6||4||4||3||2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +6 || +3 || +6<br />
| class="left" | Remove Disease 2/week<br />
|6||4||4||3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +7 || +3 || +7<br />
| class="left" | <br />
|6||5||4||4||3||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +7 || +3 || +7<br />
| class="left" | Improved Perfect Health<br />
|6||5||4||4||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +8 || +4 || +8<br />
| class="left" | Remove Disease 3/week<br />
|6||5||5||4||4||3||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +8 || +4 || +8<br />
| class="left" | <br />
|6||5||5||4||4||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +9 || +4 || +9<br />
| class="left" | Healing Boost 2/day<br />
|6||5||5||5||4||4||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +9 || +5 || +9<br />
| class="left" | Remove Disease 4/week<br />
|6||5||5||5||4||4||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +10 || +5 || +10<br />
| class="left" | Healing Boost 3/day<br />
|6||5||5||5||5||4||4||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +10 || +5 || +10<br />
| class="left" | Healing Aura 3/day<br />
|6||5||5||5||5||4||4||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +11 || +6 || +11<br />
| class="left" | Remove Disease 5/week, Healing Boost 4/day<br />
|6||5||5||5||5||5||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +11 || +6 || +11<br />
| class="left" | Healing Aura 4/day<br />
|6||5||5||5||5||5||4||4||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +12 || +6 || +12<br />
| class="left" | Healing Boost 5/day, Healing Aura 5/day<br />
|6||5||5||5||5||5||5||5||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] (Medicine)([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge Skill|Knowledge]] (History) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Local) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Nobility) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Religion)([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] (apothecary) ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Speak Language Skill|Speak Language]] (N/A), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
'''Weapon and Armor Proficiency:''' Healers are proficient with the Quarterstaff.<br />
<br />
Healers are not proficient with any armor or shields.<br />
<br />
'''{{#anc:Lay on Hands}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 1st level, a Healer with a [[SRD:Charisma|Charisma]] score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of [[SRD:Hit Points|hit points]] of damage equal to her Healer level &times; her [[SRD:Charisma|Charisma]] bonus. A Healer may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a [[SRD:Standard Actions|standard action]].<br />
<br />
Alternatively, a Healer can use any or all of this healing power to deal damage to [[SRD:Undead Type|undead]] creatures. Using lay on hands in this way requires a successful melee [[SRD:Touch Attack|touch attack]] and doesn’t provoke an [[SRD:Attack of Opportunity|attack of opportunity]]. The Healer decides how many of her daily allotment of points to use as damage after successfully touching an [[SRD:Undead Type|undead]] creature.<br />
<br />
'''{{#anc:Perfect Health}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Healer gains immunity to all [[SRD:Disease|diseases]], including supernatural and magical diseases.<br />
<br />
'''{{#anc:Augment Healing}}:''' At 4th level a Healer gains Augment Healing (from the Complete Divine) as a bonus [[SRD:Feats|feat]], even if she does not have the normal prerequisites for that [[SRD:Feats|feat]]. If she already has the feat, she can choose a metamagic feat.<br />
<br />
'''{{#anc:''Remove Disease''}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 6th level, a Healer can produce a ''[[SRD:Remove Disease|remove disease]]'' effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).<br />
<br />
'''{{#anc:Healing Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a Healer can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current Healer level each day, and she can spread this healing out among several uses.<br />
<br />
'''{{#anc:Improved Perfect Health}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, a Healer gains immunity to poisons of all kinds.<br />
<br />
'''{{#anc:Healing Boost}}:''' At 14th level a Healer can as a [[SRD:Standard Actions|Standard Action]] gain an aura of positive energy that effects each creature within a 60-ft burst 5 times a day. Any healing spell cast on one of these creatures before the end of your next turn is automatically [[SRD:Maximize Spell|maximized]], with no adjustment to the spell's level or casting time.<br />
A Healer can use this ability more times per day at 16th, 18th, and 20th level, as noted on Table:The Healer.<br />
<br />
'''{{#anc:Healing Aura}}:''' At 17th level a Healer can as a [[SRD:Full-Round Actions|Full-Round Action]] grant [[SRD:Fast Healing|Fast Healing]] 3 to all living creatures within a 60-ft burst 4 times a day. The [[SRD:Fast Healing|Fast Healing]] last for a number of rounds equal to 1 + your [[SRD:Charisma|Cha]] modifier (minimum 1 round). A Healer can use this ability more times per day at 19th and 20th level, as noted on Table:The Healer.<br />
<br />
'''{{#anc:Spells}}:''' A Healer casts divine spells, which are drawn from the spell list given below. She can cast any spell she knows ahead of time without preparing it ahead of time like a cleric or wizard must. When a Healer gains access to a new level of spells, she automatically knows all the spells for that level listed on the Healer's list. Essentially, her spell list is the same as her spells known list. <br />
<br />
To cast a spell, a Healer must have a [[SRD:Wisdom|Wisdom]] score of 10 + the spell's level ([[SRD:Wisdom|Wis]] 10 for 0-level spells, [[SRD:Wisdom|Wis]] 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a Healer's spell is 10 + the spells level+ the Healer's [[SRD:Wisdom|Wisdom]] modifier. Like other spellcasters, a Healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Healer. In addition she receives bonus spells for a high [[SRD:Wisdom|Wisdom]] score.<br />
<br />
Unlike a [[SRD:Cleric|Cleric]] or a [[SRD:Wizard|Wizard]], a Healer need not prepare her spells in advance.She can cast any spell she knows at the time, assuming she has not yet used up her spells per day for that spell level. Healers choose their spells from the following list:<br />
<br />
0&mdash;''[[SRD:Cure Minor Wounds|Cure Minor Wounds]], [[SRD:Resistance|Resistance]], [[SRD:Virtue|Virtue]], [[SRD:Message|Message]], [[SRD:Guidance|Guidance]].<br />
<br />
1st&mdash;''[[SRD:Bless|Bless]], [[SRD:Bless Water|Bless Water]], [[SRD:Cure Light Wounds|Cure Light Wounds]], [[SRD:Detect Evil|Detect Evil]], [[SRD:Divine Favor|Divine Favor]], [[SRD:Entropic Shield|Entropic Shield]], [[SRD:Protection from Good|Protection from Good]], [[SRD:Protection from Evil|Protection from Evil]], [[SRD:Protection from Chaos|Protection from Chaos]], [[SRD:Protection from Law|Protection from Law]], [[SRD:Sanctuary|Sanctuary]], [[SRD:Shield of Faith|Shield of Faith]], [[SRD:Mage Armor|Mage Armor]], [[SRD:Shield|Shield]], [[SRD:Expeditious Retreat|Expeditious Retreat]], [[SRD:Feather Fall|Feather Fall]].<br />
<br />
2nd&mdash;''[[SRD:Aid|Aid]], [[SRD:Protection from Arrows|Protection from Arrows]], [[SRD:Bear's Endurance|Bear's Endurance]], [[SRD:Blur|Blur]], [[SRD:Bull's Strength|Bull's Strength]], [[SRD:Whispering Wind|Whispering Wind]], [[SRD:Calm Emotions|Calm Emotions]], [[SRD:Fox's Cunning|Fox's Cunning]], [[SRD:Consecrate|Consecrate]], [[SRD:Cure Moderate Wounds|Cure Moderate Wounds]], [[SRD:Delay Poison|Delay Poison]], [[SRD:Eagle's Splendor|Eagle's Splendor]], [[SRD:Owl's Wisdom|Owl's Wisdom]], [[SRD:Remove Paralysis|Remove Paralysis]], [[SRD:Resist Energy|Resist Energy]], [[SRD:Lesser Restoration|Lesser Restoration]], [[SRD:Shield Other|Shield Other]], [[SRD:Status|Status]].<br />
<br />
3rd&mdash;''[[SRD:Create Food and Water|Create Food and Water]], [[SRD:Tiny Hut|Leomund's Tiny Hut]], [[SRD:Cure Serious Wounds|Cure Serious Wounds]], [[SRD:Displacement|Displacement]], [[SRD:Dispel Magic|Dispel Magic]], [[SRD:Hold Person|Hold Person]], [[SRD:Helping Hand|Helping Hand]], [[SRD:Magic Circle against Good|Magic Circle against Good]], [[SRD:Magic Circle against Evil|Magic Circle against Evil]], [[SRD:Magic Circle against Chaos|Magic Circle against Chaos]], [[SRD:Magic Circle against Law|Magic Circle against Law]], [[SRD:Magic Vestment|Magic Vestment]], [[SRD:Prayer|Prayer]], [[SRD:Protection from Energy|Protection from Energy]], [[SRD:Remove Blindness/Deafness|Remove Blindness/Deafness]], [[SRD:Remove Curse|Remove Curse]], [[SRD:Remove Disease|Remove Disease]], [[SRD:Searing Light|Searing Light]].<br />
<br />
4th&mdash;''[[SRD:Cure Critical Wounds|Cure Critical Wounds]], [[SRD:Secure Shelter|Leomund's Secure Shelter]], [[SRD:Death Ward|Death Ward]], [[SRD:Stoneskin|Stoneskin]], [[SRD:Divine Power|Divine Power]], [[SRD:Lesser Geas|Lesser Geas]], [[SRD:Neutralize Poison|Neutralize Poison]], [[SRD:Resilient Sphere|Resilient Sphere]], [[SRD:Restoration|Restoration]], [[SRD:Sending|Sending]], [[SRD:Spell Immunity|Spell Immunity]], [[SRD:Tongues|Tongues]].<br />
<br />
5th&mdash;''[[SRD:Break Enchantment|Break Enchantment]], [[SRD:Mass Cure Light Wounds|Mass Cure Light Wounds]], [[SRD:Dispel Good|Dispel Good]], [[SRD:Dispel Evil|Dispel Evil]], [[SRD:Dispel Chaos|Dispel Chaos]], [[SRD:Dispel Law|Dispel Law]], [[SRD:Hallow|Hallow]], [[SRD:Raise Dead|Raise Dead]], [[SRD:Spell Resistance|Spell Resistance]], [[SRD:Interposing Hand|Bigby's Interposing Hand]].<br />
<br />
6th&mdash;''[[SRD:Mass Bear's Endurance|Mass Bear's Endurance]], [[SRD:Guards and Wards|Guards and Wards]], [[SRD:Greater Heroism|Greater Heroism]], [[SRD:Mass Bull's Strength|Mass Bull's Strength]], [[SRD:Mass Cure Moderate Wounds|Mass Cure Moderate Wounds]], [[SRD:Greater Dispel Magic|Greater Dispel Magic]], [[SRD:Contingency|Contingency]], [[SRD:Mass Eagle's Splendor|Mass Eagle's Splendor]], [[SRD:Forceful Hand|Bigby's Forceful Hand]], [[SRD:Geas/Quest|Geas/Quest]], [[SRD:Mass Fox's Cunning|Mass Fox's Cunning]], [[SRD:Heal|Heal]], [[SRD:Hardening|Hardening]], [[SRD:Heroes' Feast|Heroes' Feast]], [[SRD:Mass Owl's Wisdom|Mass Owl's Wisdom]], [[SRD:Undeath to Death|Undeath to Death]].<br />
<br />
7th&mdash;''[[SRD:Mass Cure Serious Wounds|Mass Cure Serious Wounds]], [[SRD:Spell Turning|Spell Turning]], [[SRD:Holy Word|Holy Word]], [[SRD:Mage's Magnificent Mansion|Mordenkainen's Magnificent Mansion]], [[SRD:Regenerate|Regenerate]], [[SRD:Greater Restoration|Greater Restoration]], [[SRD:Mass Hold Person|Mass Hold Person]], [[SRD:Resurrection|Resurrection]], [[SRD:Refuge|Refuge]].<br />
<br />
8th&mdash;''[[SRD:Antimagic Field|Antimagic Field]], [[SRD:Protection from Spells|Protection from Spells]], [[SRD:Cloak of Chaos|Cloak of Chaos]], [[SRD:Temporal Stasis|Temporal Stasis]], [[SRD:Mass Cure Critical Wounds|Mass Cure Critical Wounds]], [[SRD:Holy Aura|Holy Aura]], [[SRD:Shield of Law|Shield of Law]], [[SRD:Greater Spell Immunity|Greater Spell Immunity]].<br />
<br />
9th&mdash;''[[SRD:Mass Heal|Mass Heal]], [[SRD:Miracle|Miracle]], [[SRD:True Resurrection|True Resurrection]], [[SRD:Freedom|Freedom]], [[SRD:Mage's Disjunction|Mordenkainen's Disjunction]], [[SRD:Foresight|Foresight]].''<br />
<br />
==== Epic Healer ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Healer}}</div><br />
Hit Die: d4<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Remove Disease 6/week<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Healing Boost 6/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Healing Aura 6/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Remove Disease 7/week, Bonus Epic Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Healing Boost 7/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Healing Aura 7/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Remove Disease 8/week<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Healing Boost 8/day, Bonus Epic Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Healing Aura 8/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Remove Disease 9/week<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc: Remove Disease }}:''' A Healer can use this ability more times per day at 21st, 24th, 27th level, 30th level, as noted on Table:The Epic Healer.<br />
<br />
'''{{#anc: Healing Boost }}:''' A Healer can use this ability more times per day at 22nd, 25th, and 28th level, as noted on Table:The Epic Healer.<br />
<br />
'''{{#anc: Healing Aura }}:''' A Healer can use this ability more times per day at 23rd, 26th, and 29th level, as noted on Table:The Epic Healer.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Healer gains a bonus feat (selected from the list of epic Healer bonus feats) every 4 levels after 20th.<br />
<br />
''Epic Healer Bonus Feat List:'' [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Multispell|Multispell]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]].<br />
<br />
==== Human Healer Starting Package ====<br />
<br />
'''Weapons:''' Quarterstaff.<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" | Concentration || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || [[SRD:Charisma|Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || [[SRD:Charisma|Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Heal || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Local) || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Religion) || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' Sudden Silent.<br />
<br />
'''Bonus Feats:''' Sudden Maximize.<br />
<br />
'''Gear:''' Backpack with waterskin, one day's trail ration. bedroll, sack, flint and steel, and three torches.<br />
<br />
'''Gold:''' 1d4 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Healer ====<br />
<br />
'''Religion:''' Healers come in many varieties but most worship good gods.<br />
<br />
'''Other Classes:''' Most people appreciate having a healer on the team. The only person a healer does not enjoy having on the team are barbarians and other classes that get hurt a lot. A healer hates nothing more than to se his hard work go to waste.<br />
<br />
'''Combat:''' Healers are, suprisingly, healers. They are purely supportive characters that boost other characters.<br />
<br />
'''Advancement:''' A healer is good by itself until it gets up to epic levels. However, because healers don't get any weapon or armor proficiencies, it's a good idea to multiclass as a fighter to make your healer a little more sturdy.<br />
<br />
==== Healers in the World ====<br />
<br />
{{quote|Time is not a great healer. It is an indifferent and perfunctory one.|orig=Lux Blackthorn, Human Healer}}<br />
<br />
Healers are accepted into nearly all communities.<br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' Healers, while being well liked, do not usually become famous.<br />
<br />
'''Organizations:''' Healers belong to no group or organization and have no meetings.<br />
<br />
'''NPC Reactions:''' NPCs enjoy having healers around.<br />
<br />
==== Healer Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Local) can research Healers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Healers are the best at their jobs of healing.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Healers can heal without using magic.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Powerful Healers can bring back the dead.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Almost all Healers live out their full life because it is so difficult to kill them<br />
|}<br />
<br />
==== Healers in the Game ====<br />
<br />
Healers Should be used in large groups who often need healing. As NPCs they are the village leaders and try to keep the village as healthy as possible. Healers do not usually fight and are almost never Hostile NPCs<br />
<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Path_of_the_Cursed_Blade_(5e_Subclass)&diff=596759Path of the Cursed Blade (5e Subclass)2012-11-16T07:50:54Z<p>79.181.96.251: </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= Work in progress.<br />
|editing=<br />
|type= Combat Focused, minor spellcasting.<br />
|desc= Self-centered and cruel, Hexblades are magical warriors who thirst for ultimate power, both physical and magical.<br />
}}<br />
<br />
==Hexblade (Variant)==<br />
<br />
Combining the might of the blade and the power of the arcane, a Hexblade is a vicious force to be reckoned with. With their malicious mindset and thirst for greater power, there aren't many (if any at all) that a Hexblade would allow to stand in their way. <br />
<br />
===Making a Hexblade===<br />
<br />
Hexblades start out relying solely on their blade and the innate ability to curse their foes, granting the Hexblade and his allies an edge. Though the Hexblade is strong with melee and is later granted more powerful spells, it is the early studies in their class that a Hexblade is weakest. They have the same strength as a warrior, but do not bother with encumbering themselves with larger armor, making them somewhat more fragile in combat. <br />
<br />
'''Abilities:''' Charisma is important for many of the Hexblade's powers, including his spellcasting. Strength is important for him because of his role in combat. Dexterity and constitution benefit the Hexblade's longevity, as they do not wear heavy armor.<br />
<br />
'''Races:''' As with sorcerers, most Hexblades are humans or half-elves. Those few gnomes who enjoy a cruel twist to their levity may take up the tradition. Elves wishing to mix magic and warfare more often become Fighter/Wizards than Hexblades. Dwarves and Halflings rarely exhibit the self-centered behavior common among Hexblades.<br />
<br />
Among the savage humanoids, Hexblades may be found as leaders or advisers.<br />
<br />
'''Alignment:''' Any nongood.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Hexblade}}</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]]<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> ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | Hexblade's curse 3/day<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | Arcane resistance, mettle<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | Prestidigitation at will, toughness<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | Greater hexblade's curse, summon familiar<br />
|2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | <br />
|3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | Malice and Misfortune 1/day<br />
|3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | Hexblade's curse 5/day<br />
|3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | Aura of Unluck 1/day<br />
|3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +3 || +7<br />
| class="left" | Dire hexblade's curse malice & misfortune 2/day<br />
|3||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | Greater Arcane Resistance<br />
|3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +3 || +8<br />
| class="left" | Aura of Unluck 2/day<br />
|3||3||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | Malice and Misfortune 3/day<br />
|3||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +4 || +9<br />
| class="left" | Hexblade's Curse 7/day<br />
|4||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | <br />
|4||3||3||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +5 || +10<br />
| class="left" | malice & misfortune 4/day<br />
|4||4||3||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | Hex's Advantage<br />
|4||4||3||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|4||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+9/+3 || +11 || +6 || +11<br />
| class="left" | malice & misfortune 5/day<br />
|4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Hexblade's curse at will<br />
|5||4||4||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Dire Arcane Resistance(Cha bonus x4)<br />
|5||5||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Bluff]] ([[Cha]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Intimidate]] ([[Cha]]), [[Knowledge]] (arcana)([[Int]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Spellcraft]] ([[Int]])<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Hexblade.<br />
<br />
'''Weapon and Armor Proficiency:''' Hexblades are proficient with all simple and martial weapons, and with light and medium armor but not with shields. Because the somatic componants required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light and medium armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass hexblade still incurs the normal arcan spell failure chance for arcane spells derived from other classes.<br />
<br />
'''Hexblade's Curse (Su):''' Three times per day, as a standard action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade's class level + Hexblade's Cha modifier) negates the effect.<br />
<br />
Every six levels after first (7, 13, 19) a hexblade gains the ability to use his curse additional times per day. Multiple hexblade curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 24 hours.<br />
<br />
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.<br />
<br />
'''Arcane Resistance (Su):''' At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects. At level 10 this bonus is multiplied by 2 ( ex; a hexblade with a Charisma of 16 gets a +6 bonus). At level 20, the hexblade's resilience against opposing spells gives him a multiplier of 4. <br />
<br />
'''Mettle (Ex):''' At 2nd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.<br />
<br />
'''Prestidigitation (Sp):''' Because of the hexblade's calling, their desire to know more about their arcane abilities manifests itself beyond their ability to curse and the hexblade is able to cast prestidigitation as the spell at will. Doing so, however, is a free action.<br />
<br />
'''Toughness:''' A hexblade gains Toughness as a bonus feat at 3rd level.<br />
<br />
'''Summon Familiar:''' Beginning at 4th level, a hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.<br />
<br />
The hexblade chooses the kind of familiar he gets. As the hexblade advances in level, his familiar also increases in power. Treat the hexblade as a sorcerer of three levels lower for determining the familiar's powers and ablilities (for more on familiars, click[http://www.dandwiki.com/wiki/Familiar here]).<br />
<br />
If the familiar dies or is dismissed by the hexblade, the latterm ust attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experiance points per hexblade level; success reduces the loss to one-half that amount. However, a hexblade's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and a day. A slain familiar can be raised form the dead just as a character can be, but it does not lose a level or a point of Constitution when this happy even occurs.<br />
<br />
A character with more than one class that grants a familiar may have only one familiar at a time.<br />
<br />
'''Greater Hexblade's Curse (Su):''' When a hexblade attains 4th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes -4 instead of -2.<br />
<br />
'''{{#anc:Spells}}:''' Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list (see Chapter 3). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the Player’s Handbook). <br />
<br />
To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the spell level + the hexblade’s Cha modifier. <br />
<br />
A hexblade begins play knowing no spells, but gains one or more new spells at certain levels. Upon reaching 12th level, and at every third hexblade level after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade “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 hexblade spell the hexblade can cast. For instance, upon reaching 12th level, a hexblade could trade in a single 1stlevel spell (two spell levels below the highest-level hexblade spell he can cast, which is 3rd) for a different 1st-level spell. At 15th level, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level hexblade spells) for a different spell of the same level. A hexblade 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. Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is one-half his hexblade<br />
level.<br />
<br />
Hexblades choose their spells from the same list as Sorcerers/Wizards, but are limited to three schools of their choice. Once the hexblade's magic school choices have been made, this change cannot be undone(Unless the DM says otherwise.)<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Hexblade Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><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 || 4 || 2 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5 || 2 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5 || 3 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6 || 3 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6 || 4 || 2 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7 || 4 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7 || 5 || 3 || 2 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 8 || 5 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 8 || 5 || 4 || 3 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 9 || 5 || 4 || 3 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 9 || 5 || 5 || 4 || 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 9 || 5 || 5 || 4 || 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 9 || 5 || 5 || 4 || 4 <br />
|}<br />
<br />
'''Malice and Misfortune (Ex):''' At 6th level, the hexblade has taken to his blade just as intimately as he has his magic. Fusing the two together, the hexblade performs a violent stream of attacks at the cost of accuracy. The hexblade's finesse is enchanced by the spiteful link between him and his enemy. The hexblade takes a -4 penalty to each of his attacks versus a target with the effect of the hexblade's curse (Empowered Malice & Misfortune removes this). Acting on this malice, the hexblade skillfully executes a series of blows, doubling his number of attacks. <br />
<br />
For example, a hexblade at 7th level has a BAB of +7/+2. While attacking with Malice and Misfortune, this BAB turns to +3/+3/-2/-2. Since each strike is independent of the rest, each hit receives the full strength modifier to damage done.<br />
<br />
'''Hex's Advantage (Sp) :''' The hexblade's ability to curse his enemies has grown so strong he now gains a +1/2 levels to attack and damage to enemies struck by his curse.<br />
<br />
I.E.: A level 18 hexblade gains a +2 to his attack rolls and damage rolls aginst curses targets.<br />
<br />
====Ex-Hexblades====<br />
<br />
A hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities. His familiar becomes a normal animal and leaves the hexblade's service as soon as possible. He may not progress any farther in levels as a hexblade. He retains all the other benefits of the class (weapon and armor proficiencies and bonus feats).<br />
<br />
====Epic Hexblade====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Hexblade}}</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" | Empowered Malice & Misfortune<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" | <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" | <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 />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Anguish:''' The hexblades magical prowess allows him to cast the same spell twice in a row once a day. In the case of saves the second spell acts on its own saving aginst the first spell does not allow an auto save against the second. Summoning spells summon 2 monsters does not simply resummon the same monster.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Hexblade gains a bonus feat (selected from the list of epic Hexblade bonus feats) every 3 levels after 20th.<br />
<br />
''Epic Hexblade Bonus Feat List:'' all feats from epic [[Fighter]] bonus feats or epic [[Sorcerer]] bonus feats.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Path_of_the_Cursed_Blade_(5e_Subclass)&diff=596758Path of the Cursed Blade (5e Subclass)2012-11-16T07:50:38Z<p>79.181.96.251: </p>
<hr />
<div>{{Stub|Incomplete}}<br />
My first homebrew class; a variant of the Complete Warrior's Hexblade.<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Work in progress.<br />
|editing=<br />
|type= Combat Focused, minor spellcasting.<br />
|desc= Self-centered and cruel, Hexblades are magical warriors who thirst for ultimate power, both physical and magical.<br />
}}<br />
<br />
==Hexblade (Variant)==<br />
<br />
Combining the might of the blade and the power of the arcane, a Hexblade is a vicious force to be reckoned with. With their malicious mindset and thirst for greater power, there aren't many (if any at all) that a Hexblade would allow to stand in their way. <br />
<br />
===Making a Hexblade===<br />
<br />
Hexblades start out relying solely on their blade and the innate ability to curse their foes, granting the Hexblade and his allies an edge. Though the Hexblade is strong with melee and is later granted more powerful spells, it is the early studies in their class that a Hexblade is weakest. They have the same strength as a warrior, but do not bother with encumbering themselves with larger armor, making them somewhat more fragile in combat. <br />
<br />
'''Abilities:''' Charisma is important for many of the Hexblade's powers, including his spellcasting. Strength is important for him because of his role in combat. Dexterity and constitution benefit the Hexblade's longevity, as they do not wear heavy armor.<br />
<br />
'''Races:''' As with sorcerers, most Hexblades are humans or half-elves. Those few gnomes who enjoy a cruel twist to their levity may take up the tradition. Elves wishing to mix magic and warfare more often become Fighter/Wizards than Hexblades. Dwarves and Halflings rarely exhibit the self-centered behavior common among Hexblades.<br />
<br />
Among the savage humanoids, Hexblades may be found as leaders or advisers.<br />
<br />
'''Alignment:''' Any nongood.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Hexblade}}</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]]<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> ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | Hexblade's curse 3/day<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | Arcane resistance, mettle<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | Prestidigitation at will, toughness<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | Greater hexblade's curse, summon familiar<br />
|2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | <br />
|3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | Malice and Misfortune 1/day<br />
|3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | Hexblade's curse 5/day<br />
|3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | Aura of Unluck 1/day<br />
|3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +3 || +7<br />
| class="left" | Dire hexblade's curse malice & misfortune 2/day<br />
|3||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | Greater Arcane Resistance<br />
|3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +3 || +8<br />
| class="left" | Aura of Unluck 2/day<br />
|3||3||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | Malice and Misfortune 3/day<br />
|3||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +4 || +9<br />
| class="left" | Hexblade's Curse 7/day<br />
|4||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | <br />
|4||3||3||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +5 || +10<br />
| class="left" | malice & misfortune 4/day<br />
|4||4||3||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | Hex's Advantage<br />
|4||4||3||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|4||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+9/+3 || +11 || +6 || +11<br />
| class="left" | malice & misfortune 5/day<br />
|4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Hexblade's curse at will<br />
|5||4||4||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Dire Arcane Resistance(Cha bonus x4)<br />
|5||5||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Bluff]] ([[Cha]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Intimidate]] ([[Cha]]), [[Knowledge]] (arcana)([[Int]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Spellcraft]] ([[Int]])<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Hexblade.<br />
<br />
'''Weapon and Armor Proficiency:''' Hexblades are proficient with all simple and martial weapons, and with light and medium armor but not with shields. Because the somatic componants required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light and medium armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass hexblade still incurs the normal arcan spell failure chance for arcane spells derived from other classes.<br />
<br />
'''Hexblade's Curse (Su):''' Three times per day, as a standard action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade's class level + Hexblade's Cha modifier) negates the effect.<br />
<br />
Every six levels after first (7, 13, 19) a hexblade gains the ability to use his curse additional times per day. Multiple hexblade curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 24 hours.<br />
<br />
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.<br />
<br />
'''Arcane Resistance (Su):''' At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects. At level 10 this bonus is multiplied by 2 ( ex; a hexblade with a Charisma of 16 gets a +6 bonus). At level 20, the hexblade's resilience against opposing spells gives him a multiplier of 4. <br />
<br />
'''Mettle (Ex):''' At 2nd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.<br />
<br />
'''Prestidigitation (Sp):''' Because of the hexblade's calling, their desire to know more about their arcane abilities manifests itself beyond their ability to curse and the hexblade is able to cast prestidigitation as the spell at will. Doing so, however, is a free action.<br />
<br />
'''Toughness:''' A hexblade gains Toughness as a bonus feat at 3rd level.<br />
<br />
'''Summon Familiar:''' Beginning at 4th level, a hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.<br />
<br />
The hexblade chooses the kind of familiar he gets. As the hexblade advances in level, his familiar also increases in power. Treat the hexblade as a sorcerer of three levels lower for determining the familiar's powers and ablilities (for more on familiars, click[http://www.dandwiki.com/wiki/Familiar here]).<br />
<br />
If the familiar dies or is dismissed by the hexblade, the latterm ust attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experiance points per hexblade level; success reduces the loss to one-half that amount. However, a hexblade's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and a day. A slain familiar can be raised form the dead just as a character can be, but it does not lose a level or a point of Constitution when this happy even occurs.<br />
<br />
A character with more than one class that grants a familiar may have only one familiar at a time.<br />
<br />
'''Greater Hexblade's Curse (Su):''' When a hexblade attains 4th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes -4 instead of -2.<br />
<br />
'''{{#anc:Spells}}:''' Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list (see Chapter 3). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the Player’s Handbook). <br />
<br />
To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the spell level + the hexblade’s Cha modifier. <br />
<br />
A hexblade begins play knowing no spells, but gains one or more new spells at certain levels. Upon reaching 12th level, and at every third hexblade level after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade “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 hexblade spell the hexblade can cast. For instance, upon reaching 12th level, a hexblade could trade in a single 1stlevel spell (two spell levels below the highest-level hexblade spell he can cast, which is 3rd) for a different 1st-level spell. At 15th level, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level hexblade spells) for a different spell of the same level. A hexblade 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. Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is one-half his hexblade<br />
level.<br />
<br />
Hexblades choose their spells from the same list as Sorcerers/Wizards, but are limited to three schools of their choice. Once the hexblade's magic school choices have been made, this change cannot be undone(Unless the DM says otherwise.)<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Hexblade Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><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 || 4 || 2 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5 || 2 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5 || 3 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6 || 3 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6 || 4 || 2 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7 || 4 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7 || 5 || 3 || 2 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 8 || 5 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 8 || 5 || 4 || 3 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 9 || 5 || 4 || 3 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 9 || 5 || 5 || 4 || 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 9 || 5 || 5 || 4 || 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 9 || 5 || 5 || 4 || 4 <br />
|}<br />
<br />
'''Malice and Misfortune (Ex):''' At 6th level, the hexblade has taken to his blade just as intimately as he has his magic. Fusing the two together, the hexblade performs a violent stream of attacks at the cost of accuracy. The hexblade's finesse is enchanced by the spiteful link between him and his enemy. The hexblade takes a -4 penalty to each of his attacks versus a target with the effect of the hexblade's curse (Empowered Malice & Misfortune removes this). Acting on this malice, the hexblade skillfully executes a series of blows, doubling his number of attacks. <br />
<br />
For example, a hexblade at 7th level has a BAB of +7/+2. While attacking with Malice and Misfortune, this BAB turns to +3/+3/-2/-2. Since each strike is independent of the rest, each hit receives the full strength modifier to damage done.<br />
<br />
'''Hex's Advantage (Sp) :''' The hexblade's ability to curse his enemies has grown so strong he now gains a +1/2 levels to attack and damage to enemies struck by his curse.<br />
<br />
I.E.: A level 18 hexblade gains a +2 to his attack rolls and damage rolls aginst curses targets.<br />
<br />
====Ex-Hexblades====<br />
<br />
A hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities. His familiar becomes a normal animal and leaves the hexblade's service as soon as possible. He may not progress any farther in levels as a hexblade. He retains all the other benefits of the class (weapon and armor proficiencies and bonus feats).<br />
<br />
====Epic Hexblade====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Hexblade}}</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" | Empowered Malice & Misfortune<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" | <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" | <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 />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Anguish:''' The hexblades magical prowess allows him to cast the same spell twice in a row once a day. In the case of saves the second spell acts on its own saving aginst the first spell does not allow an auto save against the second. Summoning spells summon 2 monsters does not simply resummon the same monster.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Hexblade gains a bonus feat (selected from the list of epic Hexblade bonus feats) every 3 levels after 20th.<br />
<br />
''Epic Hexblade Bonus Feat List:'' all feats from epic [[Fighter]] bonus feats or epic [[Sorcerer]] bonus feats.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Path_of_the_Cursed_Blade_(5e_Subclass)&diff=596757Path of the Cursed Blade (5e Subclass)2012-11-16T07:39:15Z<p>79.181.96.251: </p>
<hr />
<div>{{Stub|Incomplete}}<br />
My first homebrew class; a variant of the Complete Warrior's Hexblade.<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Work in progress.<br />
|editing=<br />
|type= Combat Focused, minor spellcasting.<br />
|desc= Self-centered and cruel, Hexblades are magical warriors who thirst for ultimate power, both physical and magical.<br />
}}<br />
<br />
==Hexblade (Variant)==<br />
<br />
Combining the might of the blade and the power of the arcane, a Hexblade is a vicious force to be reckoned with. With their malicious mindset and thirst for greater power, there aren't many (if any at all) that a Hexblade would allow to stand in their way. <br />
<br />
===Making a Hexblade===<br />
<br />
Hexblades start out relying solely on their blade and the innate ability to curse their foes, granting the Hexblade and his allies an edge. Though the Hexblade is strong with melee and is later granted more powerful spells, it is the early studies in their class that a Hexblade is weakest. They have the same strength as a warrior, but do not bother with encumbering themselves with larger armor, making them somewhat more fragile in combat. <br />
<br />
'''Abilities:''' Charisma is important for many of the Hexblade's powers, including his spellcasting. Strength is important for him because of his role in combat. Dexterity and constitution benefit the Hexblade's longevity, as they do not wear heavy armor.<br />
<br />
'''Races:''' As with sorcerers, most Hexblades are humans or half-elves. Those few gnomes who enjoy a cruel twist to their levity may take up the tradition. Elves wishing to mix magic and warfare more often become Fighter/Wizards than Hexblades. Dwarves and Halflings rarely exhibit the self-centered behavior common among Hexblades.<br />
<br />
Among the savage humanoids, Hexblades may be found as leaders or advisers.<br />
<br />
'''Alignment:''' Any nongood.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Hexblade}}</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]]<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> ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | Hexblade's curse 3/day<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | Arcane resistance, mettle<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | Prestidigitation at will, toughness<br />
|—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | Greater hexblade's curse, summon familiar<br />
|2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | <br />
|3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | Malice and Misfortune 1/day<br />
|3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | Hexblade's curse 5/day<br />
|3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | Aura of Unluck 1/day<br />
|3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +7 || +3 || +7<br />
| class="left" | Dire hexblade's curse malice & misfortune 2/day<br />
|3||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | Greater Arcane Resistance<br />
|3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8 || +3 || +8<br />
| class="left" | Aura of Unluck 2/day<br />
|3||3||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | Malice and Misfortune 3/day<br />
|3||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9 || +4 || +9<br />
| class="left" | Hexblade's Curse 7/day<br />
|4||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | <br />
|4||3||3||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +10 || +5 || +10<br />
| class="left" | malice & misfortune 4/day<br />
|4||4||3||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | Hex's Advantage<br />
|4||4||3||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|4||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+9/+3 || +11 || +6 || +11<br />
| class="left" | malice & misfortune 5/day<br />
|4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Hexblade's curse at will<br />
|5||4||4||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Dire Arcane Resistance(Cha bonus x4)<br />
|5||5||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Bluff]] ([[Cha]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Intimidate]] ([[Cha]]), [[Knowledge]] (arcana)([[Int]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Spellcraft]] ([[Int]])<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Hexblade.<br />
<br />
'''Weapon and Armor Proficiency:''' Hexblades are proficient with all simple and martial weapons, and with light and medium armor but not with shields. Because the somatic componants required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light and medium armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass hexblade still incurs the normal arcan spell failure chance for arcane spells derived from other classes.<br />
<br />
'''Hexblade's Curse (Su):''' Three times per day, as a standard action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade's class level + Hexblade's Cha modifier) negates the effect.<br />
<br />
Every six levels after first (7, 13, 19) a hexblade gains the ability to use his curse additional times per day. Multiple hexblade curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 24 hours.<br />
<br />
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.<br />
<br />
'''Arcane Resistance (Su):''' At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects. At level 10 this bonus is multiplied by 2 ( ex; a hexblade with a Charisma of 16 gets a +6 bonus). At level 20, the hexblade's resilience against opposing spells gives him a multiplier of 4. <br />
<br />
'''Mettle (Ex):''' At 2nd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.<br />
<br />
'''Prestidigitation (Sp):''' Because of the hexblade's calling, their desire to know more about their arcane abilities manifests itself beyond their ability to curse and the hexblade is able to cast prestidigitation as the spell at will. Doing so, however, is a free action.<br />
<br />
'''Toughness:''' A hexblade gains Toughness as a bonus feat at 3rd level.<br />
<br />
'''Summon Familiar:''' Beginning at 4th level, a hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.<br />
<br />
The hexblade chooses the kind of familiar he gets. As the hexblade advances in level, his familiar also increases in power. Treat the hexblade as a sorcerer of three levels lower for determining the familiar's powers and ablilities (for more on familiars, click[http://www.dandwiki.com/wiki/Familiar here]).<br />
<br />
If the familiar dies or is dismissed by the hexblade, the latterm ust attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experiance points per hexblade level; success reduces the loss to one-half that amount. However, a hexblade's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and a day. A slain familiar can be raised form the dead just as a character can be, but it does not lose a level or a point of Constitution when this happy even occurs.<br />
<br />
A character with more than one class that grants a familiar may have only one familiar at a time.<br />
<br />
'''Greater Hexblade's Curse (Su):''' When a hexblade attains 4th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes -4 instead of -2.<br />
<br />
'''{{#anc:Spells}}:''' Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list (see Chapter 3). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the Player’s Handbook). <br />
<br />
To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the spell level + the hexblade’s Cha modifier. <br />
<br />
A hexblade begins play knowing no spells, but gains one or more new spells at certain levels. Upon reaching 12th level, and at every third hexblade level after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade “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 hexblade spell the hexblade can cast. For instance, upon reaching 12th level, a hexblade could trade in a single 1stlevel spell (two spell levels below the highest-level hexblade spell he can cast, which is 3rd) for a different 1st-level spell. At 15th level, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level hexblade spells) for a different spell of the same level. A hexblade 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. Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is one-half his hexblade<br />
level.<br />
<br />
Hexblades choose their spells from the same list as Sorcerers/Wizards, but are limited to three schools of their choice. Once the hexblade's magic school choices have been made, this change cannot be undone(Unless the DM says otherwise.)<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Hexblade Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><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 || 4 || 2 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5 || 2 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5 || 3 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6 || 3 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6 || 4 || 2 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7 || 4 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7 || 5 || 3 || 2 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 8 || 5 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 8 || 5 || 4 || 3 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 9 || 5 || 4 || 3 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 9 || 5 || 5 || 4 || 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 9 || 5 || 5 || 4 || 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 9 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 9 || 5 || 5 || 4 || 4 <br />
|}<br />
<br />
'''Malice and Misfortune (Ex):''' At 6th level, the hexblade has taken to his blade just as intimately as he has his magic. Fusing the two together, the hexblade performs a violent stream of attacks at the cost of accuracy. The hexblade's finesse is enchanced by the spiteful link between him and his enemy. The hexblade takes a -4 penalty to each of his attacks versus a target with the effect of the hexblade's curse (Empowered Malice & Misfortune removes this). Acting on this malice, the hexblade skillfully executes a series of blows, doubling his number of attacks. <br />
<br />
For example, a hexblade at 7th level has a BAB of +7/+2. While attacking with Malice and Misfortune, this BAB turns to +3/+3/-2/-2. Since each strike is independent of the rest, each hit receives the full strength modifier to damage done.<br />
<br />
'''Hex's Advantage (Sp) :''' The hexblade's ability to curse his enemies has grown so strong he now gains a +1/2 levels to attack and damage to enemies struck by his curse.<br />
<br />
I.E.: A level 18 hexblade gains a +2 to his attack rolls and damage rolls aginst curses targets.<br />
<br />
====Ex-Hexblades====<br />
<br />
A hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities. His familiar becomes a normal animal and leaves the hexblade's service as soon as possible. He may not progress any farther in levels as a hexblade. He retains all the other benefits of the class (weapon and armor proficiencies and bonus feats).<br />
<br />
====Epic Hexblade====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Hexblade}}</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" | Empowered Malice & Misfortune<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" | <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" | <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 />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Anguish:''' The hexblades magical prowess allows him to cast the same spell twice in a row once a day. In the case of saves the second spell acts on its own saving aginst the first spell does not allow an auto save against the second. Summoning spells summon 2 monsters does not simply resummon the same monster.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Hexblade gains a bonus feat (selected from the list of epic Hexblade bonus feats) every 3 levels after 20th.<br />
<br />
''Epic Hexblade Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Hexblade====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Religion:''' Hexblades generally do not worship a god for the gods wishes may interfere with their thirst for greater power. However if they did they would likely worship Nerull, Wee Jas, or potentially Hextor. <br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
====Hexblade Lore====<br />
<br />
{{Section Description Needed}}<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-Hexblades are warriors similar to fighters, but with some magical abilities->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-Hexblades are capable of bestowing powerful curses on their enemies. In fact, the majority of their magic affects luck->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Shield_Defender_(5e_Subclass)&diff=596755Shield Defender (5e Subclass)2012-11-16T07:14:39Z<p>79.181.96.251: </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=Getting there<br />
|editing=<br />
|type=Combat-Focused, Good Guy<br />
|desc=A Master of shields and defending, uses twin shields to keep himself safe from harm.<br />
}}<br />
<br />
== Defender ==<br />
<br />
A Defender specializes in defense with either mobility or impenetrability. Donning light armor and small shields or buckers, they tumble around the battlefield to defend able positions and strike quickly without weapons. Alternatively they can protect themselves with heavy armor and heavy or tower shields while steadily advance towards opponents, and crush them with overwhelming force.<br />
<br />
=== Making a Defender ===<br />
<br />
A Defender will focus on defense and deal damage steadily while taking next to none. However he lacks ranged attack options and will therefore benefit from allies like rangers, wizards, or rogues.<br />
<br />
'''Abilities:''' Strength is not as important as it is in other fighting classes because damage is always second to defense for this class, Constitution is a must for heavy shields' men, and Dexterity for lighter combatants. <br />
<br />
'''Races:''' Humans and Dwarfs are very likely to become Defenders due to there stubborn nature, Orc's and other savage races can't justify a class with such little capacity for wanton destruction, and elves see all the armor as "constricting to their spirit".<br />
<br />
'''Alignment:''' Usually defenders are good due to there defensive and somewhat pacifistic nature but they can be anything.<br />
<br />
'''Starting Gold:''' As [[fighter]].<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Defender</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +0<br />
| class="left" | Improved Shield Bash<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +0<br />
| class="left" | Shield Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +1<br />
| class="left" | Nonviolent resistance<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th|| class="left" | +4 || +4 || +1 || +1<br />
| class="left" | Twin Shield<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th|| class="left" | +5 || +4 || +1 || +1<br />
| class="left" | Shield Block +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th|| class="left" | +6/+1 || +5 || +2 || +2<br />
| class="left" | Shield Ward<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th|| class="left" | +7/+2 || +5 || +2 || +2<br />
| class="left" | Improved Shield Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th|| class="left" | +8/+3 || +6 || +2 || +2<br />
| class="left" | Blunt trauma <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th|| class="left" | +9/+4 || +6 || +3 || +3<br />
| class="left" | Improved Twin Shield<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +3<br />
| class="left" | Shield Block +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4<br />
| class="left" | Greater Shield Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +4<br />
| class="left" | Greater Twin Shield<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5<br />
| class="left" | Shield Block +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Master Shield Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6<br />
| class="left" | Shield Block +4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]) [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Defender.<br />
<br />
'''Weapon and Armor Proficiency:''' The Defender is proficient with all Shields (as weapons), all armor and all shields (including tower shields).<br />
<br />
'''{{#anc:Improved Shield Bash}}:''' A defender gains [[SRD:Improved Shield Bash|Improved Shield Bash]] as a bonus feat at 1st level.<br />
<br />
'''{{#anc:Shield Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 2nd evel a Defender chooses a combat style either Juggernaut, or Untouchable. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. <br />
<br />
If the Defender selects juggernaut he gains Damage Reduction 1 while wielding a heavy shield or tower shield. This bonus is doubled if he decides to wield a heavy or tower shield in each hand with the twin shield ability (see below). These benefits apply only when wearing medium or heavy armor.<br />
<br />
If the Defender selects Untouchable, he no longer takes armor check penalties for light shields or bucklers. These benefits apply only when wearing light or no armor.<br />
<br />
'''{{#anc:Nonlethal Resistance}}:''' At 3rd level Defender may have his shield bash attacks deal nonlethal damage at no penalty (as long as it doesn't have spikes).<br />
<br />
'''{{#anc:Twin shield}}:''' At 4th level a Defender gains the bonus feat [[SRD:Two-Weapon Defense|Two-Weapon Defense]] when wielding a shield in each hand, even if he does not have the normal prerequisites for that feat.<br />
<br />
'''{{#anc:Shield Block}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at 5th level the Defender gains mastery over shields to the point where you can add 1 to your shield bonus (per shield) against one opponent. This bonus improves by 1 every 5 levels (10th, 15th, etc...)<br />
<br />
'''{{#anc:Shield ward}}:''' At 6th level a defender gains the ability to block a number of ranged attacks per round equal to his Dex modifier. This ability cannot be used if the defender doesn't have a shield equipped or is flat footed, or when he is immobilized or helpless<br />
<br />
'''{{#anc:Improved shield style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, a defender’s aptitude in his chosen combat style (untouchable or juggernaut) improves. <br />
<br />
If the Defender selected Untouchable at 2nd level, he is now able to use his shields to ward off attacks while rolling. While using the tumble skill a defender gains double bonus for any light shields or bucklers he has equipped.<br />
<br />
If the Defender selected Juggernaut at 2nd level, he can now move unhindered, any speed penalties from heavy or medium armors are now negated and the speed with 2 tower shields is increased to 10.<br />
<br />
'''{{#anc:Blunt trauma}}:''' At 8th level a Defenders shield bash attacks deal damage as if the shield were a size category larger as long as he is dealing nonlethal damage (increasing D4 to D6, D6 to D8, etc.)<br />
<br />
'''{{#anc:Improved Twin shield}}:''' At 9th level a Defender gains the bonus feat [[SRD:improved Two-Weapon Defense|improved Two-Weapon Defense]] when wielding a shield in each hand, even if he does not have the normal prerequisites for that feat.<br />
<br />
'''{{#anc:Greater shield style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 12th level, a defender’s aptitude in his chosen combat style (untouchable or juggernaut) improves significantly. <br />
<br />
If the Defender selected Untouchable at 2nd level, he can now evade any non-magical attack with a quick back-step or side-step. When any attack that requires an attack roll (except touch spells, spell like abilities, and eldritch blasts) misses a defender he can attempt a tumble check of 10+(Base attack bonus of opponent who missed) to take a single 5 foot step in any direction. This ability can only be activated once per turn.<br />
<br />
If you miss with the first hit of a full attack due to a defender moving out of your range with this ability, your full attack can be reduced to a single attack action.<br />
<br />
If the Defender selected Juggernaut at 2nd level, he can now use tower shields as weapons bashing with them as if it were a two handed martial weapon. A tower shields weapon stats are as follows.<br />
<br />
Damage no spikes (S) 1D6* (M) 1D8* &times;2<br />
Damage with spikes (S) 1D8 (M) 1D10 &times;2<br />
<br />
Damage values indicated are without increases given by the Blunt trauma Class feature, so in actuality the nonlethal damage for a small tower shield used by a defender of appropriate level will be 1D8, or 1D10 for medium characters.<br />
<br />
'''{{#anc:Greater Twin shield}}:''' At 14th level a Defender gains the bonus feat [[SRD:Greater Two-Weapon Defense|Greater Two-Weapon Defense]] when wielding a shield in each hand, even if he does not have the normal prerequisites for that feat.<br />
<br />
'''{{#anc:Master shield style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, a defender’s aptitude in his chosen combat style (untouchable or juggernaut) reaches its peak.<br />
<br />
If the Defender selected Untouchable at 2nd level, he gains an uncanny ability to resist effects that would render him immobile. He adds his shield bonus to saving throws against effects that would stun or paralyze (such as power word stun or the monks stunning fist), he can also resist being grappled in the same way and adds his shield bonus to grapple checks to resist and break out of a grapple.<br />
<br />
If the Defender selected Juggernaut at 2nd level, he takes blows like an immovable object and returns them like an unstoppable force. upon being hit by a full attack he can make one attack of opportunity against his attacker for each attack that missed he adds his shield bonus to his attack and damage rolls<br />
<br />
<br />
==== Epic Defender ====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Defender}}</div><br />
Hit Die: d12<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 Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| class="left" | Master Twin shield<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| class="left" | Shield block +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| class="left" | [[#Bonus Feats|Bonus Feat]] <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| class="left" | shield block +6<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Shield Block}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at 25th level and every 5 levels thereafter the Defenders mastery over shields continues to improve.<br />
<br />
'''{{#anc:Twin shield}}:''' At 24th level a Defender gains the bonus feat [[SRD:Perfect Two-Weapon Defense|Perfect Two-Weapon Defense]] when wielding a shield in each hand, even if he does not have the normal prerequisites for that feat.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Defender gains a bonus feat (selected from the list of epic Defender bonus feats) every levels after 20th.<br />
<br />
''Epic Defender Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== Gnome Defender Starting Package ====<br />
<br />
'''Weapons:''' Heavy Shield.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|}<br />
<br />
'''Feat:''' Toughness.<br />
<br />
'''Bonus Feats:''' Improved Shield Bash.<br />
<br />
'''Gear:''' Splint mail, bedroll, sack, flint and tinder.<br />
<br />
'''Gold:''' 7 Gold<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Defender ====<br />
<br />
'''Religion:''' The defender is likely to worship gods of strength and honor like Kord, however some worship deities of peace and neutrality and are more pacifistic than most martial classes. .<br />
<br />
'''Other Classes:''' Defenders have a deep respect for paladins and (goodly) clerics because they represent protection and strength, they also generally they get along well with Fighters or Wizards because they dedicate there lives to training. They don't get along too well with arbarians because of there penchant for destruction.<br />
<br />
'''Combat:''' Taking to the front-lines like bees to honey he keeps all aggression focused on him while letting his allies worry about offense.<br />
<br />
'''Advancement:''' Many defenders take levels as paladin or cleric to increase there defensive abilities through magical means. Also Dwarven Defenders, often take the Dwarven defender prestige Class... despite the intense amounts of redundancy in the title "Dwarven Defender Dwarven Defender".<br />
<br />
==== Defenders in the World ====<br />
<br />
{{quote|Can't touch this!|orig=Maric Cross "the Hammer", Gnome Defender}}<br />
<br />
'''Daily Life:''' More often than not They spend their time doing physical conditioning to keep a sturdy or limber body..<br />
<br />
'''Notables:''' Deimos Sierra a gnomish Master of tower shields that led nine men to safety while his city was being destroyed by an undead plague... None of them were touched by the fiendish horde and Deimos gave his life to protect them until they reached the next city and sent for backup..<br />
<br />
'''Organizations:''' They have no real organization, but masters are occasionally found in military instutions and will never turn down a chance to teach new students.<br />
<br />
'''NPC Reactions:''' Good Shield masters are very well received among both citizens and soldiers for there endurance and willingness to defend the defenseless. Evil ones (although extremely rare) however are feared for intense cruelty as they are notorious for bringing very long, painful, drawn out, deaths to there enemies.<br />
<br />
==== Defender Lore ====<br />
<br />
Characters with ranks in [[Knowledge]] (Military & Tactics) can research Defenders 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]] (Military & Tactics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | A fighter with shields as weapons, not offensively powerful.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Unlike most martial classes the Defender does not jump into a chance to fight like its the only option.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Defenders can form a faultless defense to ward off but the most accurate of strikes.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The best Defenders don't use weapons but instead choose to wield twin shields and bash there opponents into submission.<br />
|}<br />
<br />
==== Defenders in the Game ====<br />
<br />
'''Adaptation:''' The Defender plays a role similar to that of a fighter, but makes decisions on a more diplomatic level, like that of a a Cleric or Paladin.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Combat-Focused]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Charter_Mage_(3.5e_Class)&diff=596664Charter Mage (3.5e Class)2012-11-15T18:24:44Z<p>79.181.96.251: </p>
<hr />
<div>{{abandoned|15 November 2012}}<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=incomplete<br />
|editing=<br />
|type=Strong Spellcasting<br />
|desc=The charter mage uses the charter to cast spells. Charter mages hate [[SRD:Undead Type|undead]], and work to destroy them.<br />
}}<br />
<br />
==Charter Mage==<br />
<br />
Baptized at birth with the mark of the charter- that seemingly infinite collection of magical symbols (or charter marks) - the charter mage works magic with the charter marks that swirl within the charter. Her magic is bound to the many marks that form the charter, and her spells are governed by its will. The charter was created to give form to the magic that filled the world at the beginning, and it will forever govern the magic of the charter mages, lest they fall to evil.<br />
<br />
===Making a Charter Mage===<br />
<br />
The charter mage has the same role in the party as a sorcerer or wizard does. Most charter mages will have a specialized list of spells that they cast (based around the charter marks that they know), which gives them similar limitations to a sorcerer. Charter mages are generally weak in combat, and so often need a fighter (or similar) to protect them.<br />
<br />
'''Abilities:''' Charisma is the most useful ability score for a charter mage, as they need a high charisma score to learn charter marks and cast spells. Dexterity is useful to boost the charter mage’s armor class (as they do not wear armor), and intelligence can help in some key skills such as knowledge (arcana) and spellcraft.<br />
<br />
'''Races:''' Most charter mages are humans, half-elves and elves, as they have a greater affinity with the charter than other races do. Charter mages among other races are exceedingly rare.<br />
<br />
'''Alignment:''' Any <br />
<br />
'''Starting Gold:''' 3d4×10 gp (75 gp)<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Charter Mage}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | [[#Spells|Charter<br>Marks per Day]]<br />
! colspan="10" | [[#Spells|Charter Marks Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2 <br />
| 11<br />
|4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| 13<br />
|5||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| 15<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| 24<br />
|6||3||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| 27<br />
|6||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| 42<br />
|7||4||2||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| 46<br />
|7||5||3||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| 65<br />
|8||5||3||2||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| 70<br />
|8||5||4||3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| 93<br />
|9||5||4||3||3||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| 99<br />
|9||5||5||4||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| 126<br />
|9||5||5||4|3||2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| 133<br />
|9||5||5||4||4||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| 164<br />
|9||5||5||4||4||3||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| 172<br />
|9||5||5||4||4||4||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| 207<br />
|9||5||5||4||4||4||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| 216<br />
|9||5||5||4||4||4||4||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| 225<br />
|9||5||5||4||4||4||4||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| 265<br />
|9||5||5||4||4||4||4||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| 285<br />
|9||5||5||4||4||4||4||3||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 />
[[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (Arcana) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]) and [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Charter Mage.<br />
<br />
'''Weapon and Armor Proficiency:''' Charter mages are proficient with [[SRD:Short Sword|short swords]], [[SRD:Longsword|longswords]], [[SRD:Shortbow|shortbows]] (including [[SRD:Composite Shortbow|composite shortbows]]) and [[SRD:Longbow|longbows]] (including [[SRD:Composite Longbow|composite longbows]]). They are not proficient with any type of [[SRD:Armor|armor]] or [[SRD:Armor|shield]]. Armor of any type interferes with a charter mage’s [[SRD:Arcane Spells|arcane]] gestures, which can cause her [[SRD:Components (Spell Descriptor)#Somatic (S)|somatic components]] to fail.<br />
<br />
'''{{#anc:Spells}}:''' A charter mage casts [[SRD:Arcane Spells|arcane spells]], which are drawn from the list of spells that can be cast by a charter mage with her knowledge of charter marks. She can cast any spell he knows without preparing it ahead of time, the way a [[SRD:Wizard|wizard]] or a [[SRD:Cleric|cleric]] must (see below).<br />
<br />
To cast a spell, the charter mage must first learn the charter marks that are used in the spells’ [[SRD:Casting Spells|casting]]. To learn and use a charter mark, a charter mage must have a [[SRD:Charisma|charisma]] score of 10 + the charter mark’s level (Cha 10 for 0-level charter marks, Cha 11 for 1st level charter marks, and so forth). The difficulty class for a [[SRD:Saving Throw|saving throw]] against a charter mage’s spell is 10 + the spell’s level (or the level for the highest level mark used in the spell) + the charter mage’s charisma [[SRD:Ability Scores#Ability Modifiers|modifier]].<br />
<br />
The charter mage can only use a certain amount of charter marks each day. Her base daily charter mark usage allotment is given on [[#Table: The Charter Mage]]. In addition, she receives bonus charter marks per day if she has a high [[SRD:Charisma|charisma]] score, based on the level of the highest level charter mark she knows (see [[#Table: Charter Mage Bonus Marks]]).<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: Charter Mage Bonus Marks=====<br />
|-<br />
! rowspan="2" | Score !! rowspan="2" | Modifier !! colspan="10" | Bonus Marks per Day (by Maximum Charter Mark Level)<br />
|-<br />
! 0 !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th <br />
|-<br />
| 12–13 || +1 || — || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 <br />
|- class="even"<br />
| 14–15 || +2 || — || 2 || 5 || 5 || 5 || 5 || 5 || 5 || 5 || 5 <br />
|-<br />
| 16–17 || +3 || — || 2 || 5 || 9 || 9 || 9 || 9 || 9 || 9 || 9 <br />
|- class="even"<br />
| 18–19 || +4 || — || 2 || 5 || 9 || 14 || 14 || 14 || 14 || 14 || 14 <br />
|-<br />
| 20–21 || +5 || — || 4 || 7 || 11 || 16 || 22 || 22 || 22 || 22 || 22 <br />
|- class="even"<br />
| 22–23 || +6 || — || 4 || 10 || 14 || 19 || 25 || 32 || 32 || 32 || 32 <br />
|-<br />
| 24–25 || +7 || — || 4 || 10 || 18 || 23 || 29 || 36 || 44 || 44 || 44 <br />
|- class="even"<br />
| 26–27 || +8 || — || 4 || 10 || 18 || 28 || 34 || 41 || 49 || 58 || 58 <br />
|-<br />
| 28–29 || +9 || — || 6 || 12 || 20 || 30 || 42 || 49 || 57 || 68 || 78 <br />
|- class="even"<br />
| 30–31 || +10 || — || 6 || 15 || 23 || 33 || 45 || 59 || 67 || 78 || 88 <br />
|-<br />
| 32–33 || +11 || — || 6 || 15 || 23 || 33 || 45 || 59 || 75 || 84 || 94 <br />
|- class="even"<br />
| 34–35 || +12 || — || 6 || 15 || 27 || 42 || 54 || 70 || 86 || 104 || 114 <br />
|-<br />
| 36–37 || +13 || — || 8 || 17 || 29 || 44 || 62 || 76 || 92 || 110 || 130 <br />
|- class="even"<br />
| 38–39 || +14 || — || 8 || 20 || 32 || 47 || 65 || 86 || 102 || 120 || 140 <br />
|-<br />
| 40–41 || +15 || — || 8 || 20 || 36 || 51 || 69 || 90 || 114 || 132 || 152 <br />
|- class="even"<br />
| 42–43 || +16 || — || 8 || 20 || 36 || 56 || 74 || 95 || 119 || 146 || 166 <br />
|-<br />
| 44–45 || +17 || — || 10 || 22 || 38 || 58 || 82 || 103 || 127 || 154 || 184 <br />
|- class="even"<br />
| etc. . . || || || || || || || || || || ||<br />
|}<br />
<br />
A charter mage’s selection of spells is entirely based on the charter marks she knows; she can [[SRD:Casting Spells|cast]] all charter mage spells that use charter marks that she knows in their casting, but cannot cast spells that require marks which she does not know. The number of charter marks she knows is extremely limited; she begins play knowing 4 0-level marks and two 1st level marks. At each new level, she gains one or more new marks, as indicated on [[#Table: The Charter Mage]] (unlike marks per day, the number of charter marks she knows is not affected by her [[SRD:Charisma|charisma]] score, the numbers on [[#Table: The Charter Mage]] are fixed). These new charter marks can be common marks chosen from the [[DnD Charter Marks|charter mark list]], or they can be unusual marks that the charter mage has gained some understanding of by study. For example, a charter mage with a [[SRD:Scrolls|scroll]] or book of charter magic detailing an unusual charter mark (one not on the [[DnD Charter Marks|charter mark list]]) could select that mark as one of her new marks for attaining a level, provided that it is of the right mark level. The charter mage cannot use this method of charter mark acquisition to learn charter marks at a faster rate, however.<br />
<br />
Upon reaching 4th level, and at every even-numbered charter mage level after that (6th, 8th, and so on), a charter mage can choose to learn up to two charter marks in place of the same number of charter marks that she already knows. In effect, the charter mage “loses” the old charter mark(s) in exchange for the new one(s). The new charter marks’ level must be the same as that of the charter mark(s) being exchanged, and they must be at least two levels lower than the highest-level charter mark the charter mage can use. A charter mage may swap no more than two charter mark at any given level, and must choose whether or not to swap the charter mark(s) at the same time that she gains new charter marks known for the level. <br />
<br />
Unlike a [[SRD:Wizard|wizard]] or [[SRD:Cleric|cleric]], a charter mage need not prepare her spells (or charter marks) in advance. She can cast any spell and use any charter mark she knows at any time, assuming she has enough marks per day to cast the spell. When the charter mage casts a spell, she uses up a number of marks per day equal to one mark per day per mark required to cast the spell.<br />
<br />
As a sign that the charter mage is a faithful servant of the charter, she gains a charter mark on her forehead at 1st level. This mark is a mark of [[DnD Charter Marks#9th Level Charter Marks|9th level]] (which she may choose from the 9th level charter marks in the [[DnD Charter Marks|charter mark]] list), and she automatically learns the mark at 18th level in addition to the number of marks shown on [[#Table: The Charter Mage|Table: The Charter Mage]]. This mark designates her as a true servant of the charter; it shows itself as a true, uncorrupted mark by glowing faintly when it is touched be her or by another character (or NPC) capable of using charter magic.<br />
<br />
====Ex-Charter Mages====<br />
<br />
If the charter mage ceases to faithfully serve the charter or [[SRD:Multiclass Characters|multi-classes]] into another [[SRD:Arcane Spells|arcane]] spellcasting class (excluding [[SRD:Multiclass Characters#Prestige Classes|prestige classes]] that increase the spells per day, spells known and/or [[SRD:Caster Level|caster level]] of an existing arcane spellcasting class), she can no longer cast [[#Spells|charter spells]] or use charter marks and her charter mark becomes corrupted (it remains the same but is revealed as a corrupted mark if touched by her or a character or NPC who can cast charter magic). She cannot take any more levels in the charter mage class until she atones (see the [[SRD:Atonement|atonement]] spell description). If she does atone, she looses all levels in any other arcane spellcasting base classes that she has levels in and replaces them with levels in the charter mage class.<br />
<br />
====Epic Charter Mage====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Charter Mage}}</div><br />
Hit Die: 4<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> 2+ [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''[[#Spells|Spells]]:''' The charter mage’s caster level is equal to her class level. The charter mage’s number of charter marks per day does not increase after 20th level. The charter mage does not learn additional charter marks unless he or she selects the [[Charter Mark Knowledge (DnD Feat)|Charter Mark Knowledge]] feat.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic charter mage gains a bonus feat (selected from the list of epic charter mage bonus feats) every two levels after 20th.<br />
<br />
''Epic charter mage Bonus Feat List:'' [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[Charter Mark Knowledge (DnD Feat)|Charter Mark Knowledge]] [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[Epic Charter Mark Focus (DnD Feat)|Epic Charter Mark Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[Master Charter-Staff (DnD Feat)|Master Charter-Staff]], [[Master Charter-Wand (DnD Spell)|Master Charter-Wand]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
<br />
====Human Charter Mage Starting Package====<br />
<br />
'''Armor:''' None (speed 30ft.)<br />
<br />
'''Weapons:''' [[SRD:Longsword|longsword]] (1d8, crit. 19-20/x2, 4 lb., one-handed, slashing), [[SRD:Shortbow|shortbow]] (1d6, crit. x3, range inc. 60ft., 2 lb.).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Bluff Skill|Bluff]] || 4 || [[SRD:Charisma|Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration Skill|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash; <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Craft Skill|Craft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Diplomacy Skill|Diplomacy]] || 4 || [[SRD:Charisma|Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Knowledge Skill|Knowledge]] (Arcana) || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Profession Skill|Profession]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft Skill|Spellcraft] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Gather Information Skill|Gather Information]] || 2 || [[SRD:Charisma|Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide]] || 2 || [[SRD:Dexterity|Dex]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently Skill|Move Silently]] || 2 || [[SRD:Dexterity|Dex]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 2 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot Skill|Spot]] || 2 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Search Skill|Search]] || 2 || [[SRD|Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
'''Feat:''' [[SRD:Combat Casting|Combat Casting]]<br />
<br />
'''Bonus Feats:''' [[SRD:Spell Focus|Spell Focus]]<br />
<br />
'''Gear:''' Backpack with waterskin, on day’s trail rations, bedroll, winter blanket, sack, and [[SRD:Flint and Steel|flint and steel]]. [[SRD:Hooded Lantern|Hooded Lantern]], five pints of [[SRD:Oil|oil]]. Quiver with 20 [[SRD:Arrows|arrows]].<br />
<br />
'''Gold:''' None<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Charter Mage====<br />
<br />
'''Religion:''' Charter mages serve the charter, a seemingly infinite swirling mass of symbols (called charter marks) that gives shape and form to their magic. A charter mage’s magic is governed by the charter, and so she cannot use her magics without access to the charter.<br />
<br />
'''Other Classes:''' Charter mages have no group opinions of other classes, save that they hate [[SRD:Wizard|necromancers]] (save Abhorsen). Charter mages work best in the same position in the party as [[SRD:Sorcerer|sorcerers]] and [[SRD:Wizard|wizards]], so they tend to rely on other classes.<br />
<br />
'''Combat:''' Charter mages do best when they are protected by a [[SRD:Fighter|fighter]] (or similar), while using their magic to either boost the abilities of other class members or blast away at their foes.<br />
<br />
'''Advancement:''' Charter mages rarely [[SRD:Multi-Class Characters|multi-class]], and cannot multi-class into other arcane spellcasting classes, so most just level up in the charter mage class.<br />
<br />
====Charter Mages in the World====<br />
<br />
{{quote|Five great charters knit the land…|orig=Aline, human charter mage |src=Sabriel, by Garth Nix}}<br />
<br />
Many charter mages travel the world, destroying [[SRD:Undead Type|undead]] and [[SRD:Evil|evil]] where they find them, while many others serve as guides to traveling groups through the world.<br />
<br />
'''Daily Life:''' There is no typical “daily life” for charter mages as a whole; they are not generally grouped together by personality or culture (though they share the same opinions of the charter).<br />
<br />
'''Notables:''' The Abhorsen is a great charter mage who specializes in putting the dead to rest.<br />
<br />
'''Organizations:''' The clayr are charter mages who have the gift of seeing into the future, and use their powers to warn others of dangers such as [[SRD:Wizard|necromancers]]. <br />
<br />
'''NPC Reactions:''' NPCs who are suspicious of magic are usually suspicious of charter mages, but others generally treat them well.<br />
<br />
====Charter Mage Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|knowledge]] (Arcana) can research charter mages 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 (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Charter Mages draw their power from the charter.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The charter is made up of many mysterious symbols, called marks.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | "five great charters knit the land..."<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The founders of the charter, the great charters, who cannot be spoken of by those who cast charter magic.<br />
|}<br />
<br />
====Charter Mages in the Game====<br />
<br />
'''Sample Encounter:''' <br />
<br />
''EL 10:'' Miriel, a 10th level charter mage, seeks to aid the party in the destruction of the dead.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Copyright Disclaimer (Garth Nix)}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Undying_Assassin_(3.5e_Class)&diff=596562Undying Assassin (3.5e Class)2012-11-14T18:28:33Z<p>79.181.96.251: </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=Skilled, Bad Guy<br />
|desc=The Undying Assassin is a part of an order that more so than not, is unknown<br />
}}<br />
<br />
== Undying Assassin ==<br />
<br />
The Undying Assassin is a part of an order that more so than not, is unknown. They are born, trained, and more often than not, die under the teachings that make them such deadly foes. The order stands with out name, as do they, unless a temporary one for purpose of an assignment. They tend to respond when asked who they are with, "A part of the Nightmare you will never know you feared." When they say mom, they are referring to the matron currently in charge of the order, this is the only thing anyone knows about them, other than that don't exist, which is obviously false information.<br />
<br />
=== Making an Undying Assassin ===<br />
<br />
In melee and ranged combat, the Undying assassin can prove a useful companion. In a good party however, the assassin would quickly find himself in conflict with the party. Seeking the path of least resistance, the assassin does not seek any goal beyond accomplishing his mission, this means that the party will often have trouble with the Assassin accomplishing anything that does not move towards that target.<br />
<br />
'''Abilities:''' The Undying Assassin is trained to be able to move quietly and strike fast while channeling the primal rage a Barbarian does.<br />
<br />
'''Races:''' Base Race.<br />
<br />
'''Alignment:''' Any Evil or Strong tendencies towards Evil.<br />
<br />
'''Starting Gold:''' 5D10 times 10*300gp<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[Simple]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Undying Assassin}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Sneak attack 1d6; Trained Liar; Emotionless; Rage 1/day; Shadow Task Aid<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Evasion; Fast Movement<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sneak Attack 2d6<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Rage 2/day; Uncanny Dodge<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Senseless Devotion; Sneak Attack 3d6; Shadow Task Aid<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Trap Sense +2<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | Sneak Attack 4d6<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Rage 3/day; Improved Uncanny Dodge<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Sneak Attack 5d6; Trap Sense +3<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Profound Perspective; Phase Through Wall 1/day+Cha Modifier; Shadow Task Aid<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | Sneak Attack 6d6<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Rage 4/day; Trap Sense +4<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | Sneak Attack 7d6<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Great Rage; Phase Through Wall 2/day+Cha Modifier<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | Sneak Attack 8d6; Trap Sense +5; Shadow Task Aid<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Rage 5/day<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Sneak Attack 9d6; Indomitable Will<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | Trap Sense +6; Phase Through Wall 3/day+Cha Modifier<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | Sneak Attack 10d6<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Rage 6/day; Tireless Rage; Shadow Task Aid; Death's Touch<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Undying Assassin is almost like a race of his own. He is trained to fight like the strongest, but silently as the deadliest assassins. They become a supernatural extension of their Deity. All of the following are class features of the Undying Assassin.<br />
<br />
'''Weapon and Armor Proficiency:''' Undying Assassins are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short bow, long bow, short sword and long sword. Undying Assassins are proficient with light armor, but not with shields.<br />
<br />
'''{{#anc:Phase Through Wall}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 10th level, the Undying Assassin is granted the ability to step through a solid surface as though it were not there. He may do this once per day plus his Charisma Modifier, and an additional time every 4th level after that.<br />
<br />
'''{{#anc:Deaths' Touch}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, the Silent One the Assassin the greatest gift of all, Its' touch. Upon skin-to-skin contact between the Assassin and an opponent, the opponent must make a Fort save DC10+(the Assassins' Hit Die minus the targets hit die). If the opponent fails the save, they die, if not, nothing happens. Ex: If the Assassin is level 20, and the target is level 5, 20-5, equaling 15, plus 10, makes the save a DC25. However, the Assassin is the same level, but the opponent is level 25, suddenly the save is DC5.<br />
<br />
'''{{#anc:Shadow Task Aid}}:''' The Undying Assassin receives a gift to aid in the given task every 5 levels. The gifts are as follows.<br />
<br />
'''{{#anc:True Sight}}:''' Darkness is no foe of the Undying Assassin. Even Magical Darkness poses no complication to the Assassins task. The Assassin gains Dark Vision for 60ft, as well as the ability to see in Magical Darkness for 30ft. The range doubles every time this Task is taken, up to 3 times.<br />
<br />
'''{{#anc:Darkness Falls}}:''' Shadows are greatest advantage of the Assassin, creating Darkness through magic is another gift granted those that serve. The Undying Assassin can cast Darkness the first time this is taken, and Deeper Darkness the second time it is taken once per day.<br />
<br />
'''{{#anc:Paralyzing Strike}}:''' The Assassin knows just how to strike his foe, forcing them to make a DC 10 + 1/2 the Assassins Character level + Dex Modifier. If the target fails the save, they are stunned for 1d4 rounds. The Assassin may use this ability once per day + their Wis Modifier. The Assassin must first announce he is using this Task before attacking.<br />
<br />
'''{{#anc:Shadow Regeneration}}:''' The character gains Regeneration, making him able to regrow severed limbs in 1d4 hours, however, if the limb is severed during the day, that limb will not regenerate through this ability, and must be fixed via common means. <br />
<br />
'''{{#anc:Fast Healing}}:''' The Assassin gains Fast Healing.<br />
<br />
'''{{#anc:Silent Strike}}:''' On a Successful Sneak Attack with a ranged weapon, the Assassin does take negatives to remain hidden<br />
<br />
'''{{#anc:Shadow Walk}}:''' In Darkness or in Shadows, the Assassin gains +2 to all Move Silent and Hide checks. This stacks with other feats or class abilities.<br />
<br />
'''{{#anc:Deaths' Gaze}}:''' Upon using Deaths' Gaze, the Assassin gains a +2 to all Cha based checks while dealing with the target unless eye contact is broken. The target my make a DC15 + the Assassins' Charisma Modifier to negate affects, though the target is not aware of the attempt.<br />
<br />
'''{{#anc:True Seeing}}:''' The Assassin may use True Seeing once per day as a standard action for one minute.<br />
<br />
'''{{#anc:Scry Target}}:''' Once per day, the Assassin may invoke a 1 hour ritual to Scry his target and their immediate surroundings.<br />
<br />
==== Ex-Undying Assassin ====<br />
<br />
The character can not deviate from his given task for any reason. If he does, he loses all of his Shadow Task Aid abilities, as well as his ability to speak. The character can only regain his voice and abilities if he is to accomplish the task, or lose all his memory for some reason. "Secrets told, are no secrets at all. A man with no voice, tells no truths not meant never to be heard."<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Undying Assassin ====<br />
<br />
'''Religion:''' The Order worships a deity known as the Silent One, or more formally as death. <br />
<br />
'''Other Classes:''' This class tends to be quiet towards any class. He is neutral to anybody, aside from those between him and his task. Those are foolish enough to do so, will probably die.<br />
<br />
'''Combat:''' The Assassin will typically dual wield, and take the related feats. Rage and Sneak Attack make for a brutal front hand assault, combine that with their Shadow Task Aid's and a level 5 Undying can typically fight two or three creatures of equal level. At range, the Assassin will duck and dodge, but avoid it in open areas.<br />
<br />
==== Undying Assassins in the World ====<br />
<br />
{{quote|"They told me I stood no chance, and so I laughed. They told me I was going to die, and so I laughed. They severed my arm, and so I laughed. They cried out in fear of the darkness, and so I laughed. They gurgled and glubed in their own blood, and so I laughed. The Target begged for mercy, and so I killed him, then I laughed. Mom always says, one needs a sense of humor, when all one does is kill.|orig=Unknown, Unknown, Undying Assassin Task Master}}<br />
<br />
'''Daily Life:''' Eat, locate target, eliminate target, eat, start for home.<br />
<br />
'''Notables:''' Task Masters' (levels 15-20), as well as the Matron and the Removers. The Removers are epic level Undying Assassins, the Matron AKA Mom.<br />
<br />
'''Organizations:''' No one knows, but for DM purposes, they always have only one location. A wizard will teleport the Assassins to the nearest location to the target away from Civilization. They will give the Assassin a magical tool that only they ca use that will take them back when the task is done, or turn into a normal stone if the Assassin fails.<br />
<br />
'''NPC Reactions:''' NPCs tend to treat them as they would either a rogue or a barbarian, depending on the Assassins preference of "tool".<br />
<br />
<br />
==== Undying Assassins in the Game ====<br />
<br />
They are a very rare breed, and should be used very scarcely in game. Limit PC characters of this class to experienced players.<br />
<br />
'''Sample Encounter:''' One of the players has been designated a Target by the Silent One. The Assassin seems to come from no where, first several arrows fly from the bushes, injuring the parties Cleric, though the party can not locate the assailant. As soon as the cleric hits the ground, Deeper Darkness shrouds the players, a flurry of blades spinning through the air can suddenly be heard as first the wizard, then the rogue are brought down. Finally it comes down to the Blind Monk and the assailant, the battle is drawn out, almost seeming endless, neither one landing a hit in the flurry of blows. Finally the fighter stands again, healed by the cleric who had barely made it herself, and soon they overwhelm the surrounded Assassin. After the battle, they find that a small note is his pocket. They read it to the monk, his name being on it. It says: "This man was but a simpleton, we thank you for ending him, but the next one will be no game."<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Paper-Folder_(3.5e_Class)&diff=596555Paper-Folder (3.5e Class)2012-11-14T17:41:09Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Konan-naruto-shippuuden-19108641-1280-720.jpg<br />
|imgloc=bottom<br />
|imgsize=500<br />
|imgcaption=Human Paper-Folder<br />
|rating_power=0<br />
|raters_power=0<br />
|rating_wording=0<br />
|raters_wording=0<br />
|rating_formatting=0<br />
|raters_formatting=0<br />
|rating_flavor=0<br />
|raters_flavor=0<br />
|status=Working on it<br />
|editing=No thank-you<br />
|type=Combat Focused<br />
|desc=Constant motion, a single entity made of millions of smaller ones, fluid grace that could only be described as an art-form perfected by nature itself; these things and more describe a desert, a sand dune, and a Paper-Folder. Those unobservant, those who do not keep moving, and those which underestimate Paper-folders will simply be swept away or crushed by them.<br />
}}<br />
<br />
== Paper-Folder ==<br />
<br />
These rare masters of Paper, have a naturally attuned ability to make Paper move as if it were an extension of its body. This opens up many possibilities in combat as well as supportive skills and talents. Paper-folders depend on Paper for all of their abilities and are thus powerless without it. To make up for this, Paper-Folders keep Paper with them at all times an ever increasing amount of specially attuned Paper that is easier than normal Paper to control.<br />
<br />
=== Making a Paper-Folders ===<br />
<br />
Paper-Folders are versatile [[technicians]] able to affect nearly the whole battlefield from any one position. While far away, a Paper-Folders can focus completely on offensive power. If a Paper-Folder instead wishes to wade directly into the fray it can rely on its defensive [[techniques]] to make up for its naturally low [[AC]]. A Paper-Folder's greatest downfall, though, is that it has low saves and relies heavily on its ability to concentrate on manipulating its Paper. But if an enemy gets caught up in the Paper-Folder's Paper, they will soon be killed.<br />
<br />
'''Abilities:''' [[Wisdom]] is the most important thing a Paper-Folders could have. They must be able to quickly perceive their environment so as to choose the best route to attack, notice weak points, and to better understand how to control their sand. [[Intelligence]] is good for a skill-based Paper-Folder. [[Dexterity]] would help with the Paper-Folder's low [[AC]]. [[Constitution]], [[charisma]], and [[strength]] don't do much for a Paper-Folder at all.<br />
<br />
'''Alignment:''' The definition of a Paper-Folder is one who moves Paper as it moves itself and thus can be any alignment.<br />
<br />
'''Starting Gold:''' 3d10 x 10 gp<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Paper-Folder}}</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" | [[Technique_Powers#Technique_Points|Technique Points]]<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" | Master Multitasker, Notebook Of the Master, Paper Control, Quick Paper 30'<br />
|3|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Paper Shuriken<br />
|6|6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | <br />
|11|11<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Paper Chakram<br />
|17|17<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Storage Steal, Quick Paper 35', Paper Prison<br />
|25|25<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Paper Doppleganger<br />
|33|33<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Paper Wings<br />
|42|42<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" | [[#Supreme Concentration|Supreme Concentration]], Dance of the Shikigami<br />
|51|51<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | <br />
|62|62<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Quick Paper 40', Sacred Paper Emissary<br />
|74|74<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | <br />
|86|86<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|98|98<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|113|113<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | <br />
|128|128<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Quick Paper 45', <br />
|143|143<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | <br />
|159|159<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | <br />
|177|177<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|195|195<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|214|214<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | <br />
|233|233<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Disguise Skill|Disguise]]([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Paper-Folder.<br />
<br />
<br />
'''Paper-Folders are Masters of Origami'''<br />
<br />
'''Water/Fire Damage''' At lower levels Water/oil Soak Paper making it unusable, but at 6th level only oil affects performance. paper is always susceptible to Fire Damage (burning it on contact), This never Changes. <br />
<br />
'''Weapon and Armor Proficiency:''' Paper-Folders are proficient with the [[SRD:Dagger|dagger]], [[SRD:Light Crossbow|light crossbow]], and [[SRD:Quarterstaff|quarterstaff]] but with Light armor(Leather), but no shield as they interfere with a Paper-Folder's movements for using [[techniques]].<br />
<br />
'''{{#anc:Technique Points/Day}}:''' A Paper-Folder’s ability to use [[techniques]] is limited by the [[Technique Powers (3.5e Variant Rule)#Technique Points|technique points]] he has available. His base daily allotment of [[Technique Powers (3.5e Variant Rule)#Technique Points|technique points]] is given on [[#Table: The Paper-Folder|Table: The Paper-Folder]]. In addition, he receives bonus [[Technique Powers (3.5e Variant Rule)#Technique Points|technique points]] per day if he has a high [[SRD:Wisdom|wisdom]] score (see [[Technique Powers (3.5e Variant Rule)#How To Determine Bonus Technique Points|Table: Ability Modifiers and Bonus Technique Points]] ). His race may also provide bonus [[Technique Powers (3.5e Variant Rule)#Technique Points|technique points]] per day, as may certain feats and items.<br />
<br />
'''{{#anc:Highest Level Technique Usable}}:''' This column shows the highest level technique a Paper-Folder may use at each level. To learn or use a [[techniques|technique]], a Paper-Folder must have a [[SRD:Wisdom|wisdom]] score of at least 10 + the [[techniques|technique's]] level.<br />
<br />
'''{{#anc:Techniques Known}}:''' Paper-Folder spend time figuring out new tricks to use with their Paper. As such, Paper-Folders choose their [[techniques]] from the list below and gain new techniques to use each level. Save DC's are based on [[SRD:Wisdom|wisdom]]. See [[#Table: The Paper-Folder|Table: The Paper-Folder]] for the highest level [[techniques|technique]] that can be used by a Paper-Folder as well as the number of [[Technique Powers (3.5e Variant Rule)#Technique Points|technique points]] available at the start of each day. <br />
<br />
'''Paper Attuned:''' Paper-Folders can Attune Paper. They can have 4 Cubic Feet of paper sheets attuned to them per level.<br />
<br />
<br />
<br />
'''Notebook of the Master:''' Paper-Folders have a Notebook that can magically Hold all the Paper Attuned to the Paper-Folder. This Notebook would Weigh Hundreds of pounds to a Non Paper-Folders, to a Paper-Folder This weight would feel Trivial. <br />
<br />
<br />
----<br />
'''Paper-Folders Abilities.'''<br />
----<br />
<br />
<br />
'''Paper Shuriken, 2nd level:''' Paper-Folders Create 4 (per Paper-Folder level) Shuriken, Shooting through the Air at Target(s) each Deals 1d6 on a successful Hit. Requires 1 cubic foot of Attuned paper Per 4 Shuriken Made. and 3 technique points/ Paper-Folder level.<br />
<br />
<br />
'''Paper Chakram, 4th level:''' Holding their hands together, the Paper-Folder uses a large amount of Paper to Create a Disc that Flies through the air at the intended target. This disc is completely controllable by the Paper-Folder. On contact this disc Deal 2d10 damage. Requires 4 cubic feet of Attuned Paper. and 5 technique points<br />
<br />
<br />
'''Paper Prison, 5th level:''' On a successful hit roll, the target it completely covered with paper. while covered the target is immobile. the caster is capable of releasing their captive whenever he/she sees fits. Requires 3 cubic feet of Paper, and 7 technique points.<br />
<br />
<br />
'''Paper Doppleganger, 6th level:''' Paper-Folder Creates an exact replica of Themselves. with hit-Points equal to 1d6/Paper-Folders level. The Paper-Folder can Conceal items in this doppleganger such as Explosive tags. The caster has Complete Control over this Doppleganger. The Doppleganger is Indistinguishable from the Caster. Requires 6 Cubic feet of Attuned Paper, and 10 technique points. Capable of Multiple Dopplegangers, But each Doppleganger requires Technique points and Paper to create.<br />
<br />
<br />
'''Paper Wings, 7th level:''' Caster Creates Wings for themselves, and is capable of flight. Can Fly at Average speed, until level 12 then Caster can Fly at Fast speeds. Requires 5 cubic feet of paper, and 15 technique points.<br />
<br />
<br />
'''Dance of the Shikigami, 8th level:''' Caster becomes themselves Paper, Appox. 30 cubic feet of paper and is able to conceal Explosive Tags. capable of Hovering while in paper form. He/She can use this Paper for Techniques. if while in paper-form, these sheets are destroyed, He/She is Materialized from the Notebook of the Master, Unconscious. Requires no Paper, and 20 technique points.<br />
<br />
<br />
'''Sacred paper emissary, 10th level:''' Caster Opens his/her Notebook Releasing Thousands of Paper sheets, Temporarily Increasing their Maximum Paper limit by 100 cubic feet. requires no paper, and 40 technique points.<br />
<br />
<br />
<br />
'''Master Multitasker:''' The Paper-Folder is so skilled at multi-tasking (seeing as a Paper-Folder needs to control thousands of individual grains at once) that instead of being a [[SRD:Constitution|Con]] based skill, [[SRD:Concentration Skill|Concentration]] is a [[SRD:Wisdom|Wis]] based skill. This means you add your [[SRD:Wisdom|Wis]] modifier to your [[SRD:Concentration Skill|Concentration]] for [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
When a Paper-Folder attempts to use a [[techniques|technique]] he should ensure the proper amount of Paper is within the range of the technique. It is assumed when a technique ends all the Paper returns to the Paper-Folder.<br />
<br />
'''Quick Paper:''' At 1<sup>st</sup> level a Paper-Folder may move each individual cubic foot of Paper Sheets at the speed of 30' per round. At level 5, 10, 15, 21, 25, and 30 the speed at which a Paper-Folder may move its Paper Sheets increases by 5'.<br />
<br />
'''Storage Seal:''' At 5<sup>th</sup> level a Paper-Folder has the ability to store up to 50 technique points at a time. Points may only be stored while out of battle. These points remain unused until the Paper-Folder wishes to use them. When points are stored this way a designated spot on the Paper-Folder appears a small diamond shaped tattoo. This tattoo disappears if no points are being stored. At level 10, 15, 20, 25, and 30 the total amount of technique points a Paper-Folder can store is increased by 50.<br />
<br />
<br />
<br />
'''{{#anc:Supreme Concentration}}:''' At 8<sup>th</sup> level a Paper-Folder may always take 10 on [[SRD:Concentration Skill|concentration]] checks in any circumstance.<br />
<br />
==== Epic Paper-Folders ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Paper-Folder}}</div><br />
Hit Die: d4<br />
|-<br />
! Level !! Special !! Technique Points !! Known Techniques<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Quick Paper 50', || 253 || 31<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | - || 273 || 32<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | - || 294 || 33<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | || 315 || 34<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Quick Paper 55' || 337 || 35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" |- || 359 || 36<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | || 382 || 37<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | - || 403 || 38<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | - || 427 || 39<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Quick Paper 60', [[#Bonus Feats|Bonus Feat]], || 451 || 40<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
==== Human Paper-Folder Starting Package ====<br />
<br />
'''Weapons:''' [[Quarterstaff]]<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration Skill|Concentration]] || 4 || [[SRD:Wisdom|Wis]] (due to class skill) || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || [[Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || [[Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[Advanced Natural Techniques (3.5e Feat)|Advanced Natural Techniques]]<br />
<br />
'''Bonus Feats:''' [[Improved Technique Forming (3.5e Feat)|Improved Technique Forming]]<br />
<br />
'''Gear:''' 2 cubic feet of Paper Sheets, Bedroll, 10 [[SRD:Candle|Candles]], [[SRD:Ink|Ink]] (5 oz.), Inkpen, [[SRD:Hooded Lantern|Hooded Lantern]], [[SRD:Oil|Oil]] (2 pint flask), Paper (40 sheets), Belt Pouch, Sealing Wax, Signet Ring, Small Steel Mirror, Waterskin, Winter Blanket.<br />
<br />
'''Gold:''' 40 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Paper-Folder ====<br />
<br />
'''Religion:''' Paper-Folders are not inclined to worship any deity. They simply move with the flow of nature and try to meld with the world, not trying to stick out too much from the rest of society unless absolutely necessary.<br />
<br />
'''Other Classes:''' Any class is acceptable to a Paper-Folder for they simply go with the flow. As long as their allies don't get in his way, the Paper-Folder is fine with whomever he is with. This goes for all but other Paper-Folders. There is a certain disconcerting feeling when you don't know whether you're actually controlling your sand or if it's about to crush you.<br />
<br />
'''Combat:''' Paper-Folders typically stay medium range from opponents. Their large number of defensive skills allow them to move into combat if needed to help support an ally or get one out of danger but other than that they remain immobile, outside of combat in order to better control their sand.<br />
<br />
'''Advancement:''' A Paper-Folder wishes to further his control over the element of sand and thus usually sticks to the Paper-Folder class. But, depending on which attributes you increased, it may be beneficial to multiclass into another casting class such as wizard to amplify your usefulness outside of combat as well as in.<br />
<br />
==== Paper-Folders in the World ====<br />
<br />
{{quote|Without your sand you can do nothing!|orig=Nameless Enemy}}<br />
{{quote|But as long as I have it, I can do anything.|orig=Garnith Tarn, [[Human]] Paper-Folder}}<br />
<br />
Rarely staying in one place for long times, Paper-Folders are found all over. They will try to find capable companions to keep them company for traveling alone is a lonely thing. But some very few, and very powerful, Paper-Folders have settled down and quickly taken seats of power where they have due to their great abilities. But no matter what a Paper-Folder is doing, he will always have a longing for travel and adventure.<br />
<br />
'''Daily Life:''' Paper-Folders like to keep moving, but don't like to move quickly. Some will stay in a town for no more than a day before feeling the need to move on. During their spare time, though, a Paper-Folder enjoys watching how events unfold and the final result. Most of all, they enjoy watching single objects or people for long periods of time, just to see what they do, how they move, and how they change over time.<br />
<br />
'''Notables:''' ''Garnith Tarn'', Male Human Paper-Folder: Unlocked all the secret potentials of the Paper-Folder ways and is considered the most powerful Paper-Folder. Now is the leader of a large desert tribe that is protected by solely Paper-Folders.<br />
<br />
''Rysta Tin'', Female Human Paper-Folder: Once sat without moving for an entire week to watch a rock weather away to dust. Is now the oldest Paper-Folder alive (88 years old).<br />
<br />
''Barcki the Mad'', Male Human Paper-Folder: Powerful Paper-Folder who conjured a sandstorm so powerful it took off on its own, consuming him and turning him into a very powerful sand demon.<br />
<br />
'''Organizations:''' The only congregation of Paper-Folders is a large city hidden by a perpetual sandstorm. The city's name is Systamo and it is very difficult to find without a Paper-Folder's aid. Through unknown means, the city moves between deserts and it is only possible to know which desert it is in by which desert is having the most sandstorms at present. They congregate their to protect the city and learn their art from other, more experienced Paper-Folders. Other than that, Paper-Folders avoid each other because it can be hard to keep their sand apart from each other.<br />
<br />
'''NPC Reactions:''' Those who meet a Paper-Folder have mixed feelings. On one hand, the Paper-Folder is capable of incredible feats of power that can route out those who are causing trouble. On the other, Paper-Folders can cause great devastation, droughts, loss of farmland, and it usually requires something the Paper-Folder would find very valuable just to keep the Paper-Folder in one place long enough to try to help.<br />
<br />
==== Paper-Folder Lore ====<br />
<br />
Characters with ranks in Knowledge (Technicians) can research Paper-Folders 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 (Technicians)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Paper-Folders manipulate a type of sand called attuned sand that is capable of great feats of power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Attuned sand is made from dirt or stone and is difficult to quickly replace if destroyed by fire or lightning or made useless by water.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Paper-Folders rarely stay in any one location for very long, often traveling.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Characters who get this result can know the names and locations of specific Paper-Folders and items related to them including where they are most likely headed next.<br />
|}<br />
<br />
==== Paper-Folders in the Game ====<br />
<br />
Paper-Folders are rarely found in cities because of the damage they can cause to structures and pathways while making their [[Attuned Sand (3.5e Equipment)|attuned sand]]. Most adventurers may come across them out in the wild where they can openly practice their abilities. If you ever see random patches of sand, quicksand, or other desert-like conditions then a Paper-Folder probably isn't far away.<br />
<br />
'''Adaptation:''' It is possible to take this in the direction of a war between nature and desert. Paper-Folders tend to destroy wildlife and stone, turning all to sand by absorbing the water. A war between the elves of the forest and the Paper-Folders of the desert wouldn't be terribly uncommon. Also, there may be just a single Paper-Folder in the world, one person who unlocked the secrets of the desert and mastered them. Perhaps that one Paper-Folder is actually harboring some spirit that grants him his abilities.<br />
<br />
'''Sample Encounter:''' Tyr Prinit was born to a group of desert nomads but sold into slavery when he was young. While slave to a wealthy family, he discovered his ability to absorb water and manipulate sand. Practicing, he eventually managed to fashion an escape route by hollowing out an underground tunnel over countless nights. Now free, and practiced with his new abilities, he sought a life of traveling and adventure. That dream soon came to a close, though, when he was caught as an escaped slave and imprisoned soon after. Harboring great hate for his captors, who wanted to know the secrets of his abilities, Tyr refused to tell them of the secret city of Systamo he heard in his childhood before slavery, the hidden City of the Sands. Eventually, Tyr met a rogue who was caught as well and together they escaped, after 4 years of imprisonment. Thereafter, every city Tyr visited always kicked him out when he tried to show others his abilities or used them for they caused too much damage, especially after Tyr learned to create fire and explosions with his sand. Tyr harbors a great distaste, even hatred, for cities, and may eventually strike out at them, considering them a waste of space where a desert would be better suited.<br />
<br />
''EL 17:'' <-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 />
'''''Stat block under construction.'''''<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:Divine Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Blood_Knight_(3.5e_Prestige_Class)&diff=596547Blood Knight (3.5e Prestige Class)2012-11-14T17:24:05Z<p>79.181.96.251: </p>
<hr />
<div>{{Featured Article}}<br />
{{DnD Prestige Class Infobox<br />
|img=Blood Knight-2.jpg<br />
|imgloc=top<br />
|imgsize=450px<br />
|imgcaption=A blood knight sits atop his horse after the feast.<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=5<br />
|raters_formatting=2<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=A [[Featured Articles|featured article]].<br />
|editing=<br />
|type=Bad Guy, Combat-Focused<br />
|desc=Blood knights are servants of vampirekind, prestigious warriors, and powerful vampires.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
== Blood Knight ==<br />
<br />
{{quote<br />
|Ah, I love the smell of fresh corpses in the morning. Smells like... victory.<br />
|orig=[[Count Meinhard (3.5e NPC)|Count Meinhard]], [[SRD:Human|human]] blood knight<br />
|src=while feasting on a fallen opponent<br />
}}<br />
<br />
Blood knights are an order of nongood knights dedicated to the service of vampirekind. The most dedicated and powerful blood knights eventually gain vampiric powers of their own. Many can be found in the service of [[SRD:Vampire|vampires]]. Others can be found serving vampirekind in other ways. By consuming the blood of fallen creatures, they can harness a variety of unholy powers to augment their martial abilities.<br />
<br />
=== Becoming a Blood Knight ===<br />
<br />
The blood knight is mostly a martial class, supported by a few magical powers. Most blood knights are [[SRD:Fighter|fighters]], martially-oriented [[SRD:Cleric|clerics]], or [[UA:Paladin of Tyranny Class Features|paladins of tyranny]] and many also have multiclassed into a spellcaster specializing in [[:Category:Necromancy School|necromancy]]. As with any combat-focused class, a blood knight needs a high [[SRD:Strength|Strength]] score. His special abilities are powered by his [[SRD:Charisma|Charisma]] which makes them harder to resist. [[SRD:Constitution|Constitution]] may seem important at first, but it becomes irrelevant at 10th level, when the blood knight takes on the [[SRD:Vampire|vampire]] template.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! [[SRD:Alignment|Alignment]]:<br />
| Any nongood.<br />
|-<br />
! Base Attack Bonus:<br />
| +5.<br />
|-<br />
! Skills:<br />
| [[SRD:Handle Animal Skill|Handle Animal]] 6 ranks, [[SRD:Knowledge Skill|Knowledge]] (nobility and royalty) 4 ranks.<br />
|-<br />
! Feats:<br />
| [[SRD:Combat Expertise|Combat Expertise]].<br />
|-<br />
! Special:<br />
| Must swear an oath of service to either a vampire or to vampirekind.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Blood Knight}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | [[#Special Ability|Special Ability]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | [[#Special Ability|Special Ability]], [[#Blood-Drinking Blade|Blood-Drinking Blade]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | [[#Special Ability|Special Ability]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | [[#Special Ability|Special Ability]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | [[#Special Ability|Special Ability]], [[#Blood Heal|Blood Heal]] 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | [[#Special Ability|Special Ability]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +5 || +2 || +5<br />
| class="left" | [[#Special Ability|Special Ability]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +6 || +2 || +6<br />
| class="left" | [[#Special Ability|Special Ability]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +6 || +3 || +6<br />
| class="left" | [[#Special Ability|Special Ability]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +7 || +3 || +7<br />
| class="left" | [[#Special Ability|Special Ability]], [[#Blood Heal|Blood Heal]] 4, [[#Vampire Ascension|Vampire Ascension]], [[#Blood Fang|Blood Fang]]<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (nobility and royalty) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Blood Knight}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | [[#Blood Heal|Blood Heal]] 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | [[#Blood Heal|Blood Heal]] 8<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the blood knight.<br />
<br />
'''{{#anc:Special Ability}}:''' At each level a blood knight gains a special ability of his choice which he can use by spending blood points. He has a maximum number of blood points equal to {{1/2}} his blood knight levels + blood knight's [[SRD:Charisma|Cha]] modifier (if any), but the minimum is 1.<br />
<br />
To gain blood points a blood knight can feast for 10 minutes on the fresh blood of fallen creatures who have died within the last 10 minutes. However, the blood does not have to be considered fresh at the time the blood knight is finished. A creature's [[SRD:Hit Dice (Creature Statistic)|HD]] and [[SRD:Basics#Rounding Fractions|basics]] determine how many blood points its corpse contains. No matter what the HD may be, the blood knight's HD determine the maximum blood points he may receive from feasting. The maximum HD he may feast on is {{1/2}} blood knight's HD. A blood knight may feast on multiple creatures who's HD are added together; his maximum still applies. 1 blood point per 3 HD are contained in [[:Category:Humanoid Type|humanoids']], [[:Category:Monstrous Humanoid Type|monstrous humanoids']], [[:Category:Giant Type|giants']], or [[:Category:Outsider Type|outsiders']] whose anatomies include a circulatory system, corpses. 1 blood point per 6 HD are contained in [[:Category:Animal Type|animals']], [[:Category:Magical Beast Type|magical beasts']], or [[:Category:Aberration Type|aberrations']], corpses.<br />
<br />
While within an area laced with garlic, a blood knight loses all his blood points and his special abilities cease to function. The same occurs when a blood knight is within 5 feet of a creature holding a mirror or a [[SRD:Holy Symbol (Equipment)|holy symbol]]. Holding one of these takes a [[SRD:Standard Actions|standard action]]. A blood knight will also lose his blood points and his special abilities cease to function if he enters a home or other building uninvited by the person with the authority to invite people to enter, or if he crosses running water when not in the coffin home acquired once he becomes a vampire or when not aboard a ship. In addition he cannot regain any blood points for 1 day. The same occurs if he is exposed to direct sunlight, immersed in water, or if a wooden stake is driven through him. However, here he cannot regain any blood points for 4 days. The durations are not cumulative. If the blood knight has lost his blood points for a number of days due to a prior action the new duration is taken into consideration and the longer of the two prevails.<br />
<br />
By spending 1 blood point a blood knight can use a special ability he possesses. Using a special ability is a [[SRD:Standard Actions|standard action]] unless noted otherwise. [[SRD:Saving Throw|Saves]] have a [[SRD:Using Skills#Difficulty Class|DC]] of 10 + {{1/2}} blood knight's [[SRD:Hit Dice|HD]] + blood knight's [[SRD:Charisma|Cha]] modifier. The effective [[SRD:Casting Spells#Caster Level|caster level]] of the spells is equal to blood knight's HD. The following are the special abilities which blood knights can learn.<br />
<br />
''{{#anc:Alternate Form}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' A blood knight can assume the shape of a [[SRD:Bat|bat]], [[SRD:Dire Bat|dire bat]], [[SRD:Wolf|wolf]], or [[SRD:Dire Wolf|dire wolf]] as [[SRD:Alternate Form|alternate form]] as long that shape has the same or less [[SRD:Hit Dice (Creature Statistic)|HD]] then his blood knight levels. He can remain in that form for 1 hour (if the base creature is not terrestrial this might allow other forms, for example a [[SRD:Swarm Subtype|swarm]] of [[:Category:Diminutive Size|Diminutive]] batlike shadows).<br />
<br />
''{{#anc:Animate Dead}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:Animate Dead|animate dead]]'', except that it requires no material component.<br />
<br />
''{{#anc:Armoring of Death}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' A blood knight can make his armor stronger and ignore damage, as a [[SRD:Free Actions|free action]]. He gains a +1 deflection bonus to his [[SRD:Armor Class|AC]] and gains [[SRD:Damage Reduction|damage reduction]] 1/silver and magic for 1 minute. For every level he advances past 1st level as a blood knight, the bonus gains 1{{1/2}} greater potency (a [[SRD:Basics#Rounding Fractions|rounded]] 1 at 1st level, 3 at 2nd level, a rounded 4 at 3rd level, 6 at 4th level, and so on).<br />
<br />
''{{#anc:Bestow Curse}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:Bestow Curse|bestow curse]]''.<br />
<br />
''{{#anc:Blacklight}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:Blacklight|blacklight]]'', except that it requires no material component.<br />
<br />
''{{#anc:Charm Animal}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:Charm Monster|charm monster]]'', except that the target may only be [[:Category:Animal Type|animals]].<br />
<br />
''{{#anc:Contagion}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:Contagion|contagion]]''.<br />
<br />
''{{#anc:Displacement}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:Displacement|displacement]]'', except that it requires no material component and the target can only be himself.<br />
<br />
''{{#anc:Enervation}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:Enervation|enervation]]''.<br />
<br />
''{{#anc:False Life}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:False Life|false life]]'', except that it requires no material component.<br />
<br />
''{{#anc:Gaseous Form}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:Gaseous Form (Spell)|gaseous form]]'', except that it requires no divine focus or material component and the target can only be himself.<br />
<br />
''{{#anc:Lesser Geas}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:Lesser Geas|geas, lesser]]''.<br />
<br />
''{{#anc:Lifeforce Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' A blood knight can make his weapon more powerful, as a [[SRD:Free Actions|free action]]. He gains a +1 bonus on all [[SRD:Attack Roll|attack rolls]] and [[SRD:Attack Damage|damage rolls]] he makes for 1 minute. For every two levels he advances past 1st level as a blood knight, the bonus gains +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, and so on).<br />
<br />
''{{#anc:Offspring of the Night}} ([[SRD:Su|Su]]):'' Blood knights [[SRD:Command|command]] the lesser creatures of the world and can call forth a [[SRD:Rat Swarm|rat swarm]], [[SRD:Bat Swarm|bat swarm]], or a pack of 1d3 [[SRD:Wolf|wolves]] (if the blood knight is not terrestrial this might summon other creatures of similar power). These creatures arrive in 2d6 rounds and serve the blood knight for up to 1 hour.<br />
<br />
''{{#anc:Vampiric Touch}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A blood knight can cast ''[[SRD:Vampiric Touch|vampiric touch]]''.<br />
<br />
'''{{#anc:Blood-Drinking Blade}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 2nd level, a blood knight can store [[#Vampiric Touch|vampiric touch]] as well as ''[[SRD:Vampiric Touch|vampiric touch]]'' into his weapon, as if it were a [[SRD:Spell Storing|spell storing]] weapon.<br />
<br />
'''{{#anc:Blood Heal}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A blood knight heals damage each [[SRD:How Combat Works#The Combat Round|round]] so long as he has at least 1 [[SRD:Loss of Hit Points|hit point]]. At 5th level a blood knight can spend 1 blood point, as a [[SRD:Free Actions|free action]], and gain [[SRD:Fast Healing|fast healing 2]] for 5 rounds. Its effects stack with other forms of fast healing.<br />
<br />
At 10th level this increases to fast healing 4.<br />
<br />
At 15th level, and every 5 levels thereafter, the epic blood knights [[SRD:Fast Healing|fast healing]] increases by +2 (to +6 at 15th, +8 at 20th, and so on).<br />
<br />
'''{{#anc:Vampire Ascension}}:''' At 10th level, a blood knight takes on the [[SRD:Vampire|vampire]] template. Instead of being immediately destroyed at 0 [[SRD:Loss of Hit Points|hit points]] or less his blood points enable him to survive. At the start of his turn while [[SRD:Dying|dying]], as long as he has a blood point to spend he is considered [[SRD:Disabled|disabled]] for that [[SRD:How Combat Works#The Combat Round|round]], costing 1 blood point. He also retains his attacks and grows fangs, giving him a [[SRD:Natural Weapons#Bite|natural bite attack]] which can be used [[SRD:Natural Weapons#Natural Weapons|secondarily]] with the same damage as a [[SRD:Vampire#Damage|vampire's slam attack]]. His coffin home also provides him with [[SRD:Fast Healing|fast healing]] 5, which stacks with other forms of fast healing, whenever he lays in it and it can sustain him without spending blood points if he is at 0 [[SRD:Loss of Hit Points|hit points]] or less (as noted above).<br />
<br />
'''{{#anc:Blood Fang}} ([[SRD:Special Abilities Overview|Ex]]):''' At 10th level, a blood knight can suck blood from a living victim with his fangs by making a successful [[SRD:Grapple|grapple]] check. He must declare whether he drains blood with [[SRD:Vampire#Blood Drain|blood drain]] acquired as a vampire, or blood fang. Blood fang deals 1d4 points of [[SRD:Ability Score Loss#Ability Drain|Constitution]] drain each [[SRD:How Combat Works#The Combat Round|round]] the pin is maintained. On each such successful attack, the blood knight gains 2 [[SRD:Temporary Hit Points|temporary hit points]] and 1 blood point.<br />
<br />
'''{{#anc:Bonus Feats}}:''' The epic blood knight gains a bonus feat (selected from the list of epic blood knight feats) every 3 levels after 10.<br />
<br />
''Epic Blood Knight Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Will|Epic Will]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Negative Energy Burst|Negative Energy Burst]], [[SRD:Overwhelming Critical|Overwhelming Critical]], [[SRD:Superior Initiative|Superior Initiative]].<br />
<br />
==== Ex-Blood Knights ====<br />
<br />
A blood knight who ceases to be nongood, or who violates his oath of service loses all blood knight [[#Class Features|class features]]. He may not progress any farther in levels as a blood knight. He regains his class features and advancement potential when he again becomes nongood and has sworn an oath of service to either a [[SRD:Vampire|vampire]] or to vampirekind once again.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Blood Knight ====<br />
<br />
'''Combat:''' A blood knight's tactics depend on which [[#Special Ability|special abilities]] he chooses. In addition, certain tactics are common to all blood knights.<br />
<br />
Under servitude of a vampire or vampirekind a blood knight can be found interacting for them. He normally can be found at the forefront of [[3.5e Quests|encounters]]. His [[#Blood Heal|blood heal]] and Hit-Dice allow him to protect a weaker ally by absorbing harmful blows. This makes the party more effective overall. As he [[#Vampire Ascension|takes on the vampire template]] many things may change for the blood knight. The party may continue adventuring without him and then later meet up with him when effective character levels are evened, leading to many [[3.5e Campaign Settings|setting]] changes for the entire party. He may also change many aspects which he has control over in the setting. This could lead to any number of entire setting changes.<br />
<br />
The [[#Special Ability|special abilities]] the blood knight chooses are less effective if he is experiencing their weaknesses. A desire for blood points may influence him to instigate [[3.5e Quests|encounters]]. A blood knight who is interested in [[SRD:Vampire|vampires']] abilities of defense and melee combat may select [[3.5e Feats|feats]] like [[SRD:Combat Reflexes|Combat Reflexes]] and invest in [[3.5e Skills|skills]] like [[SRD:Intimidate Skill|Intimidate]]. If he is interested in vampires' abilities to command certain [[3.5e Creatures|creatures]] he may select feats like [[SRD:Mounted Combat (Feat)|Mounted Combat]] and invest in skills like [[SRD:Ride Skill|Ride]]. A blood knights who is interested in vampires' changing of attack options and special actions may select feats like [[SRD:Deadly Precision|Deadly Precision]] and invest in skills like Intimidate. If he is interested in vampires' abilities of concealment he may select feats like [[SRD:Stealthy|Stealthy]] and invest in skills like [[SRD:Bluff Skill|Bluff]]. A blood knight who wishes to augment his service by keeping opponents and weaknesses at bay may take feats like [[SRD:Blind-Fight|Blind-Fight]] and invest in skills like Intimidate.<br />
<br />
A blood knight's blood points affect [[#Vampire Ascension|vampire ascension]]. His survival technique may change the party's combat tactics. He can use his attack options to augment his [[#Special Ability|special abilities]], and possibly change the outcome of combat. His combat may also become more related to coffin homes, as they provide additional defense.<br />
<br />
'''Advancement:''' Many blood knights find [[SRD:Vampire|vampires]] to be well suited to any [[3.5e Campaign Settings|setting]], and the vampires' abilities useful to overcome obstacles. Rarely will one decide to become a blood knight without prior knowledge of a vampire or vampirekind. Interacting with vampirekind may grant a direct relation to vampires, and becoming a blood knight can give characters a desired direction from there.<br />
<br />
Many blood knights under servitude of a [[SRD:Vampire|vampire]] are around other blood knights under the same servitude. Normally the vampire will decide how best to accomplish certain tasks, and expect the blood knights' servitude. Often blood knights are found assassinating opponents, guarding locations, infiltrating, and battling in strategically planned locations under the vampires' command or as guards of the vampire. Normally they engage the more dangerous opponents and let [[3.5e Creatures|creatures]] they control engage the less dangerous opponents. Blood knights who choose to keep opponents and weaknesses at bay may do so as they find their service to be invaluable and wish to be a benefit to the vampire in yet another way. As [[SRD:Vampire#Vampire Weaknesses|vampire weaknesses]] are worse for a vampire then a [[#Special Ability|blood knight's weaknesses]] are for a blood knight, vampires may have blood knights engage opponents when they cannot and complete certain necessary tasks when it is not possible for them to. Many blood knights under servitude of vampirekind influence the dynamics of groups of vampirekind. May they also adventure in a party, often they change the group's dynamics to manage their weaknesses.<br />
<br />
Blood knights are regarded as being valuable to most [[SRD:Vampire|vampires]]. Vampires relate to blood knights because of their similarities, and may assign positions of power to them as a result. Vampires also generally consider blood knights' capabilities to be more valuable then any [[3.5e Creatures|creatures]]' they command, as both can [[SRD:Command|command]] the lesser creatures of the world. Blood knights who choose to keep opponents and weaknesses at bay often are more useful to vampires as guards than by interacting in other ways. Many vampirekind, however, draw similarities between blood knights and [[SRD:Vampire Spawn|vampire spawn]]. Both are useful in protecting a weaker ally by absorbing harmful blows. Where a vampire spawns' [[SRD:Vampire#Vampire Weaknesses|weaknesses]] may cause its death, a blood knights' [[#Special Ability|weaknesses]] are not as deadly. Vampirekind normally takes this into consideration when developing strategies, however with their [[#Special Ability|blood points]] gone their weakened state makes it senseless in a way. As a blood knight progresses, vampirekind often considers him more similar to vampires then to vampire spawn, and after [[#Vampire Ascension|vampire ascension]] they do.<br />
<br />
As a blood knight progresses, [[3.5e Feats|feats]], [[3.5e Skills|skills]], and abilities which help him while fighting on the forefront of [[3.5e Quests|encounters]] become increasingly useful. Many things which [[SRD:Fighter|fighters]], [[SRD:Barbarian|barbarians]], and [[SRD:Blackguard|blackguards]] consider are also good things for a blood knight to consider. Blood knights who wish to focus more on special qualities may consider things which [[SRD:Cleric|clerics]] consider. Many blood knights find things which help one control crowds of opponents useful. Opponents who engage [[SRD:Vampire|vampires]] in combat often consider the blood knight subversive, so a blood knight may wish to make himself unavoidable.<br />
<br />
'''Resources:''' Blood knights under servitude of a [[SRD:Vampire|vampire]] often have obligations. The vampire normally will decide much of what the blood knight does. The blood knight's loyalty is often rewarded with amenities; a degree of trust, and friendship from them. A blood knight's disloyalty can result in death. The amenities a blood knight gets from a vampire are normally regarded as valuable, as the internal conflict of vampirekind gives no guarantees of safety. Blood knights who serve vampirekind often find their own amenities, or if they are helping a cause with many related vampirekind they often share amenities. A less experienced blood knight's need for less amenities than a vampire, such as having no concern for a coffin home, may lead the blood knight to help vampirekind in different ways.<br />
<br />
==== Blood Knights in the World ====<br />
<br />
{{quote|We're still knights. We still believe in chivalry and honor and all those knightly virtues. We're just... not as friendly.<br />
|orig=[[Count Meinhard (3.5e NPC)|Count Meinhard]], [[SRD:Human|human]] blood knight<br />
}}<br />
<br />
Blood knights are easier to adapt into a [[3.5e Campaign Settings|setting]] where there are vampirekind. Blood knight's forefront combat-focus and special actions resonate with [[SRD:Fighter|fighters]], combat-focused [[SRD:Cleric|clerics]], and [[UA:Paladin of Tyranny Class Features|paladins of tyranny]]. Such characters normally find [[SRD:Vampire|vampires']] abilities to be useful when overcoming obstacles. Others have seen the effects of vampirekind and gained an interest. Although not choosing the path of a vampire, often they wish to augment themselves with things which resonate with vampires, gain knowledge from vampirekind, attune themselves to vampires more, or later join the ranks of vampires. Blood knights can be found under a vampire's servitude. They may be its assassins, battlefield commanders, battlefield guards, sentries, or a source of its gathered information. Blood knights are seldom found far from the presence of vampirekind, and meeting a lone blood knight can mean to keep a wary eye out for many opponents. They mostly behave as vampires behave to remain effective.<br />
<br />
'''NPC Reactions:''' A blood knight's augmentation of and obligations to vampirekind often cause others to regard him as interacting exclusively for vampirekind. Even if one knows general proceedings of vampirekind they are, however, not necessarily likely to know the blood knight's proceedings exactly. Servitude makes a blood knight's actions knowable to some of vampirekind. Many when considering blood knights and [[SRD:Vampire|vampires]] draw similarities between [[#Special Ability|blood knight weaknesses]] and [[SRD:Vampire#Vampire Weaknesses|vampire weaknesses]] if they notice changes amounting around both from the same weaknesses. Blood knights are understandably quite frightening when not being misleading, especially when one does not know the general proceedings of vampirekind.<br />
<br />
Blood knights appear in many ways to others. When they are being misleading they can appear like any other individual. Blood knights often seem to be highly organized individuals and groups if they are under servitude of [[SRD:Vampire|vampires]] with goals. If vampirekind gain control of an [[3.5e Environments|environment]] their social order may mean an end to the current social order, but many will not acquiesce willingly. Blood knights normally do not mention they are blood knights, and their presence when not being misleading is often the last thing one experiences before they die. Blood knights' forefront combat-focus often results in an understandably quite frightening presence when they are not being misleading. Wearing dark, blood-stained armor and surrounded by necromantic magic, the first instinct of most ordinary people is to flee in terror.<br />
<br />
Many who have socially encountered blood knights find them to be austere. They are not regarded as terribly popular by many. Blood knights in combat desire to kill and often evoke shock and awe with their martial abilities and their variety of unholy powers. Blood knights consuming the blood of fallen creatures may resonate with vampirekind.<br />
<br />
==== Blood Knight Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (nobility and royalty) can research blood knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower [[SRD:Using Skills#Difficulty Class|DCs]].<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (nobility and royalty)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Blood knights are an order of nongood knights dedicated to the service of vampirekind. Normally they can be found in the service of [[SRD:Vampire|vampires]].<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | By feasting on the fresh blood of fallen creatures blood knights gain use of [[#Special Ability|special abilities]].<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Blood knights are martial warriors who are augmented with [[#Special Ability|special abilities]] that resemble [[SRD:Vampire|vampires']] nature, and they are weakened as [[SRD:Vampire#Vampire Weaknesses|vampires are weakened]].<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | The most powerful blood knights are [[SRD:Vampire|vampires]].<br />
|}<br />
<br />
Often a blood knight will be more then willing to share anything about himself to one who belongs to vampirekind, going as far as explaining which [[#Special Abilities|special abilities]] he chose, what he has been doing, what he normally does, and his plans if any. This is especially the case if a blood knight is being asked by a superior. If one does not belong to vampirekind it is much harder to find out about a blood knight, and information not gained through a [[SRD:Knowledge Skill|Knowledge]] (nobility and royalty) check often is not true.<br />
<br />
==== Blood Knights in the Game ====<br />
<br />
Blood knights fit in as a forefront combat-focused class in a [[3.5e Campaign Settings|setting]] which incorporates vampirekind prominently. Their servitude and [[#Special Abilities|weaknesses]], however, make them stand apart from other forefront combat-focused classes and can influence the outcome of an interaction for better or for worse. In many settings where vampirekind are less prominent than other things, blood knights fit in with more difficulty. A party often has to interact with vampirekind in some way or at least learn something about them in order for a PC to become a blood knight. In such settings the only way a party encounters blood knight can be through a [[3.5e Quests|quest]] which incorporates them.<br />
<br />
Blood knights often take forefront combat-focused roles, confronting enemies up close and personal like a [[SRD:Fighter|fighter]]. Normally their servitude and the [[#Special Ability|special abilities]] they choose influences how they interact with others. They are regarded as being very powerful when prepared for a fight, but are regarded as inflexible and less effective when caught off guard.<br />
<br />
'''Adaptation:''' In most [[3.5e Campaign Settings|settings]] blood knights assist vampirekind solely. The assistance they provide ranges from the intricate to the mundane. In other settings, rather than being servants of vampirekind, they are regarded as being vampire aspirants; since being a blood knight is a means to join the ranks of the immortal undead.<br />
<br />
'''Sample Encounter:''' Perhaps the PCs are planning to raze a [[SRD:Hobgoblin|hobgoblin]] encampment and never mentioned it to locals who report to Count Meinhard, a [[SRD:Human|human]] [[SRD:Vampire|vampire]] blood knight. Perhaps the PCs are journeying in the Lower Keecheedee Basin and become outraged at the force and fear with which the basin is ruled and wish to change it by confronting Count Meinhard in his keep. Perhaps the PCs consider the taxation Count Meinhard requires of them excessive, and refuse to pay it. Perhaps the PCs need to interact with Count Meinhard about a pressing issue with which other vampirekind is dealing with. In any instance, if one is in the Lower Keecheedee Basin they can be sure to have to interact with Count Meinhard or his effects in some way, probably involving his blood knights and [[SRD:Vampire Spawn|vampire spawn]] as he normally only involves himself in the most pressing of issues.<br />
<br />
''EL 17:'' {{:Count Meinhard (3.5e NPC)}}<br />
<br />
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[[Category:Combat-Focused]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Death_Domain,_Variant_(3.5e_Cleric_Domain)&diff=596194Death Domain, Variant (3.5e Cleric Domain)2012-11-12T16:37:33Z<p>79.181.96.251: </p>
<hr />
<div>=== Death Domain, Variant ===<br />
<br />
I decided to make variant of this domain because SRD Death Domain is the only non-alignment domain with alignment spells (in this case all evil)<br />
<br />
===== Granted Powers =====<br />
'''Granted Power:''' You may use a ''death touch'' once per day. Your death touch is a [[SRD:Supernatural Ability|supernatural ability]] that produces a death effect. You must succeed on a melee [[SRD:Touch Attack|touch attack]] against a living creature (using the rules for touch spells). When you touch, roll 1d6 per [[SRD:Cleric|cleric]] level you possess. If the total at least equals the creature’s current [[SRD:Hit Points|hit points]], it dies (no save)''(like SRD)''.<br />
<br />
'''Death Domain Spells'''<br />
# [[SRD:Cause Fear|Cause Fear]] ''(like SRD)''<br />
# [[SRD:Death Knell|Death Knell]] ''(like SRD)''<br />
# [[SRD:Speak with Dead|Speak with Dead]]<br />
# [[SRD:Death Ward|Death Ward]] ''(like SRD)''<br />
# [[SRD:Slay Living|Slay Living]] ''(like SRD)''<br />
# [[SRD:Undeath to Death|Undeath to Death]]<br />
# [[SRD:Destruction |Destruction]] ''(like SRD)''<br />
# [[SRD:Finger of Death|Finger of Death]]<br />
# [[SRD:Wail of the Banshee|Wail of the Banshee]] ''(like SRD)''<br />
<br />
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</nowiki><!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --></div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Death_Domain,_Variant_(3.5e_Cleric_Domain)&diff=596193Death Domain, Variant (3.5e Cleric Domain)2012-11-12T16:36:45Z<p>79.181.96.251: </p>
<hr />
<div>=== Death Domain, Variant ===<br />
<br />
I decided to make variant of this domain because SRD Death Domain is the only non-alignment domain with alignment spells (in this case all evil)<br />
<br />
===== Granted Powers =====<br />
'''Granted Power:''' You may use a ''death touch'' once per day. Your death touch is a [[SRD:Supernatural Ability|supernatural ability]] that produces a death effect. You must succeed on a melee [[SRD:Touch Attack|touch attack]] against a living creature (using the rules for touch spells). When you touch, roll 1d6 per [[SRD:Cleric|cleric]] level you possess. If the total at least equals the creature’s current [[SRD:Hit Points|hit points]], it dies (no save)''(like SRD)''.<br />
<br />
'''Death Domain Spells'''<br />
# [[SRD:Cause Fear|Cause Fear]] ''(like SRD)''<br />
# [[SRD:Death Knell|Death Knell]] ''(like SRD)''<br />
# [[SRD:Speak with Dead|Speak with Dead]]<br />
# [[SRD:Death Ward|Death Ward]] ''(like SRD)''<br />
# [[SRD:Slay Living|Slay Living]] ''(like SRD)''<br />
# [[SRD:Undeath To Death|Undeath To Death]]<br />
# [[SRD:Destruction |Destruction]] ''(like SRD)''<br />
# [[SRD:Finger of Death|Finger of Death]]<br />
# [[SRD:Wail of the Banshee|Wail of the Banshee]] ''(like SRD)''<br />
<br />
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{{3.5e Cleric Domains Breadcrumb}}<br />
<!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --><nowiki><br />
[[Category:DnD]]<br />
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[[Category:Spell]]<br />
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</nowiki><!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --></div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Death_Domain,_Variant_(3.5e_Cleric_Domain)&diff=596192Death Domain, Variant (3.5e Cleric Domain)2012-11-12T16:33:21Z<p>79.181.96.251: Created page with "=== Death Domain, Variant === I decided to make variant of this domain because SRD Death Domain is the only non-alignment domain with alignment spells (in this case all evil..."</p>
<hr />
<div>=== Death Domain, Variant ===<br />
<br />
I decided to make variant of this domain because SRD Death Domain is the only non-alignment domain with alignment spells (in this case all evil)<br />
<br />
===== Granted Powers =====<br />
'''Granted Power:''' You may use a ''death touch'' once per day. Your death touch is a [[SRD:Supernatural Ability|supernatural ability]] that produces a death effect. You must succeed on a melee [[SRD:Touch Attack|touch attack]] against a living creature (using the rules for touch spells). When you touch, roll 1d6 per [[SRD:Cleric|cleric]] level you possess. If the total at least equals the creature’s current [[SRD:Hit Points|hit points]], it dies (no save)''(like SRD)''.<br />
<br />
'''Death Domain Spells'''<br />
# [[SRD:Cause Fear|Cause Fear]] ''(like SRD)''<br />
# [[SRD:Death Knell|Death Knell]] ''(like SRD)''<br />
# [[SRD:Speak with Dead|Speak with Dead]]<br />
# [[SRD:Death Ward|Death Ward]] ''(like SRD)''<br />
# [[SRD:Slay Living|Slay Living]] ''(like SRD)''<br />
# [[SRD:Undeath to death|Undeath to death]]<br />
# [[SRD:Destruction |Destruction]] ''(like SRD)''<br />
# [[SRD:Finger of Death|Finger of Death]]<br />
# [[SRD:Wail of the Banshee|Wail of the Banshee]] ''(like SRD)''<br />
<br />
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</nowiki><!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --></div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Animal_Summoner_(3.5e_Class)&diff=596189Animal Summoner (3.5e Class)2012-11-12T16:05:45Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Done<br />
|editing= <br />
|type=Arcane Spellcasting<br />
|desc=The Summoners of the beasts<br />
}}<br />
<br />
==Animal Summoner==<br />
<br />
Animal Summoners love to flood the field with their animals, both trained and summoned ones. As they level up, they become more and more like an animal themselves.<br />
<br />
=== Making an Animal Summoner ===<br />
<br />
'''Abilities:''' Spells are cast using either [[Charisma]] as a sorcerer. like [[Wizard]], Animal Summoner can benefit from high [[Dexterity]] and [[Constitution]] score.<br />
<br />
'''Races:''' Typically Humans and Half-Elves become Animal Summoners. In addition several fea, more beast like races, and other beings with some close connection to nature, animals, or the wields may become a animal summoner.<br />
<br />
'''Alignment:''' Any, See Code of Animal Summoner. Most Animal Summoners are Neutral in some degree.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (On average 125 gp.)<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[Druid]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Animal Summoner}}</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 || +2<br />
| class="left" | Wild Empathy, Animal Companion, Familiar, Improved Unarmed Strike, Animalistic Armor<br />
|3||1||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Augment Summoning<br />
|4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Eschew Materials, Animalistic Ability<br />
|5||3||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +4 || +4 || +4<br />
| class="left" | Medium Wild shape (1/day)<br />
|5||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +4 || +4 || +4<br />
| class="left" | Uncanny Dodge<br />
|5||5||3||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +5 || +5 || +5<br />
| class="left" | Track, Scent, Wild shape (2/day)<br />
|5||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +5 || +5 || +5<br />
| class="left" | Animal Tracking, Extend Spell<br />
|5||5||5||3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +6 || +6 || +6<br />
| class="left" | Evasion, Animalistic Movement, Wild shape (Small)(3/day)<br />
|5||5||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +6 || +6 || +6<br />
| class="left" | Quicken Spell<br />
|5||5||5||5||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +7 || +7 || +7<br />
| class="left" | Animalistic Attack, Wild shape (Large)(4/day)<br />
|5||5||5||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +7 || +7 || +7<br />
| class="left" | Extended Summoning, Animalistic Armor<br />
|5||5||5||5||5||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6 || +8 || +8 || +8<br />
| class="left" | Improved Uncanny Dodge<br />
|5||5||5||5||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6 || +8 || +8 || +8<br />
| class="left" | Woodland Stride<br />
|5||5||5||5||5||5||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7 || +9 || +9 || +9<br />
| class="left" | Animalistic Skill, Wild shape (5/day)<br />
|5||5||5||5||5||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7 || +9 || +9 || +9<br />
| class="left" | Animalistic Sight<br />
|5||5||5||5||5||5||5||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8 || +10 || +10 || +10<br />
| class="left" | Improved Evasion, Improved Animalistic Movement<br />
|5||5||5||5||5||5||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8 || +10 || +10 || +10<br />
| class="left" | Wings<br />
|5||5||5||5||5||5||5||5||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9 || +11 || +11 || +11<br />
| class="left" | Cantrip Mastery, Huge Wild shape (at will)<br />
|5||5||5||5||5||5||5||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9 || +11 || +11 || +11<br />
| class="left" | Improved Animalistic Attack<br />
|5||5||5||5||5||5||5||5||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10 || +12 || +12 || +12<br />
| class="left" | Animal Healing<br />
|5||5||5||5||5||5||5||5||5||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Handle Animal]] ([[Cha]]), [[Heal]] ([[Wis]]), [[Hide]] ([[Dex]]), [[Knowledge]] (arcana), [[Knowledge]] (nature) ([[Int]]), [[Listen]] ([[Wis]]), [[Move Silently]] ([[Dex]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), and [[Survival]] ([[Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<br />
All of the following are class features of the Animal Summoner.<br />
<br />
'''Weapon and Armor Proficiency:''' Animal Summoners have the same weapons proficiencies as a druid in their natural form. they are not with any type of armor or shield. Armor of any type interferes with a animal summoner’s movements, which can cause her spells with somatic components to fail. <br />
<br />
'''{{#anc:Spells}}:''' He can cast any spell he knows without preparing it ahead of time (as a sorcerer). However, the list of Animal Summoner spells is limited but taken from the Druid Spell List.In addition, he receives bonus spells per day with a high score in [[Charisma]].<br />
<br />
To learn or cast a spell, an Animal Summoner must have a score equal to at least 10 + [[Charisma]] Modifier equal to the spell level. The Difficulty Class for a saving throw against an Animal Summoner’s spell is 10 + the spell level + [[Charisma]] Modifier.<br />
<br />
Animal Summoners may also augment their spells from the following list:<br />
<br />
0&mdash; Calm Animals, Charm Animal, Hold Animal, Mount, Speak with Animals, Water Breathing<br />
<br />
1st&mdash; Summon Nature's Ally I, Magic Fang<br />
<br />
2nd&mdash; Summon Nature's Ally II, Summon Swarm (not spiders)<br />
<br />
3rd&mdash; Summon Nature's Ally III, Animal Messenger<br />
<br />
4th&mdash; Summon Nature's Ally IV, Dominate Animal<br />
<br />
5th&mdash; Summon Nature's Ally V, Reduce Animal<br />
<br />
6th&mdash; Summon Nature's Ally VI, Animal Growth<br />
<br />
7th&mdash; Summon Nature's Ally VII, Greater Magic Fang<br />
<br />
8th&mdash; Summon Nature's Ally VII, Animal Shapes<br />
<br />
9th&mdash; Summon Nature's Ally IX, Polymorph (only into animals)<br />
<br />
'''{{#anc:Wild Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Animal Summoner rolls 1d20 and adds his Animal Summoner level and his Charisma modifier to determine the wild empathy check result. <br />
<br />
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. <br />
<br />
To use wild empathy, the Animal Summoner and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. <br />
<br />
An Animal Summoner can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.<br />
<br />
If the Animal Summoner has a creature as an Animal Companion or a Familiar, or has summoned one of the creatures that the check is against, even if approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers), the Animal Summoner gets a +5 on the check. Such communication is limited by the intelligence of the conversing creatures (if your summoned creature cannot speak with target creature, there is no bonus). The summoned creature must be in existence during the check for the bonus to apply. If an Animal Summoner has any combination of an Animal Companion, Familiar, or a summoned creature, the bonuses stack.<br />
<br />
<br />
'''{{#anc:Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Animal Summoner on her adventures as appropriate for its kind.<br />
<br />
A 1st-level Animal Summoner’s companion is completely typical for its kind except as noted below. As an Animal Summoner advances in level, the animal’s power increases as a Druid's of the same level. If an Animal Summoner releases his companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.<br />
<br />
An Animal Summoner of 4th level or higher may select from alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Animal Summoner level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Animal Summoner level and compare the result with the Animal Summoner level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Animal Summoner’s effective level to 0 or lower, he can’t have that animal as a companion.)<br />
<br />
<br />
'''{{#anc:Familiar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. Unlike a sorcerer's or wizard's familiar, an Animal Summoner's familiar is also treated as an animal.<br />
<br />
The Animal Summoner chooses the kind of familiar he gets. As the Animal Summoner advances in level, his familiar also increases in power as would a sorcerer's of the same level.<br />
<br />
If the familiar dies or is dismissed by the Animal Summoner, he must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Animal Summoner level; success reduces the loss to one-half that amount. However, an Animal Summoner’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.<br />
<br />
A character with more than one class that grants a familiar may have only one familiar at a time. <br />
<br />
'''{{#anc:Animalistic Armor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level and every 10 levels thereafter, an Animal Summoner gains +1 natural armor bonus.<br />
<br />
'''{{#anc:Animalistic Ability}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, an Animal Summoner gains the ability to draw on one of the following spells for 24 hours: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom. In order to gain the benefit of the spell, an Animal Summoner must spend an hour in meditation, which cannot be done during a time when he is [[Fatigued]] or [[Exhausted]]. You cannot use this bonus to qualify for feats. <br />
<br />
'''{{#anc:Animalistic Awareness}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Due to becoming more and more animal-like in nature, an Animal Summoner instinctively gains Uncanny Dodge. Starting at 5th level, an Animal Summoner can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.<br />
<br />
'''{{#anc:Wild shape}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, an Animal Summoner gains the ability to turn himself into any Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Animal Summoner level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.<br />
<br />
Any gear worn or carried by the Animal Summoner melds into the new form and becomes nonfunctional. When the Animal Summoner reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Animal Summoner's feet.<br />
<br />
The form chosen must be that of an animal the Animal Summoner is familiar with.<br />
<br />
An Animal Summoner loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) An Animal Summoner can, however, maintain an empathic or telepathic communication with an Animal Companion or a Familiar.<br />
<br />
An Animal Summoner can use this ability more times per day at 6th, 8th, 10th, 14th. At 18th level, the Animal Summoner masters the technique and can use it any number of times per day. In addition, he gains the ability to take the shape of a Small animal at 8th level, a Large animal at 10th level, and a Huge animal at 18th level.<br />
<br />
'''{{#anc:Animal Tracking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, when an Animal Summoner comes across tracks, they get a +5 on their [[Survival]] check if they can identify them as tracks left by an animal(s).<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level and higher, an Animal Summoner is so quick to be aware of and avoid harm that he can avoid even magical and unusual attacks with great agility. If he 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 the Animal Summoner is wearing light armor or no armor. A helpless Animal Summoner does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Animalistic Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, an Animal Summoner gains the following: Burrow 10', Climb 10", and Swim 10'.<br />
<br />
'''{{#anc:Animalistic Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, an Animal Summoner gains either a Bite attack (1d6 damage) or 2 Claw attacks (1d4 damage).<br />
<br />
'''{{#anc:Extended Summoning}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
At 11th level and higher, all spells from the summoning subschool that the Animal Summoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner of 12th level or higher can no longer be flanked.<br />
<br />
This defense denies a Rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more Rogue levels than the target has levels in classes that grant Uncanny Dodge and Improved Uncanny Dodge.<br />
<br />
If a character already has Uncanny Dodge from a second class, the character automatically gains Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum Rogue level required to flank the character. <br />
<br />
'''{{#anc:Woodland Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 13th level, an Animal Summoner may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.<br />
<br />
'''{{#anc:Animalistic Skill}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 14th level, an Animal Summoner gains another meditation. This time, the Animal Summoner focuses on one animal for an hour, after which they gain the skill points that that animal has. The bonuses from Animalistic Ability count toward increasing the skill points granted, as does the appropriate modifier for that skill, but an Animal Summoner's ranks do not stack with the skill points earned in this way. These skill points cannot be used to qualify for feats.<br />
<br />
'''{{#anc:Animalistic Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 15th level, an Animal Summoner gains Darkvision 60', Low-Light Vision 120', Blindsense 20', and Tremorsense 30'. These do not stack with the visual abilities the Animal Summoner already has.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while the Animal Summoner still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless Animal Summoner does not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Improved Animalistic Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 16th level, an Animal Summoner gets +10' added to his Burrow, Climb, and Swim speeds.<br />
<br />
'''{{#anc:Wings}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, an Animal Summoner grows a set of animal wings (bat, eagle, hawk, or owl). He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
'''''{{#anc:Cantrip Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 18th level, an Animal Summoner can cast all 0-level spells as spell-like abilities at will (with caster levels being as normal). In the case of Water Breathing, it still uses one of his 0 level spells per day if he uses it on anyone other than himself, his Animal Companion, his Familiar, or any creatures that have been reared by the Animal Summoner<br />
<br />
'''{{#anc:Improved Animalistic Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 19th level, an Animal Summoner gains the ability to alter between having a Bite attack and having 2 Claws attacks as a free action. Also, as a standard action, both can used the next turn and any consecutive turn that a full-round attack is performed (on a turn that any other action is taken, one of them is chosen to dissipate).<br />
<br />
'''''{{#anc:Animal Healing}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level, an Animal Summoner gains the ability to cast Mass, Heal a number of times per day equal to his modifier used to cast his Animal Summoner spells. However, the only subjects that can be healed are Summoned creatures, his Animal Companion, his Familiar and/or any animals that he has reared.<br />
<br />
==== Ex-Animal Summoners ====<br />
<br />
It is against the code of an Animal Summoner to fight in a way that his animals cannot, i.e. using weapons and armor. Therefore, if an Animal Summoner does break this code, they lose all of the megical abilities from this class. Additionally, he cannot thereafter gain levels as an Animal Summoner until he atones from [[Druid|druid]](see the atonement spell description). <br />
<br />
==== Epic Animal Summoners ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Animal Summoner}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Animalistic Armor, Epic Animal Companion<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" | Improved Animalistic Movement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Epic 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" | Bonus Epic Feat<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Animalistic Armor: ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' An Animal Summoner continues to gain an additional +1 natural armor every 10 levels.<br />
<br />
'''{{#anc: Epic Animal Companion}}:''' At 21st level, an Animal Summoner can choose to take a Legendary Bear or a Legendary Tiger as an Animal Companion. The Animal Companion's level is the Animal Summoner's level-20.<br />
<br />
'''Improved Animalistic Movement: ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' This ability adds an additional +10' to your Burrow, Climb, and Swim speeds. This is taken every 8 levels, but cannot ever exceed you base land speed. If you take it at any point that exceeds your base land speed, it doesn't count until you increase your base land speed, at which point any that have been suppressed by this effect that can be activated will be activated.<br />
<br />
'''{{#anc: Bonus Feats}}:''' The epic Animal Summoner gains a bonus feat (selected from the list of epic Animal Summoner bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Animal Summoner Bonus Feat List:'' Armor Skin, Colossal Shape, Diminutive Shape, Epic Prowess, Epic Speed, Extended Life Span, Familiar Spell, Fast Healing, Fine Shape, Gargantuan Shape, Ignore Material Components, Improved Combat Reflexes, Improved Darkvision, Improved Low-Light Vision, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Keen Strike, Legendary Rider, Legendary Tracker, Legendary Wrestler, Magical Beast Companion, Magical Beast Wild Shape, Multispell, Vermin Wild Shape, and Vorpal Strike.<br />
<br />
==== Human Animal Summoner Starting Package ====<br />
<br />
'''Abilities:''' [[Str]] 8, [[Con]] 10, [[Dex]] 14, [[Int]] 14, [[Wis]] 10, [[Cha]] 15<br />
<br />
'''Weapons:''' Unarmed Strike.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty || Final<br/>Score<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Craft]] || 4 || [[Int]] || &mdash; || 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Diplomacy]] || 4 || [[Cha]] || &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Handle Animal]] || 4 || [[Cha]] || &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Hide]] || 4 || [[Dex]] || 0 || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Knowledge]] (Nature) || 4 || [[Int]] || &mdash; || 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || [[Wis]] || &mdash; || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Survival]] || 4 || [[Wis]] || &mdash; || 4<br />
|}<br />
<br />
'''Feat:''' [[Endurance]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)|Standard Adventurer's Kit]], [[SRD:Spell Component Pouch|Spell Component Pouch]].<br />
<br />
'''Gold:''' 112gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Animal Summoner ====<br />
<br />
'''Religion:''' Animal Summoners worship nature spirits, generally animal spirits. In some rare cases, Animal Summoners actually worship the animals that that love so much. Sometimes they are atheistic, but generally that only happens if they are totally Neutral.<br />
<br />
'''Other Classes:''' The Animal Summoner is generally a loner. They don't usually fight with other characters as this means that they would have to interact with "people" instead of their beloved animals. Generally, something capable of a massive amount of damage in one attack or a death effect is something that the Animal Summoner lacks, so that would be a good supplement.<br />
<br />
'''Combat:''' Animal Summoners never subject themselves to actual combat if at all possible. One popular tactic is to continue summoning creatures continuously that surround and protect the Animal Summoner. Another common strategy is to hide and simply continue to summon animals continuously to attack. Yet another fighting style is to summon all of the necessary creatures (of the same type) and then Wild shaping into one of those creatures and attacking a foe in the crowd, where the opponent cannot tell which one is the real one.<br />
<br />
'''Advancement:''' As long as an Animal Summoner never uses a weapon (not even a gauntlet) or wears armor, they should be able to use a class effectively. Good classes to take include Rogue, Sorcerer, and Wizard. Good prestige classes include Hierophant and Horizon Walker. Taking Druid or Thaumatgurist is simply redundant.<br />
<br />
==== Animal Summoners in the World ====<br />
<br />
{{quote|I never met an animal I didn't like.|orig=Avanaco Akondo, Human Animal Summoner}}<br />
<br />
{{quote|I never thought I would see the day when a bunch of animals could best a dragon.|orig=Doc, Dwarfen Fighter}}<br />
<br />
Animal Summoners are generally hermits living in the wilderness with their animals (see Organizations below).<br />
<br />
'''Daily Life:''' Wake Up, Feed And Play With All Of Your Animals, Eat, Drink, Meditate, Pet Familiar, Continue Teaching That Trick To Your Animal Companion, Feed And Play With All Of Your Animals Again, Eat, Drink, Maybe Feed And Play With All Of Your Animals Yet Again, Go To Sleep. <br />
<br />
The order is certainly negotiable, but as NPCs Animal Summoners tend to do all of these things.<br />
<br />
'''Notables:''' If you see a guy out in the wilderness training animals while SURROUNDED by animals, meditating while SURROUNDED by animals, or simply SURROUNDED by animals, it's pretty safe to assume that it's an Animal Summoner.<br />
<br />
'''Organizations:''' Animal Summoners are predominately solitary (not counting their animals), but occasionally one might find an Animal Summoner teaching an apprentice. Also uncommon, but still sometimes found, are groups of Animal Summoners living together.<br />
<br />
'''NPC Reactions:''' Keep in mind that Animal Summoners tend to loath "civilized" society and therefore are not usually treated well by others. They have a hard time befriending non-animal lovers (characters without [[Handle Animal]] ([[Cha]]) as an in-class skill). Also, as an additional prerequisite, the Animal Companion and/or Familiar may not like you for some reason; in this case, the Animal Summoner will be either "unfriendly" or "hostile." If the Animal Companion and Familiar disagree, the Animal Summoner is "hostile" if he was originally "unfriendly" or "hostile." Otherwise, he is "unfriendly."<br />
<br />
==== Animal Summoner Lore ====<br />
<br />
Characters with ranks in [[Knowledge]] (nature) can research Animal Summoners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|+ [[Knowledge]] (nature)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Animal Summoners summon animals. Profound. I know...<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | They primarily use their animals in combat, and LOTS of them. To take one down, take out the Animal Summoner himself.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Animal Summoners rarely travel in groups, so isolating them from people isn't the problem; the problem is getting past their animals to attack the Animal Summoner directly; needless to say, that is going to take some creativity.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Animal Summoners are not allowed to fight with weapons or wear armor. Disobeying this obligation causes them to lose all of their animal powers.<br />
|}<br />
<br />
==== Animal Summoners in the Game ====<br />
<br />
Animal Summoners as PCs Animal Summoners as NPCs tend to be isolated, living either as hermits or guardians of their deities' property.<br />
<br />
'''Adaptation:''' Sometimes, Animal Summoners live in large groups, but only with other Animal Summoners.<br />
<br />
'''Sample Encounter:''' In the woods teaching an animal a new trick, practicing large-group tactics, or meditating.<br />
<br />
''ECL whatever:'' Avanaco Akondo was born in a monastery. He quickly came to love the animals that he read and studied about, but rarely saw. At age 16, he ran away and found that the animals had a natural affinity for him too. It was then that he decided to become an Animal Summoner.<br />
<br />
''EL 6:'' (I need help with this part, and then I will be finished)<br />
<br />
{{:Avanaco Akondo (DnD NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Animal_Summoner_(3.5e_Class)&diff=596188Animal Summoner (3.5e Class)2012-11-12T16:03:50Z<p>79.181.96.251: </p>
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<div>{{DnD Base Class Infobox<br />
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|status=Done<br />
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|type=Arcane Spellcasting<br />
|desc=The Summoners of the beasts<br />
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<br />
==Animal Summoner==<br />
<br />
Animal Summoners love to flood the field with their animals, both trained and summoned ones. As they level up, they become more and more like an animal themselves.<br />
<br />
=== Making an Animal Summoner ===<br />
<br />
'''Abilities:''' Spells are cast using either [[Charisma]] as a sorcerer. like [[[Wizard]], Animal Summoner can benefit from high [[Dexterity]] and [[Constitution]] score.<br />
<br />
'''Races:''' Typically Humans and Half-Elves become Animal Summoners. In addition several fea, more beast like races, and other beings with some close connection to nature, animals, or the wields may become a animal summoner.<br />
<br />
'''Alignment:''' Any, See Code of Animal Summoner.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (On average 125 gp.)<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[Druid]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Animal Summoner}}</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 || +2<br />
| class="left" | Wild Empathy, Animal Companion, Familiar, Improved Unarmed Strike, Animalistic Armor<br />
|3||1||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Augment Summoning<br />
|4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Eschew Materials, Animalistic Ability<br />
|5||3||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +4 || +4 || +4<br />
| class="left" | Medium Wild shape (1/day)<br />
|5||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +4 || +4 || +4<br />
| class="left" | Uncanny Dodge<br />
|5||5||3||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +5 || +5 || +5<br />
| class="left" | Track, Scent, Wild shape (2/day)<br />
|5||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +5 || +5 || +5<br />
| class="left" | Animal Tracking, Extend Spell<br />
|5||5||5||3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +6 || +6 || +6<br />
| class="left" | Evasion, Animalistic Movement, Wild shape (Small)(3/day)<br />
|5||5||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +6 || +6 || +6<br />
| class="left" | Quicken Spell<br />
|5||5||5||5||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +7 || +7 || +7<br />
| class="left" | Animalistic Attack, Wild shape (Large)(4/day)<br />
|5||5||5||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +7 || +7 || +7<br />
| class="left" | Extended Summoning, Animalistic Armor<br />
|5||5||5||5||5||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6 || +8 || +8 || +8<br />
| class="left" | Improved Uncanny Dodge<br />
|5||5||5||5||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6 || +8 || +8 || +8<br />
| class="left" | Woodland Stride<br />
|5||5||5||5||5||5||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7 || +9 || +9 || +9<br />
| class="left" | Animalistic Skill, Wild shape (5/day)<br />
|5||5||5||5||5||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7 || +9 || +9 || +9<br />
| class="left" | Animalistic Sight<br />
|5||5||5||5||5||5||5||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8 || +10 || +10 || +10<br />
| class="left" | Improved Evasion, Improved Animalistic Movement<br />
|5||5||5||5||5||5||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8 || +10 || +10 || +10<br />
| class="left" | Wings<br />
|5||5||5||5||5||5||5||5||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9 || +11 || +11 || +11<br />
| class="left" | Cantrip Mastery, Huge Wild shape (at will)<br />
|5||5||5||5||5||5||5||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9 || +11 || +11 || +11<br />
| class="left" | Improved Animalistic Attack<br />
|5||5||5||5||5||5||5||5||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10 || +12 || +12 || +12<br />
| class="left" | Animal Healing<br />
|5||5||5||5||5||5||5||5||5||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Handle Animal]] ([[Cha]]), [[Heal]] ([[Wis]]), [[Hide]] ([[Dex]]), [[Knowledge]] (arcana), [[Knowledge]] (nature) ([[Int]]), [[Listen]] ([[Wis]]), [[Move Silently]] ([[Dex]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), and [[Survival]] ([[Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<br />
All of the following are class features of the Animal Summoner.<br />
<br />
'''Weapon and Armor Proficiency:''' Animal Summoners have the same weapons proficiencies as a druid in their natural form. they are not with any type of armor or shield. Armor of any type interferes with a animal summoner’s movements, which can cause her spells with somatic components to fail. <br />
<br />
'''{{#anc:Spells}}:''' He can cast any spell he knows without preparing it ahead of time (as a sorcerer). However, the list of Animal Summoner spells is limited but taken from the Druid Spell List.In addition, he receives bonus spells per day with a high score in [[Charisma]].<br />
<br />
To learn or cast a spell, an Animal Summoner must have a score equal to at least 10 + [[Charisma]] Modifier equal to the spell level. The Difficulty Class for a saving throw against an Animal Summoner’s spell is 10 + the spell level + [[Charisma]] Modifier.<br />
<br />
Animal Summoners may also augment their spells from the following list:<br />
<br />
0&mdash; Calm Animals, Charm Animal, Hold Animal, Mount, Speak with Animals, Water Breathing<br />
<br />
1st&mdash; Summon Nature's Ally I, Magic Fang<br />
<br />
2nd&mdash; Summon Nature's Ally II, Summon Swarm (not spiders)<br />
<br />
3rd&mdash; Summon Nature's Ally III, Animal Messenger<br />
<br />
4th&mdash; Summon Nature's Ally IV, Dominate Animal<br />
<br />
5th&mdash; Summon Nature's Ally V, Reduce Animal<br />
<br />
6th&mdash; Summon Nature's Ally VI, Animal Growth<br />
<br />
7th&mdash; Summon Nature's Ally VII, Greater Magic Fang<br />
<br />
8th&mdash; Summon Nature's Ally VII, Animal Shapes<br />
<br />
9th&mdash; Summon Nature's Ally IX, Polymorph (only into animals)<br />
<br />
'''{{#anc:Wild Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Animal Summoner rolls 1d20 and adds his Animal Summoner level and his Charisma modifier to determine the wild empathy check result. <br />
<br />
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. <br />
<br />
To use wild empathy, the Animal Summoner and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. <br />
<br />
An Animal Summoner can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.<br />
<br />
If the Animal Summoner has a creature as an Animal Companion or a Familiar, or has summoned one of the creatures that the check is against, even if approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers), the Animal Summoner gets a +5 on the check. Such communication is limited by the intelligence of the conversing creatures (if your summoned creature cannot speak with target creature, there is no bonus). The summoned creature must be in existence during the check for the bonus to apply. If an Animal Summoner has any combination of an Animal Companion, Familiar, or a summoned creature, the bonuses stack.<br />
<br />
<br />
'''{{#anc:Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Animal Summoner on her adventures as appropriate for its kind.<br />
<br />
A 1st-level Animal Summoner’s companion is completely typical for its kind except as noted below. As an Animal Summoner advances in level, the animal’s power increases as a Druid's of the same level. If an Animal Summoner releases his companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.<br />
<br />
An Animal Summoner of 4th level or higher may select from alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Animal Summoner level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Animal Summoner level and compare the result with the Animal Summoner level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Animal Summoner’s effective level to 0 or lower, he can’t have that animal as a companion.)<br />
<br />
<br />
'''{{#anc:Familiar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. Unlike a sorcerer's or wizard's familiar, an Animal Summoner's familiar is also treated as an animal.<br />
<br />
The Animal Summoner chooses the kind of familiar he gets. As the Animal Summoner advances in level, his familiar also increases in power as would a sorcerer's of the same level.<br />
<br />
If the familiar dies or is dismissed by the Animal Summoner, he must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Animal Summoner level; success reduces the loss to one-half that amount. However, an Animal Summoner’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.<br />
<br />
A character with more than one class that grants a familiar may have only one familiar at a time. <br />
<br />
'''{{#anc:Animalistic Armor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level and every 10 levels thereafter, an Animal Summoner gains +1 natural armor bonus.<br />
<br />
'''{{#anc:Animalistic Ability}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, an Animal Summoner gains the ability to draw on one of the following spells for 24 hours: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom. In order to gain the benefit of the spell, an Animal Summoner must spend an hour in meditation, which cannot be done during a time when he is [[Fatigued]] or [[Exhausted]]. You cannot use this bonus to qualify for feats. <br />
<br />
'''{{#anc:Animalistic Awareness}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Due to becoming more and more animal-like in nature, an Animal Summoner instinctively gains Uncanny Dodge. Starting at 5th level, an Animal Summoner can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.<br />
<br />
'''{{#anc:Wild shape}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, an Animal Summoner gains the ability to turn himself into any Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Animal Summoner level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.<br />
<br />
Any gear worn or carried by the Animal Summoner melds into the new form and becomes nonfunctional. When the Animal Summoner reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Animal Summoner's feet.<br />
<br />
The form chosen must be that of an animal the Animal Summoner is familiar with.<br />
<br />
An Animal Summoner loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) An Animal Summoner can, however, maintain an empathic or telepathic communication with an Animal Companion or a Familiar.<br />
<br />
An Animal Summoner can use this ability more times per day at 6th, 8th, 10th, 14th. At 18th level, the Animal Summoner masters the technique and can use it any number of times per day. In addition, he gains the ability to take the shape of a Small animal at 8th level, a Large animal at 10th level, and a Huge animal at 18th level.<br />
<br />
'''{{#anc:Animal Tracking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, when an Animal Summoner comes across tracks, they get a +5 on their [[Survival]] check if they can identify them as tracks left by an animal(s).<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level and higher, an Animal Summoner is so quick to be aware of and avoid harm that he can avoid even magical and unusual attacks with great agility. If he 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 the Animal Summoner is wearing light armor or no armor. A helpless Animal Summoner does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Animalistic Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, an Animal Summoner gains the following: Burrow 10', Climb 10", and Swim 10'.<br />
<br />
'''{{#anc:Animalistic Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, an Animal Summoner gains either a Bite attack (1d6 damage) or 2 Claw attacks (1d4 damage).<br />
<br />
'''{{#anc:Extended Summoning}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
At 11th level and higher, all spells from the summoning subschool that the Animal Summoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner of 12th level or higher can no longer be flanked.<br />
<br />
This defense denies a Rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more Rogue levels than the target has levels in classes that grant Uncanny Dodge and Improved Uncanny Dodge.<br />
<br />
If a character already has Uncanny Dodge from a second class, the character automatically gains Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum Rogue level required to flank the character. <br />
<br />
'''{{#anc:Woodland Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 13th level, an Animal Summoner may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.<br />
<br />
'''{{#anc:Animalistic Skill}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 14th level, an Animal Summoner gains another meditation. This time, the Animal Summoner focuses on one animal for an hour, after which they gain the skill points that that animal has. The bonuses from Animalistic Ability count toward increasing the skill points granted, as does the appropriate modifier for that skill, but an Animal Summoner's ranks do not stack with the skill points earned in this way. These skill points cannot be used to qualify for feats.<br />
<br />
'''{{#anc:Animalistic Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 15th level, an Animal Summoner gains Darkvision 60', Low-Light Vision 120', Blindsense 20', and Tremorsense 30'. These do not stack with the visual abilities the Animal Summoner already has.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while the Animal Summoner still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless Animal Summoner does not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Improved Animalistic Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 16th level, an Animal Summoner gets +10' added to his Burrow, Climb, and Swim speeds.<br />
<br />
'''{{#anc:Wings}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, an Animal Summoner grows a set of animal wings (bat, eagle, hawk, or owl). He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
'''''{{#anc:Cantrip Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 18th level, an Animal Summoner can cast all 0-level spells as spell-like abilities at will (with caster levels being as normal). In the case of Water Breathing, it still uses one of his 0 level spells per day if he uses it on anyone other than himself, his Animal Companion, his Familiar, or any creatures that have been reared by the Animal Summoner<br />
<br />
'''{{#anc:Improved Animalistic Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 19th level, an Animal Summoner gains the ability to alter between having a Bite attack and having 2 Claws attacks as a free action. Also, as a standard action, both can used the next turn and any consecutive turn that a full-round attack is performed (on a turn that any other action is taken, one of them is chosen to dissipate).<br />
<br />
'''''{{#anc:Animal Healing}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level, an Animal Summoner gains the ability to cast Mass, Heal a number of times per day equal to his modifier used to cast his Animal Summoner spells. However, the only subjects that can be healed are Summoned creatures, his Animal Companion, his Familiar and/or any animals that he has reared.<br />
<br />
==== Ex-Animal Summoners ====<br />
<br />
It is against the code of an Animal Summoner to fight in a way that his animals cannot, i.e. using weapons and armor. Therefore, if an Animal Summoner does break this code, they lose all of the megical abilities from this class. Additionally, he cannot thereafter gain levels as an Animal Summoner until he atones from [[Druid|druid]](see the atonement spell description). <br />
<br />
==== Epic Animal Summoners ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Animal Summoner}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Animalistic Armor, Epic Animal Companion<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" | Improved Animalistic Movement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Epic 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" | Bonus Epic Feat<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Animalistic Armor: ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' An Animal Summoner continues to gain an additional +1 natural armor every 10 levels.<br />
<br />
'''{{#anc: Epic Animal Companion}}:''' At 21st level, an Animal Summoner can choose to take a Legendary Bear or a Legendary Tiger as an Animal Companion. The Animal Companion's level is the Animal Summoner's level-20.<br />
<br />
'''Improved Animalistic Movement: ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' This ability adds an additional +10' to your Burrow, Climb, and Swim speeds. This is taken every 8 levels, but cannot ever exceed you base land speed. If you take it at any point that exceeds your base land speed, it doesn't count until you increase your base land speed, at which point any that have been suppressed by this effect that can be activated will be activated.<br />
<br />
'''{{#anc: Bonus Feats}}:''' The epic Animal Summoner gains a bonus feat (selected from the list of epic Animal Summoner bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Animal Summoner Bonus Feat List:'' Armor Skin, Colossal Shape, Diminutive Shape, Epic Prowess, Epic Speed, Extended Life Span, Familiar Spell, Fast Healing, Fine Shape, Gargantuan Shape, Ignore Material Components, Improved Combat Reflexes, Improved Darkvision, Improved Low-Light Vision, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Keen Strike, Legendary Rider, Legendary Tracker, Legendary Wrestler, Magical Beast Companion, Magical Beast Wild Shape, Multispell, Vermin Wild Shape, and Vorpal Strike.<br />
<br />
==== Human Animal Summoner Starting Package ====<br />
<br />
'''Abilities:''' [[Str]] 8, [[Con]] 10, [[Dex]] 14, [[Int]] 14, [[Wis]] 10, [[Cha]] 15<br />
<br />
'''Weapons:''' Unarmed Strike.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty || Final<br/>Score<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Craft]] || 4 || [[Int]] || &mdash; || 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Diplomacy]] || 4 || [[Cha]] || &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Handle Animal]] || 4 || [[Cha]] || &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Hide]] || 4 || [[Dex]] || 0 || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Knowledge]] (Nature) || 4 || [[Int]] || &mdash; || 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || [[Wis]] || &mdash; || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Survival]] || 4 || [[Wis]] || &mdash; || 4<br />
|}<br />
<br />
'''Feat:''' [[Endurance]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)|Standard Adventurer's Kit]], [[SRD:Spell Component Pouch|Spell Component Pouch]].<br />
<br />
'''Gold:''' 112gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Animal Summoner ====<br />
<br />
'''Religion:''' Animal Summoners worship nature spirits, generally animal spirits. In some rare cases, Animal Summoners actually worship the animals that that love so much. Sometimes they are atheistic, but generally that only happens if they are totally Neutral.<br />
<br />
'''Other Classes:''' The Animal Summoner is generally a loner. They don't usually fight with other characters as this means that they would have to interact with "people" instead of their beloved animals. Generally, something capable of a massive amount of damage in one attack or a death effect is something that the Animal Summoner lacks, so that would be a good supplement.<br />
<br />
'''Combat:''' Animal Summoners never subject themselves to actual combat if at all possible. One popular tactic is to continue summoning creatures continuously that surround and protect the Animal Summoner. Another common strategy is to hide and simply continue to summon animals continuously to attack. Yet another fighting style is to summon all of the necessary creatures (of the same type) and then Wild shaping into one of those creatures and attacking a foe in the crowd, where the opponent cannot tell which one is the real one.<br />
<br />
'''Advancement:''' As long as an Animal Summoner never uses a weapon (not even a gauntlet) or wears armor, they should be able to use a class effectively. Good classes to take include Rogue, Sorcerer, and Wizard. Good prestige classes include Hierophant and Horizon Walker. Taking Druid or Thaumatgurist is simply redundant.<br />
<br />
==== Animal Summoners in the World ====<br />
<br />
{{quote|I never met an animal I didn't like.|orig=Avanaco Akondo, Human Animal Summoner}}<br />
<br />
{{quote|I never thought I would see the day when a bunch of animals could best a dragon.|orig=Doc, Dwarfen Fighter}}<br />
<br />
Animal Summoners are generally hermits living in the wilderness with their animals (see Organizations below).<br />
<br />
'''Daily Life:''' Wake Up, Feed And Play With All Of Your Animals, Eat, Drink, Meditate, Pet Familiar, Continue Teaching That Trick To Your Animal Companion, Feed And Play With All Of Your Animals Again, Eat, Drink, Maybe Feed And Play With All Of Your Animals Yet Again, Go To Sleep. <br />
<br />
The order is certainly negotiable, but as NPCs Animal Summoners tend to do all of these things.<br />
<br />
'''Notables:''' If you see a guy out in the wilderness training animals while SURROUNDED by animals, meditating while SURROUNDED by animals, or simply SURROUNDED by animals, it's pretty safe to assume that it's an Animal Summoner.<br />
<br />
'''Organizations:''' Animal Summoners are predominately solitary (not counting their animals), but occasionally one might find an Animal Summoner teaching an apprentice. Also uncommon, but still sometimes found, are groups of Animal Summoners living together.<br />
<br />
'''NPC Reactions:''' Keep in mind that Animal Summoners tend to loath "civilized" society and therefore are not usually treated well by others. They have a hard time befriending non-animal lovers (characters without [[Handle Animal]] ([[Cha]]) as an in-class skill). Also, as an additional prerequisite, the Animal Companion and/or Familiar may not like you for some reason; in this case, the Animal Summoner will be either "unfriendly" or "hostile." If the Animal Companion and Familiar disagree, the Animal Summoner is "hostile" if he was originally "unfriendly" or "hostile." Otherwise, he is "unfriendly."<br />
<br />
==== Animal Summoner Lore ====<br />
<br />
Characters with ranks in [[Knowledge]] (nature) can research Animal Summoners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|+ [[Knowledge]] (nature)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Animal Summoners summon animals. Profound. I know...<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | They primarily use their animals in combat, and LOTS of them. To take one down, take out the Animal Summoner himself.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Animal Summoners rarely travel in groups, so isolating them from people isn't the problem; the problem is getting past their animals to attack the Animal Summoner directly; needless to say, that is going to take some creativity.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Animal Summoners are not allowed to fight with weapons or wear armor. Disobeying this obligation causes them to lose all of their animal powers.<br />
|}<br />
<br />
==== Animal Summoners in the Game ====<br />
<br />
Animal Summoners as PCs Animal Summoners as NPCs tend to be isolated, living either as hermits or guardians of their deities' property.<br />
<br />
'''Adaptation:''' Sometimes, Animal Summoners live in large groups, but only with other Animal Summoners.<br />
<br />
'''Sample Encounter:''' In the woods teaching an animal a new trick, practicing large-group tactics, or meditating.<br />
<br />
''ECL whatever:'' Avanaco Akondo was born in a monastery. He quickly came to love the animals that he read and studied about, but rarely saw. At age 16, he ran away and found that the animals had a natural affinity for him too. It was then that he decided to become an Animal Summoner.<br />
<br />
''EL 6:'' (I need help with this part, and then I will be finished)<br />
<br />
{{:Avanaco Akondo (DnD NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Animal_Summoner_(3.5e_Class)&diff=596187Animal Summoner (3.5e Class)2012-11-12T15:51:59Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Done<br />
|editing= <br />
|type=Arcane Spellcasting<br />
|desc=The Summoners of the beasts<br />
}}<br />
<br />
=== Making an Animal Summoner ===<br />
<br />
Animal Summoners love to flood the field with their animals, both trained and summoned ones. As they level up, they become more and more like an animal themselves.<br />
<br />
'''Abilities:''' Spells are cast using either [[Charisma]] as a sorcerer. like wizard, Animal Summoners can benefit from high [[Dexterity]] and [[Constitution]] score.<br />
<br />
'''Races:''' Typically Humans and Half-Elves become Animal Summoners. In addition several fea, more beast like races, and other beings with some close connection to nature, animals, or the wields may become a animal summoner.<br />
<br />
'''Alignment:''' Any, See Code of Animal Summoner.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (On average 125 gp.)<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[Druid]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Animal Summoner}}</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 || +2<br />
| class="left" | Wild Empathy, Animal Companion, Familiar, Improved Unarmed Strike, Animalistic Armor<br />
|3||1||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Augment Summoning<br />
|4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Eschew Materials, Animalistic Ability<br />
|5||3||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +4 || +4 || +4<br />
| class="left" | Medium Wild shape (1/day)<br />
|5||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +4 || +4 || +4<br />
| class="left" | Uncanny Dodge<br />
|5||5||3||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +5 || +5 || +5<br />
| class="left" | Track, Scent, Wild shape (2/day)<br />
|5||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +5 || +5 || +5<br />
| class="left" | Animal Tracking, Extend Spell<br />
|5||5||5||3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +6 || +6 || +6<br />
| class="left" | Evasion, Animalistic Movement, Wild shape (Small)(3/day)<br />
|5||5||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +6 || +6 || +6<br />
| class="left" | Quicken Spell<br />
|5||5||5||5||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +7 || +7 || +7<br />
| class="left" | Animalistic Attack, Wild shape (Large)(4/day)<br />
|5||5||5||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +7 || +7 || +7<br />
| class="left" | Extended Summoning, Animalistic Armor<br />
|5||5||5||5||5||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6 || +8 || +8 || +8<br />
| class="left" | Improved Uncanny Dodge<br />
|5||5||5||5||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6 || +8 || +8 || +8<br />
| class="left" | Woodland Stride<br />
|5||5||5||5||5||5||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7 || +9 || +9 || +9<br />
| class="left" | Animalistic Skill, Wild shape (5/day)<br />
|5||5||5||5||5||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7 || +9 || +9 || +9<br />
| class="left" | Animalistic Sight<br />
|5||5||5||5||5||5||5||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8 || +10 || +10 || +10<br />
| class="left" | Improved Evasion, Improved Animalistic Movement<br />
|5||5||5||5||5||5||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8 || +10 || +10 || +10<br />
| class="left" | Wings<br />
|5||5||5||5||5||5||5||5||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9 || +11 || +11 || +11<br />
| class="left" | Cantrip Mastery, Huge Wild shape (at will)<br />
|5||5||5||5||5||5||5||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9 || +11 || +11 || +11<br />
| class="left" | Improved Animalistic Attack<br />
|5||5||5||5||5||5||5||5||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10 || +12 || +12 || +12<br />
| class="left" | Animal Healing<br />
|5||5||5||5||5||5||5||5||5||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Handle Animal]] ([[Cha]]), [[Heal]] ([[Wis]]), [[Hide]] ([[Dex]]), [[Knowledge]] (arcana), [[Knowledge]] (nature) ([[Int]]), [[Listen]] ([[Wis]]), [[Move Silently]] ([[Dex]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), and [[Survival]] ([[Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<br />
All of the following are class features of the Animal Summoner.<br />
<br />
'''Weapon and Armor Proficiency:''' Animal Summoners have the same weapons proficiencies as a druid in their natural form. they are not with any type of armor or shield. Armor of any type interferes with a animal summoner’s movements, which can cause her spells with somatic components to fail. <br />
<br />
'''{{#anc:Spells}}:''' He can cast any spell he knows without preparing it ahead of time (as a sorcerer). However, the list of Animal Summoner spells is limited but taken from the Druid Spell List.In addition, he receives bonus spells per day with a high score in [[Charisma]].<br />
<br />
To learn or cast a spell, an Animal Summoner must have a score equal to at least 10 + [[Charisma]] Modifier equal to the spell level. The Difficulty Class for a saving throw against an Animal Summoner’s spell is 10 + the spell level + [[Charisma]] Modifier.<br />
<br />
Animal Summoners may also augment their spells from the following list:<br />
<br />
0&mdash; Calm Animals, Charm Animal, Hold Animal, Mount, Speak with Animals, Water Breathing<br />
<br />
1st&mdash; Summon Nature's Ally I, Magic Fang<br />
<br />
2nd&mdash; Summon Nature's Ally II, Summon Swarm (not spiders)<br />
<br />
3rd&mdash; Summon Nature's Ally III, Animal Messenger<br />
<br />
4th&mdash; Summon Nature's Ally IV, Dominate Animal<br />
<br />
5th&mdash; Summon Nature's Ally V, Reduce Animal<br />
<br />
6th&mdash; Summon Nature's Ally VI, Animal Growth<br />
<br />
7th&mdash; Summon Nature's Ally VII, Greater Magic Fang<br />
<br />
8th&mdash; Summon Nature's Ally VII, Animal Shapes<br />
<br />
9th&mdash; Summon Nature's Ally IX, Polymorph (only into animals)<br />
<br />
'''{{#anc:Wild Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Animal Summoner rolls 1d20 and adds his Animal Summoner level and his Charisma modifier to determine the wild empathy check result. <br />
<br />
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. <br />
<br />
To use wild empathy, the Animal Summoner and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. <br />
<br />
An Animal Summoner can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.<br />
<br />
If the Animal Summoner has a creature as an Animal Companion or a Familiar, or has summoned one of the creatures that the check is against, even if approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers), the Animal Summoner gets a +5 on the check. Such communication is limited by the intelligence of the conversing creatures (if your summoned creature cannot speak with target creature, there is no bonus). The summoned creature must be in existence during the check for the bonus to apply. If an Animal Summoner has any combination of an Animal Companion, Familiar, or a summoned creature, the bonuses stack.<br />
<br />
<br />
'''{{#anc:Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Animal Summoner on her adventures as appropriate for its kind.<br />
<br />
A 1st-level Animal Summoner’s companion is completely typical for its kind except as noted below. As an Animal Summoner advances in level, the animal’s power increases as a Druid's of the same level. If an Animal Summoner releases his companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.<br />
<br />
An Animal Summoner of 4th level or higher may select from alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Animal Summoner level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Animal Summoner level and compare the result with the Animal Summoner level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Animal Summoner’s effective level to 0 or lower, he can’t have that animal as a companion.)<br />
<br />
<br />
'''{{#anc:Familiar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. Unlike a sorcerer's or wizard's familiar, an Animal Summoner's familiar is also treated as an animal.<br />
<br />
The Animal Summoner chooses the kind of familiar he gets. As the Animal Summoner advances in level, his familiar also increases in power as would a sorcerer's of the same level.<br />
<br />
If the familiar dies or is dismissed by the Animal Summoner, he must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Animal Summoner level; success reduces the loss to one-half that amount. However, an Animal Summoner’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.<br />
<br />
A character with more than one class that grants a familiar may have only one familiar at a time. <br />
<br />
'''{{#anc:Animalistic Armor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level and every 10 levels thereafter, an Animal Summoner gains +1 natural armor bonus.<br />
<br />
'''{{#anc:Animalistic Ability}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, an Animal Summoner gains the ability to draw on one of the following spells for 24 hours: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom. In order to gain the benefit of the spell, an Animal Summoner must spend an hour in meditation, which cannot be done during a time when he is [[Fatigued]] or [[Exhausted]]. You cannot use this bonus to qualify for feats. <br />
<br />
'''{{#anc:Animalistic Awareness}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Due to becoming more and more animal-like in nature, an Animal Summoner instinctively gains Uncanny Dodge. Starting at 5th level, an Animal Summoner can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.<br />
<br />
'''{{#anc:Wild shape}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, an Animal Summoner gains the ability to turn himself into any Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Animal Summoner level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.<br />
<br />
Any gear worn or carried by the Animal Summoner melds into the new form and becomes nonfunctional. When the Animal Summoner reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Animal Summoner's feet.<br />
<br />
The form chosen must be that of an animal the Animal Summoner is familiar with.<br />
<br />
An Animal Summoner loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) An Animal Summoner can, however, maintain an empathic or telepathic communication with an Animal Companion or a Familiar.<br />
<br />
An Animal Summoner can use this ability more times per day at 6th, 8th, 10th, 14th. At 18th level, the Animal Summoner masters the technique and can use it any number of times per day. In addition, he gains the ability to take the shape of a Small animal at 8th level, a Large animal at 10th level, and a Huge animal at 18th level.<br />
<br />
'''{{#anc:Animal Tracking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, when an Animal Summoner comes across tracks, they get a +5 on their [[Survival]] check if they can identify them as tracks left by an animal(s).<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level and higher, an Animal Summoner is so quick to be aware of and avoid harm that he can avoid even magical and unusual attacks with great agility. If he 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 the Animal Summoner is wearing light armor or no armor. A helpless Animal Summoner does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Animalistic Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, an Animal Summoner gains the following: Burrow 10', Climb 10", and Swim 10'.<br />
<br />
'''{{#anc:Animalistic Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, an Animal Summoner gains either a Bite attack (1d6 damage) or 2 Claw attacks (1d4 damage).<br />
<br />
'''{{#anc:Extended Summoning}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
At 11th level and higher, all spells from the summoning subschool that the Animal Summoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An Animal Summoner of 12th level or higher can no longer be flanked.<br />
<br />
This defense denies a Rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more Rogue levels than the target has levels in classes that grant Uncanny Dodge and Improved Uncanny Dodge.<br />
<br />
If a character already has Uncanny Dodge from a second class, the character automatically gains Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum Rogue level required to flank the character. <br />
<br />
'''{{#anc:Woodland Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 13th level, an Animal Summoner may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.<br />
<br />
'''{{#anc:Animalistic Skill}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 14th level, an Animal Summoner gains another meditation. This time, the Animal Summoner focuses on one animal for an hour, after which they gain the skill points that that animal has. The bonuses from Animalistic Ability count toward increasing the skill points granted, as does the appropriate modifier for that skill, but an Animal Summoner's ranks do not stack with the skill points earned in this way. These skill points cannot be used to qualify for feats.<br />
<br />
'''{{#anc:Animalistic Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 15th level, an Animal Summoner gains Darkvision 60', Low-Light Vision 120', Blindsense 20', and Tremorsense 30'. These do not stack with the visual abilities the Animal Summoner already has.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' This ability works like evasion, except that while the Animal Summoner still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless Animal Summoner does not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Improved Animalistic Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 16th level, an Animal Summoner gets +10' added to his Burrow, Climb, and Swim speeds.<br />
<br />
'''{{#anc:Wings}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, an Animal Summoner grows a set of animal wings (bat, eagle, hawk, or owl). He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
'''''{{#anc:Cantrip Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 18th level, an Animal Summoner can cast all 0-level spells as spell-like abilities at will (with caster levels being as normal). In the case of Water Breathing, it still uses one of his 0 level spells per day if he uses it on anyone other than himself, his Animal Companion, his Familiar, or any creatures that have been reared by the Animal Summoner<br />
<br />
'''{{#anc:Improved Animalistic Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 19th level, an Animal Summoner gains the ability to alter between having a Bite attack and having 2 Claws attacks as a free action. Also, as a standard action, both can used the next turn and any consecutive turn that a full-round attack is performed (on a turn that any other action is taken, one of them is chosen to dissipate).<br />
<br />
'''''{{#anc:Animal Healing}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level, an Animal Summoner gains the ability to cast Mass, Heal a number of times per day equal to his modifier used to cast his Animal Summoner spells. However, the only subjects that can be healed are Summoned creatures, his Animal Companion, his Familiar and/or any animals that he has reared.<br />
<br />
==== Ex-Animal Summoners ====<br />
<br />
It is against the code of an Animal Summoner to fight in a way that his animals cannot, i.e. using weapons and armor. Therefore, if an Animal Summoner does break this code, they lose all of the megical abilities from this class. Additionally, he cannot thereafter gain levels as an Animal Summoner until he atones from [[Druid|druid]](see the atonement spell description). <br />
<br />
==== Epic Animal Summoners ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Animal Summoner}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Animalistic Armor, Epic Animal Companion<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" | Improved Animalistic Movement<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Epic 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" | Bonus Epic Feat<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Animalistic Armor: ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' An Animal Summoner continues to gain an additional +1 natural armor every 10 levels.<br />
<br />
'''{{#anc: Epic Animal Companion}}:''' At 21st level, an Animal Summoner can choose to take a Legendary Bear or a Legendary Tiger as an Animal Companion. The Animal Companion's level is the Animal Summoner's level-20.<br />
<br />
'''Improved Animalistic Movement: ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' This ability adds an additional +10' to your Burrow, Climb, and Swim speeds. This is taken every 8 levels, but cannot ever exceed you base land speed. If you take it at any point that exceeds your base land speed, it doesn't count until you increase your base land speed, at which point any that have been suppressed by this effect that can be activated will be activated.<br />
<br />
'''{{#anc: Bonus Feats}}:''' The epic Animal Summoner gains a bonus feat (selected from the list of epic Animal Summoner bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Animal Summoner Bonus Feat List:'' Armor Skin, Colossal Shape, Diminutive Shape, Epic Prowess, Epic Speed, Extended Life Span, Familiar Spell, Fast Healing, Fine Shape, Gargantuan Shape, Ignore Material Components, Improved Combat Reflexes, Improved Darkvision, Improved Low-Light Vision, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Keen Strike, Legendary Rider, Legendary Tracker, Legendary Wrestler, Magical Beast Companion, Magical Beast Wild Shape, Multispell, Vermin Wild Shape, and Vorpal Strike.<br />
<br />
==== Human Animal Summoner Starting Package ====<br />
<br />
'''Abilities:''' [[Str]] 8, [[Con]] 10, [[Dex]] 14, [[Int]] 12, [[Wis]] 11, [[Cha]] 15 ([[Cha]] is the chosen stat for spellcasting)<br />
<br />
'''Weapons:''' Unarmed Strike.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty || Final<br/>Score<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Craft]] || 4 || [[Int]] || &mdash; || 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Diplomacy]] || 4 || [[Cha]] || &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Handle Animal]] || 4 || [[Cha]] || &mdash; || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Hide]] || 4 || [[Dex]] || 0 || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Knowledge]] (Nature) || 4 || [[Int]] || &mdash; || 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || [[Wis]] || &mdash; || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Survival]] || 4 || [[Wis]] || &mdash; || 4<br />
|}<br />
<br />
'''Feat:''' [[Endurance]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)|Standard Adventurer's Kit]], [[SRD:Spell Component Pouch|Spell Component Pouch]].<br />
<br />
'''Gold:''' 112gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Animal Summoner ====<br />
<br />
'''Religion:''' Animal Summoners worship nature spirits, generally animal spirits. In some rare cases, Animal Summoners actually worship the animals that that love so much. Sometimes they are atheistic, but generally that only happens if they are totally Neutral.<br />
<br />
'''Other Classes:''' The Animal Summoner is generally a loner. They don't usually fight with other characters as this means that they would have to interact with "people" instead of their beloved animals. Generally, something capable of a massive amount of damage in one attack or a death effect is something that the Animal Summoner lacks, so that would be a good supplement.<br />
<br />
'''Combat:''' Animal Summoners never subject themselves to actual combat if at all possible. One popular tactic is to continue summoning creatures continuously that surround and protect the Animal Summoner. Another common strategy is to hide and simply continue to summon animals continuously to attack. Yet another fighting style is to summon all of the necessary creatures (of the same type) and then Wild shaping into one of those creatures and attacking a foe in the crowd, where the opponent cannot tell which one is the real one.<br />
<br />
'''Advancement:''' As long as an Animal Summoner never uses a weapon (not even a gauntlet) or wears armor, they should be able to use a class effectively. Good classes to take include Rogue, Sorcerer, and Wizard, as well as possibly Monk. Good prestige classes include Hierophant and Horizon Walker. Taking Druid or Thaumatgurist is simply redundant.<br />
<br />
==== Animal Summoners in the World ====<br />
<br />
{{quote|I never met an animal I didn't like.|orig=Avanaco Akondo, Human Animal Summoner}}<br />
<br />
{{quote|I never thought I would see the day when a bunch of animals could best a dragon.|orig=Doc, Dwarfen Fighter}}<br />
<br />
Animal Summoners are generally hermits living in the wilderness with their animals (see Organizations below).<br />
<br />
'''Daily Life:''' Wake Up, Feed And Play With All Of Your Animals, Eat, Drink, Meditate, Pet Familiar, Continue Teaching That Trick To Your Animal Companion, Feed And Play With All Of Your Animals Again, Eat, Drink, Maybe Feed And Play With All Of Your Animals Yet Again, Go To Sleep. <br />
<br />
The order is certainly negotiable, but as NPCs Animal Summoners tend to do all of these things.<br />
<br />
'''Notables:''' If you see a guy out in the wilderness training animals while SURROUNDED by animals, meditating while SURROUNDED by animals, or simply SURROUNDED by animals, it's pretty safe to assume that it's an Animal Summoner.<br />
<br />
'''Organizations:''' Animal Summoners are predominately solitary (not counting their animals), but occasionally one might find an Animal Summoner teaching an apprentice. Also uncommon, but still sometimes found, are groups of Animal Summoners living together.<br />
<br />
'''NPC Reactions:''' Keep in mind that Animal Summoners tend to loath "civilized" society and therefore are not usually treated well by others. They have a hard time befriending non-animal lovers (characters without [[Handle Animal]] ([[Cha]]) as an in-class skill). Also, as an additional prerequisite, the Animal Companion and/or Familiar may not like you for some reason; in this case, the Animal Summoner will be either "unfriendly" or "hostile." If the Animal Companion and Familiar disagree, the Animal Summoner is "hostile" if he was originally "unfriendly" or "hostile." Otherwise, he is "unfriendly."<br />
<br />
==== Animal Summoner Lore ====<br />
<br />
Characters with ranks in [[Knowledge]] (nature) can research Animal Summoners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|+ [[Knowledge]] (nature)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Animal Summoners summon animals. Profound. I know...<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | They primarily use their animals in combat, and LOTS of them. To take one down, take out the Animal Summoner himself.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Animal Summoners rarely travel in groups, so isolating them from people isn't the problem; the problem is getting past their animals to attack the Animal Summoner directly; needless to say, that is going to take some creativity.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Animal Summoners are not allowed to fight with weapons or wear armor. Disobeying this obligation causes them to lose all of their animal powers.<br />
|}<br />
<br />
==== Animal Summoners in the Game ====<br />
<br />
Animal Summoners as PCs Animal Summoners as NPCs tend to be isolated, living either as hermits or guardians of their deities' property.<br />
<br />
'''Adaptation:''' Sometimes, Animal Summoners live in large groups, but only with other Animal Summoners.<br />
<br />
'''Sample Encounter:''' In the woods teaching an animal a new trick, practicing large-group tactics, or meditating.<br />
<br />
''ECL whatever:'' Avanaco Akondo was born in a monastery. He quickly came to love the animals that he read and studied about, but rarely saw. At age 16, he ran away and found that the animals had a natural affinity for him too. It was then that he decided to become an Animal Summoner.<br />
<br />
''EL 6:'' (I need help with this part, and then I will be finished)<br />
<br />
{{:Avanaco Akondo (DnD NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Deific_Conjurer_(3.5e_Class)&diff=596129Deific Conjurer (3.5e Class)2012-11-11T19:03:35Z<p>79.181.96.251: </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=Divine Spellcaster<br />
|desc=A Deific Conjurer is a person who had the talent to become a a cleric or a durid, but he choose to use this power for something different<br />
}}<br />
<br />
==Deific Conjurer==<br />
<br />
A Deific Conjurer is a person who had the talent to become a a cleric or a durid, but he choose to use this power for something different.Deific Conjurers can call upon the fury of the gods and unleash it with destructive fury, and do miracles with that power.<br />
<br />
===Making a Deific Conjurer===<br />
<br />
A Deific Conjurer's strong suit is of course in combat. However, he can be usefull at times, especially when it comes to powerful, spectacular or dramatic effects.His spell list includes dramatic and impressive effects.<br />
<br />
'''Abilities:''' A Deific Conjurer's main ability is his spellcasting, which is determined by [[Charisma]] for save DC and [[Wisdom]] .A high Constitution really helps a Deific Conjurer, and Dexterity gives him the abillity to avoid attacks better.<br />
<br />
'''Races:''' Deific Conjurers can be of any race, since the power of magic knows no limits or restrictions when it comes to races.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Gold:''' 2d4x10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Deific Conjurer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Force of Will<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | <br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Righteous Fury<br />
|6||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | <br />
|6||6||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Cosmic Flow (+1)<br />
|6||6||4||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | <br />
|6||6||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Bend objects<br />
|6||6||6||4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | <br />
|6||6||6||5||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | <br />
|6||6||6||6||4||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Cosmic Flow (+2)<br />
|6||6||6||6||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | <br />
|6||6||6||6||6||4||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | <br />
|6||6||6||6||6||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | <br />
|6||6||6||6||6||6||4||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | <br />
|6||6||6||6||6||6||5||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +4 || +4 || +9<br />
| class="left" | Cosmic Flow (+3)<br />
|6||6||6||6||6||6||6||4||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +9<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||4||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||6||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | Exalted Devastation, Cosmic Flow (+4)<br />
|6||6||6||6||6||6||6||6||6||6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all taken separately) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
As heavy spellcasters, Deific Conjurers can't use big weapons well. His spells are incredibly powerful and useful, but dangerous as well, especially when not handled properly. All of the following are class features of the Divine Conjurer.<br />
<br />
'''Weapon and Armor Proficiency:''' The Deific Conjurer is proficiant only in simple weapons and light armor.<br />
<br />
'''{{#anc:Spells}}:''' A Deific Conjurer casts divine spells. They do so as if they were a sorcerer, without preparing the spells ahead of time; however, they need not learn spells or choose what spells they can cast. They have access to every spell on their spell list as long as they can cast that level spell, as if the spells on the list are the ones he would know if he were a sorcerer. <br />
<br />
To learn or cast a spell, a sorcerer must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s [[SRD:Charisma|Charisma]] modifier. Deific Conjurers choose their spells from the following list:<br />
<br />
0&mdash; : Light, Dancing Lights, Mage Hand, Prestidigitation, Detect Magic, Read Magic, Acid Splash, Disrupt Undead, Open/Close, Create Water<br />
<br />
1st&mdash; : Magic Missile, Vigor (Lesser), Burning Hands, Nimbus of Light, Orb of Fire (Lesser), Orb of Acid (Lesser), Orb of Cold (Lesser), Orb of Sound (Lesser), Orb of Electricity (Lesser), Omen of Peril, Hail of Stone, Colour Spray, Floating Disk<br />
<br />
2nd&mdash; : Deific Vengeance, Fireburst, Flaming Sphere, Pyrotechnics, Shatter, Schorching Ray, Levitate, Glitterdust, Fog Cloud, Darkness, Gust of Wind<br />
<br />
3rd&mdash; : Vigor, Mass Vigor (Lesser), Wrack, Fireball, Energy Vortex, Call Lightning, Lighting Bolt, Sleet Storm, Daylight, Fly, Flame Arrow, Wind Wall, Tiny Hut, Searing Light, <br />
<br />
4th&mdash; : Blast of Flame, Orb of Fire, Orb of Cold, Orb of Acid, Orb of Electricity, Orb of Force, Orb of Sound, Minor Creation, Chain Missiles, Black Tentacles, Revenance, Shout, Solid Fog, Secure Shelter, Ice Storm, Wall of Fire, Wall of Ice, Stone Shape<br />
<br />
5th&mdash; : Arc of Lightning, Cone of Cold, Cloudkill, Major Creation, Wall of Stone, Wall of Force, Interposing Hand, Dragon Breath, Flame Strike, Ball Lightning, Slay Living, Vigor (Greater), Passwall, Control Winds<br />
<br />
6th&mdash; : Acid Fog, Blade Barrier, Circle of Death, Cometfall, Vigorous Circle, Chain Lighting, Disintegrate, Fire Seeds, Wall of Iron, Forceful Hand, Eyebite, Undeath to Death, Move Earth, Control Water, Delayed Blast Fireball, Heal<br />
<br />
7th&mdash; : Firestorm, Finger of Death, Legend Lore, Harm, Prismatic Spray, Earthquake, Sunbeam, Slime Wave, Word of Recall, Control Weather, Reverse Gravity, Power Word Blind, <br />
<br />
8th&mdash; : Stormrage, Prismatic Wall, Polar Ray, Horrid Wilting, Sunburst, Shout (Greater), Power Word Stun, Clenched Fist, Telekinetic Sphere, Temporal Stasis, Banishment<br />
<br />
9th&mdash; : Summon Elemental Monolith, Meteor Swarm, Implosion, Heal (Mass), Prismatic Sphere, Time Stop, Foresight, Miracle, Weird, Crushing Hand, Storm of Vengeance<br />
<br />
They can use can cast Sor/Wiz or Cure & Inflict spells if they success in caster level check (1d20 + caster level). if the result equals or exceeds to 10 + the spell level , the spell will works normally. if not the spell will not work<br />
<br />
'''{{#anc:Force of Will}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Deific Conjurer can add his casting stat modifier to the damage his spells. Whenever he casts a spell that deals hitpoint damage, he adds that bonus to the total damage of the spell.<br />
<br />
'''{{#anc:Righteous Fury}} ([[SRD:Special Abilities Overview#Supernatural|Su]])''' : A Deific Conjurer can use more powerful spells against creatures of the opposite alignment or/and ideals. He adds twice his casting stat modifier to the DC of his offensive spells.<br />
<br />
'''{{#anc:Cosmic Flow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' : A Deific Conjurer adds that modifier (+1 to +5) to the spellcaster level of his spells when targeting a creature with an energy type that has a weakness to it. For example a Deific Conjurer at 17th (+3) level can use Firestorm against a Frost Worm (fire weakness) and cast that spell with an effective level 20.<br />
<br />
'''{{#anc:Bend Object}} ([[SRD:Special Abilities Overview#Supernatural|Su]])''' : Deific Conjurers can now use their power to manipulate matter, and use the spell ''Telekinesis'' as a spell-like ability, a number of times per day equal their level -4. For Example a level 11 Deific Conjurer can use that ability 7 times per day. At level 19 he can use it at will.<br />
<br />
'''{{#anc:Exalted Devastation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' : At lvl 20 a Deific Conjurer deals 50% more damage to inanimate objects or constructs with his spells, and he can now use any metamagic feat he knows using a spell slot lower than the feat needs.He also gets a +4 increase to his casting stat.<br />
<br />
====Epic Deific Conjurer====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Deific Conjurer}}</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" |<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" |<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 />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''[[#Spells|Spells]]:''' The deific conjurer’s caster level is equal to his or her class level. The deific conjurer’s number of spells per day does not increase after 20th level<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic deific conjurer gains a bonus feat (selected from the list of epic cleric bonus feats) every three levels after 20th. <br />
<br />
====[[Sarli (3.5e Race)|Sarli]] Deific Conjurer Starting Package====<br />
<br />
'''Weapons:''' [[SRD:Dagger|Dagger]], [[SRD:Light Crossbow|Light Crossbow]]<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 Check Penalty<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft Skill|Spellcraft]] || 4 || Int || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration Skill|Concentration]] || 4 || Con || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Knowledge Skill|Knowledge (arcana)]] || 4 || Int || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Bluff Skill|Bluff]] || 4 || Cha || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Gather Information Skill|Gather Information (cc)]] || 2 || Cha || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Diplomacy Skill|Diplomacy (cc)]] || 2 || Cha || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide (cc)]] || 2 || Dex || 0<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently Skill|Move Silently (cc)]] || 2 || Dex || 0<br />
|}<br />
<br />
'''Feat:''' [[SRD:Toughness|Toughness]]<br />
<br />
'''Bonus Feats:''' [[SRD:Combat Casting|Combat Casting]]<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], [[SRD:Spell Component Pouch|Spell Component Pouch]], Case with 10 crossbow bolts<br />
<br />
'''Gold:''' 3d4 gp<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Deific Conjurer====<br />
<br />
'''Religion:''' Many Deific Conjurers revere the deity Onatar (Lord of Fire and Forge) while others revere Wee Jas (goddess of death and magic) due to the destructive nature of their spells. Many others choose to not revere any god whatsoever because of their ability to seemingly create life out of clay themselves or their preoccupation with mastering magic.<br />
<br />
'''Other Classes:''' Deific Conjurers find that they have a lot of common ground with those of the self-taught classes such as rogues and sorcerers. They sometimes find themselves at odds with more disciplined classes such as paladins and monks. While Deific Conjurers may not have issues with druids, druids may have issues with the destructive and unnatural nature of these spells.<br />
<br />
'''Combat:''' Tactical Spellcaster/ Demolitionist<br />
<br />
'''Advancement:''' With a little effort they can qualify for prestige classes related to destruction.<br />
<br />
====Deific Conjurers in the World====<br />
<br />
{{quote|People tend to underestimate what someone can do with divine magic|orig=Norek, Half-Elf Deific Conjurer}}<br />
<br />
Deific Conjurer travel in order to improve abilities. They may go to the various guilds found around the towns, but they may tend to find themselves getting into trouble due to their abilities for playing tricks and their unlawful or chaotic behaviors. However, they aren't the most common, so a fair amount of people haven't even heard of them let alone know what their abilities are.<br />
<br />
'''Daily Life:''' Many Deific Conjurers have an average life in a large town where every day they travel to their local guild for the sake of research and better harnassing of their skills. Many more travel abroad for the same reasons any adventurer might - gold, glory, and a piece of the action.<br />
<br />
'''Notables:''' Norek, the first Deific Conjurer and pioneer of the class.<br />
<br />
'''Organizations:''' Deific Conjurers develop guilds so that likeminded individuals may research more spells or gain training in the destructive arts.<br />
<br />
'''NPC Reactions:''' People generally regard Deific Conjurers with fear or suspicion; an irresponsible caster who has made one too many explosives is quite literally a ticking time bomb, after all.<br />
<br />
====Deific Conjurer Lore====<br />
<br />
Deific Conjurers are among the rarest classes out there. A fair amount of people may know about them<br />
<br />
Characters with ranks in Knowlege (arcane) can research Deific Conjurers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowlege (arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Deific Conjurers can use destructive magic<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Deific Conjurers are fearsome casters, but they are on low defences.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Deific Conjurers are dangerous, because they posses a deadly mix of offensive spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Deific Conjurers are adept at destruction and impressive casting, but fragile.<br />
|}<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Deific_Conjurer_(3.5e_Class)&diff=596128Deific Conjurer (3.5e Class)2012-11-11T19:01:21Z<p>79.181.96.251: </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=Divine Spellcaster<br />
|desc=A Deific Conjurer is a person who had the talent to become a a cleric or a durid, but he choose to use this power for something different<br />
}}<br />
<br />
==Deific Conjurer==<br />
<br />
A Deific Conjurer is a person who had the talent to become a a cleric or a durid, but he choose to use this power for something different.Deific Conjurers can call upon the fury of the gods and unleash it with destructive fury, and do miracles with that power.<br />
<br />
===Making a Deific Conjurer===<br />
<br />
A Deific Conjurer's strong suit is of course in combat. However, he can be usefull at times, especially when it comes to powerful, spectacular or dramatic effects.His spell list includes dramatic and impressive effects.<br />
<br />
'''Abilities:''' A Deific Conjurer's main ability is his spellcasting, which is determined by [[Charisma]] for save DC and Wisdom (Player's choice).A high Constitution really helps a Deific Conjurer, and Dexterity gives him the abillity to avoid attacks better.<br />
<br />
'''Races:''' Deific Conjurers can be of any race, since the power of magic knows no limits or restrictions when it comes to races.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Gold:''' 2d4x10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Sorceror<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Deific Conjurer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Force of Will<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | <br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Righteous Fury<br />
|6||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | <br />
|6||6||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Cosmic Flow (+1)<br />
|6||6||4||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | <br />
|6||6||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Bend objects<br />
|6||6||6||4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | <br />
|6||6||6||5||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | <br />
|6||6||6||6||4||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Cosmic Flow (+2)<br />
|6||6||6||6||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | <br />
|6||6||6||6||6||4||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | <br />
|6||6||6||6||6||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | <br />
|6||6||6||6||6||6||4||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | <br />
|6||6||6||6||6||6||5||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +4 || +4 || +9<br />
| class="left" | Cosmic Flow (+3)<br />
|6||6||6||6||6||6||6||4||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +9<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||4||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||6||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | Exalted Devastation, Cosmic Flow (+4)<br />
|6||6||6||6||6||6||6||6||6||6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all taken separately) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
As heavy spellcasters, Deific Conjurers can't use big weapons well. His spells are incredibly powerful and useful, but dangerous as well, especially when not handled properly. All of the following are class features of the Divine Conjurer.<br />
<br />
'''Weapon and Armor Proficiency:''' The Deific Conjurer is proficiant only in simple weapons and light armor.<br />
<br />
'''{{#anc:Spells}}:''' A Deific Conjurer casts divine spells. They do so as if they were a sorcerer, without preparing the spells ahead of time; however, they need not learn spells or choose what spells they can cast. They have access to every spell on their spell list as long as they can cast that level spell, as if the spells on the list are the ones he would know if he were a sorcerer. <br />
<br />
To learn or cast a spell, a sorcerer must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s [[SRD:Charisma|Charisma]] modifier. Deific Conjurers choose their spells from the following list:<br />
<br />
0&mdash; : Light, Dancing Lights, Mage Hand, Prestidigitation, Detect Magic, Read Magic, Acid Splash, Disrupt Undead, Open/Close, Create Water<br />
<br />
1st&mdash; : Magic Missile, Vigor (Lesser), Burning Hands, Nimbus of Light, Orb of Fire (Lesser), Orb of Acid (Lesser), Orb of Cold (Lesser), Orb of Sound (Lesser), Orb of Electricity (Lesser), Omen of Peril, Hail of Stone, Colour Spray, Floating Disk<br />
<br />
2nd&mdash; : Deific Vengeance, Fireburst, Flaming Sphere, Pyrotechnics, Shatter, Schorching Ray, Levitate, Glitterdust, Fog Cloud, Darkness, Gust of Wind<br />
<br />
3rd&mdash; : Vigor, Mass Vigor (Lesser), Wrack, Fireball, Energy Vortex, Call Lightning, Lighting Bolt, Sleet Storm, Daylight, Fly, Flame Arrow, Wind Wall, Tiny Hut, Searing Light, <br />
<br />
4th&mdash; : Blast of Flame, Orb of Fire, Orb of Cold, Orb of Acid, Orb of Electricity, Orb of Force, Orb of Sound, Minor Creation, Chain Missiles, Black Tentacles, Revenance, Shout, Solid Fog, Secure Shelter, Ice Storm, Wall of Fire, Wall of Ice, Stone Shape<br />
<br />
5th&mdash; : Arc of Lightning, Cone of Cold, Cloudkill, Major Creation, Wall of Stone, Wall of Force, Interposing Hand, Dragon Breath, Flame Strike, Ball Lightning, Slay Living, Vigor (Greater), Passwall, Control Winds<br />
<br />
6th&mdash; : Acid Fog, Blade Barrier, Circle of Death, Cometfall, Vigorous Circle, Chain Lighting, Disintegrate, Fire Seeds, Wall of Iron, Forceful Hand, Eyebite, Undeath to Death, Move Earth, Control Water, Delayed Blast Fireball, Heal<br />
<br />
7th&mdash; : Firestorm, Finger of Death, Legend Lore, Harm, Prismatic Spray, Earthquake, Sunbeam, Slime Wave, Word of Recall, Control Weather, Reverse Gravity, Power Word Blind, <br />
<br />
8th&mdash; : Stormrage, Prismatic Wall, Polar Ray, Horrid Wilting, Sunburst, Shout (Greater), Power Word Stun, Clenched Fist, Telekinetic Sphere, Temporal Stasis, Banishment<br />
<br />
9th&mdash; : Summon Elemental Monolith, Meteor Swarm, Implosion, Heal (Mass), Prismatic Sphere, Time Stop, Foresight, Miracle, Weird, Crushing Hand, Storm of Vengeance<br />
<br />
They can use can cast Sor/Wiz or Cure & Inflict spells if they success in caster level check (1d20 + caster level). if the result equals or exceeds to 10 + the spell level , the spell will works normally. if not the spell will not work<br />
<br />
'''{{#anc:Force of Will}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Deific Conjurer can add his casting stat modifier to the damage his spells. Whenever he casts a spell that deals hitpoint damage, he adds that bonus to the total damage of the spell.<br />
<br />
'''{{#anc:Righteous Fury}} ([[SRD:Special Abilities Overview#Supernatural|Su]])''' : A Deific Conjurer can use more powerful spells against creatures of the opposite alignment or/and ideals. He adds twice his casting stat modifier to the DC of his offensive spells.<br />
<br />
'''{{#anc:Cosmic Flow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' : A Deific Conjurer adds that modifier (+1 to +5) to the spellcaster level of his spells when targeting a creature with an energy type that has a weakness to it. For example a Deific Conjurer at 17th (+3) level can use Firestorm against a Frost Worm (fire weakness) and cast that spell with an effective level 20.<br />
<br />
'''{{#anc:Bend Object}} ([[SRD:Special Abilities Overview#Supernatural|Su]])''' : Deific Conjurers can now use their power to manipulate matter, and use the spell ''Telekinesis'' as a spell-like ability, a number of times per day equal their level -4. For Example a level 11 Deific Conjurer can use that ability 7 times per day. At level 19 he can use it at will.<br />
<br />
'''{{#anc:Exalted Devastation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' : At lvl 20 a Deific Conjurer deals 50% more damage to inanimate objects or constructs with his spells, and he can now use any metamagic feat he knows using a spell slot lower than the feat needs.He also gets a +4 increase to his casting stat.<br />
<br />
====Epic Deific Conjurer====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Deific Conjurer}}</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" |<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" |<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 />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''[[#Spells|Spells]]:''' The deific conjurer’s caster level is equal to his or her class level. The deific conjurer’s number of spells per day does not increase after 20th level<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic deific conjurer gains a bonus feat (selected from the list of epic cleric bonus feats) every three levels after 20th. <br />
<br />
====[[Sarli (3.5e Race)|Sarli]] Deific Conjurer Starting Package====<br />
<br />
'''Weapons:''' [[SRD:Dagger|Dagger]], [[SRD:Light Crossbow|Light Crossbow]]<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 Check Penalty<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft Skill|Spellcraft]] || 4 || Int || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration Skill|Concentration]] || 4 || Con || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Knowledge Skill|Knowledge (arcana)]] || 4 || Int || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Bluff Skill|Bluff]] || 4 || Cha || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Gather Information Skill|Gather Information (cc)]] || 2 || Cha || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Diplomacy Skill|Diplomacy (cc)]] || 2 || Cha || &mdash;<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide (cc)]] || 2 || Dex || 0<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently Skill|Move Silently (cc)]] || 2 || Dex || 0<br />
|}<br />
<br />
'''Feat:''' [[SRD:Toughness|Toughness]]<br />
<br />
'''Bonus Feats:''' [[SRD:Combat Casting|Combat Casting]]<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], [[SRD:Spell Component Pouch|Spell Component Pouch]], Case with 10 crossbow bolts<br />
<br />
'''Gold:''' 3d4 gp<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Deific Conjurer====<br />
<br />
'''Religion:''' Many Deific Conjurers revere the deity Onatar (Lord of Fire and Forge) while others revere Wee Jas (goddess of death and magic) due to the destructive nature of their spells. Many others choose to not revere any god whatsoever because of their ability to seemingly create life out of clay themselves or their preoccupation with mastering magic.<br />
<br />
'''Other Classes:''' Deific Conjurers find that they have a lot of common ground with those of the self-taught classes such as rogues and sorcerers. They sometimes find themselves at odds with more disciplined classes such as paladins and monks. While Deific Conjurers may not have issues with druids, druids may have issues with the destructive and unnatural nature of these spells.<br />
<br />
'''Combat:''' Tactical Spellcaster/ Demolitionist<br />
<br />
'''Advancement:''' With a little effort they can qualify for prestige classes related to destruction.<br />
<br />
====Deific Conjurers in the World====<br />
<br />
{{quote|People tend to underestimate what someone can do with divine magic|orig=Norek, Half-Elf Deific Conjurer}}<br />
<br />
Deific Conjurer travel in order to improve abilities. They may go to the various guilds found around the towns, but they may tend to find themselves getting into trouble due to their abilities for playing tricks and their unlawful or chaotic behaviors. However, they aren't the most common, so a fair amount of people haven't even heard of them let alone know what their abilities are.<br />
<br />
'''Daily Life:''' Many Deific Conjurers have an average life in a large town where every day they travel to their local guild for the sake of research and better harnassing of their skills. Many more travel abroad for the same reasons any adventurer might - gold, glory, and a piece of the action.<br />
<br />
'''Notables:''' Norek, the first Deific Conjurer and pioneer of the class.<br />
<br />
'''Organizations:''' Deific Conjurers develop guilds so that likeminded individuals may research more spells or gain training in the destructive arts.<br />
<br />
'''NPC Reactions:''' People generally regard Deific Conjurers with fear or suspicion; an irresponsible caster who has made one too many explosives is quite literally a ticking time bomb, after all.<br />
<br />
====Deific Conjurer Lore====<br />
<br />
Deific Conjurers are among the rarest classes out there. A fair amount of people may know about them<br />
<br />
Characters with ranks in Knowlege (arcane) can research Deific Conjurers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowlege (arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Deific Conjurers can use destructive magic<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Deific Conjurers are fearsome casters, but they are on low defences.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Deific Conjurers are dangerous, because they posses a deadly mix of offensive spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Deific Conjurers are adept at destruction and impressive casting, but fragile.<br />
|}<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Arcane_Sniper_(3.5e_Prestige_Class)&diff=596127Arcane Sniper (3.5e Prestige Class)2012-11-11T18:33:31Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=Moderate Spellcasting<br />
|desc=Arcane Snipers specialize in the use of the pistol and the rifle, trading their proficency for other means of casting for the ability to imbue their bullets with magical effects<br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Arcane Sniper==<br />
<br />
Arcane Snipers specialize in the use of the pistol and the rifle, trading their proficency for other means of casting for the ability to imbue their bullets with magical effects.Having shunned traditional arcane studies, they are often looked askance by traditional mages, and put in the same class as sorcerors, bards and warlocks. It is a theory of some Arcanists that the gun mage was developed by people of lesser magical aptitude in a more techno-arcane society some time in the future, thats prevalance in teh lands is only increasing because of a distrubance in the chronosphere around the Prime material plane.<br />
<br />
===Making a Arcane Sniper===<br />
<br />
Arcane Snipers excel at ranged combat, especially against a foe who has resistances to most mortal weapons able to imbue their shots with wicked effects that seems to stem from every aspect of magic, from Daemon bound guns, to elemental shots, the path a arcane sniper walks is much determined by the gun mages own decisions on how or from where he draws his power. Shunned by serious Arcanists, most wizards and mages will have nothing to with the daring do of a Arcane Sniper, or his devil may care attitudes. Though Arcane Snipers run the gamut from serious to frivolous, most are seen as the swashbucklers of ranged weapons, seperated only from their other arcane peers by their dedications to their guns.Arcane Snipers work well with Fighters, Sorcerors, Rogues and Bards, who appreciate his slightly magical and decidely sneaky combat focus. Sorcerors, Sigilists and Warlocks are often interested in his ability to Channel, as well as the Daggerspell casters. Mages, Wizards, Priest, Clerics, and other casters of Divine and Arcane disciplines are often skeptical of their abilites and look down their noses at Arcane Snipers as not being actual casters.<br />
<br />
==Prerequisistes==<br />
<br />
'''Spells:''' Ability to cast 3rd level arcane spells.<br />
<br />
'''Skills:''' Knowledge (arcane) 4 ranks, Spellcraft 3 ranks, Tumble 4 ranks.<br />
<br />
'''Feats:''' Improved Initiative.<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Sniper Wizard=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
|-<br />
|1st|| class="left" | +1 || +0 || +2 || +2<br />
| class="left" | Magic Shot 1/day, Special Ability, +1 level arcane spellcasting<br />
|- class="even"<br />
|2nd|| class="left" | +2 || +0 || +3 || +3<br />
| class="left" | Evasion<br />
|-<br />
|3rd|| class="left" | +3 || +1 || +3 || +3<br />
| class="left" | Special Ability, +1 level arcane spellcasting<br />
|- class="even"<br />
|4th||class="left" | +4 || +1 || +4 || +4<br />
| class="left" | Magic Shot 2/day<br />
|-<br />
|5th||class="left" | +5 || +1 || +4 || +4<br />
| class="left" | +1 level arcane spellcasting<br />
|- class="even"<br />
|6th||class="left" | +6/+1 || +2 || +5 || +5<br />
| class="left" | Special Ability<br />
|-<br />
|7th||class="left" | +7/+2 || +2 || +5 || +5<br />
| class="left" | +1 level arcane spellcasting<br />
|- class="even"<br />
|8th||class="left" | +8/+3 || +2 || +6 || +6<br />
| class="left" | Magic Shot 3/day<br />
|-<br />
|9th||class="left" | +9/+4 || +3 || +6 || +6<br />
| class="left" | Special Ability, +1 level arcane spellcasting<br />
|- class="even"<br />
|10th||class="left" | +10/+5 || +3 || +7 || +7<br />
| class="left" | Improved Evasion, Master Shot<br />
|-<br />
| colspan="42" class="skill" |<br />
|}<br />
<br />
'''Class Skills (2 + [[Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The Arcane Sniper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Arcane Sniper.<br />
<br />
=====Weapon and Armor Proficiency=====<br />
<br />
At 1st level, a Arcane Sniper gains proficiency with simple weapons and all ranged martial weapons. She also gains proficiency with light armor.<br />
<br />
<br />
=====Magic Shot (Su)=====<br />
<br />
A Arcane Sniper can use Magic Shot with any ranged weapon. Special Abilities use Magic Shot in various ways, from returning spells to imbuing your own spells in your ammo. Magic Shot is an attack and the effects of the Special Ability used apply in addition to normal damage from the attack.<br />
<br />
Magic Shot abilities can only be applied to ranged attacks.<br />
<br />
=====Special Abilities=====<br />
<br />
The Arcane Sniper gets a number of special abilities, one at level 1, one at level 3 and every 3 levels afterwards. Below are the possible abilities. Some may be taken repeatedly if noted in their description.<br />
<br />
All come with a 'master shot'. At 10th level you may employ the master shot form or its normal ability.<br />
<br />
*''Imbue Shot''<br />
When first taken by using a Magic Shot, one can imbue a spell they currently have into their next shot. You can imbue any spell from levels 1-3. Spells which have Reflex saves no longer allow for a save for the affected target (if hit), although spells which have Fortitude and Will saves still apply. Area effect spells like Fireball still allow Reflex saves for those not direct hit by the arrow.<br />
<br />
This ability can be taken multiple times. Each time it applies to the next highest 3 spell levels.<br />
<br />
''Master: You may apply any Metamagic Feat you know to your Imbued Shots on the fly as a full round action, like a sorcerer. For example, you can take a normal Fireball, level 3, and imbue it with Maximize without changing its spell slot level. Some Metamagic, such as Quicken or Heighten, cannot be applied successfully this way. Quicken has no effect and Heighten must be applied beforehand.''<br />
<br />
*''Double Imbue''<br />
Pre-requisite: Must be able to use imbue shot on level 9 spells.<br />
<br />
This ability allows you to insert two spells at once into an projectile. Both spells are used of course, and it uses up a Magic Shot. Therefore, a double-imbued arrow costs a Magic Shot for doubling it, and a Magic Shot for imbuing it.<br />
<br />
''Master: You may imbue three spells at once instead of two. You consume 3 Magic Shots total (one for imbuing, and two for Triple Imbue).''<br />
<br />
*''Dead Aim''<br />
By using a Magic Shot, you may apply half your class level as a bonus to attack rolls.<br />
<br />
''Master: You may treat your arrow as a touch attack by consuming a Magic Shot.''<br />
<br />
*''Power Shot''<br />
By using a Magic Shot, you may apply half your class level as a bonus to weapon damage.<br />
<br />
''Master: You may expend a Magic Shot to instead increase the critical range on your weapon by +2 for this one shot.''<br />
<br />
*''Splash Damage''<br />
By using a Magic Shot, in addition to damaging the target all those in a 20 ft. radius must make a Reflex save or take typeless damage from the magical explosion it produces, equal to the damage done to the original target. The save DC is (10 + 1/2 class level + [[Int]] modifier).<br />
<br />
''Master: As a full round action you may specify who counts as targets. You will not harm your allies who are in the blast radius when it goes off.''<br />
<br />
*''Seeker Shot''<br />
By using a Magic Shot you give your shot the Seeking properties. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)<br />
<br />
''Master: By consuming 2 Magic Shots instead of 1, the projectile becomes impossible to dodge. This can only be made at living targets. Undead and constructs cannot be targeted in such a matter.''<br />
<br />
*''Counter Shot''<br />
When counterspelling, you may choose to expend a Magic Shot and arrow to intercept a spell being cast and negate it. The rules for counterspells apply as normal, but you do not use any spells of your own nor are required to have that spell on hand.<br />
<br />
''Master: When you successfully counterspell using Counter Shot, you absorb the spell into your shot which then seeks out and attacks the caster. For example if the enemy cast Polar Ray, it would absorb the Polar Ray and make the enemy caster the target, at the same DC and abilities as it has originally.''<br />
<br />
*''Additional Shot''<br />
This is not an ability which uses Magic Shot. Rather it acts like a Feat, and it increases your Magic Shots per day by +1.<br />
<br />
This ability may be taken multiple times.<br />
<br />
====Epic Arcane Sniper====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
=====Table: The Epic Arcane Sniper=====<br />
Hit Die: d8<br />
|-<br />
!Level!! Special <br />
|-<br />
|11st|| class="left" |Magic Shot 4/day<br />
|-class="even"<br />
|12nd|| class="left" |-><br />
|-<br />
|13rd|| class="left" | Bonus Feat<br />
|-class="even"<br />
|14th|| class="left" | Magic Shot 5/day<br />
|-<br />
|15th|| class="left" | <br />
|-class="even"<br />
|16th|| class="left" | Bonus Feat<br />
|-<br />
|17th|| class="left" | Magic Shot 6/day<br />
|-class="even"<br />
|18th|| class="left" | <br />
|-<br />
|19th|| class="left" | Bonus Feat<br />
|-class="even"<br />
|20th|| class="left" | Magic Shot 7/day<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
=====Spell Strike=====<br />
<br />
Every 10 levels you gain an additional use of the Spell Strike ability per day.<br />
<br />
=====Bonus Feats=====<br />
<br />
The epic Arcane Sniper gains a bonus feat (selected from the list of epic Sniper Wizard feats) every three levels after 20th.<br />
<br />
======Epic Arcane Sniper Bonus Feat List======<br />
<br />
Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here.<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Arcane_Sniper_(3.5e_Prestige_Class)&diff=596125Arcane Sniper (3.5e Prestige Class)2012-11-11T18:29:57Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Presige 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=Done, Needs Review<br />
|editing=<br />
|type=Moderate Spellcasting<br />
|desc=Arcane Snipers specialize in the use of the pistol and the rifle, trading their proficency for other means of casting for the ability to imbue their bullets with magical effects<br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Arcane Sniper==<br />
<br />
Arcane Snipers specialize in the use of the pistol and the rifle, trading their proficency for other means of casting for the ability to imbue their bullets with magical effects.Having shunned traditional arcane studies, they are often looked askance by traditional mages, and put in the same class as sorcerors, bards and warlocks. It is a theory of some Arcanists that the gun mage was developed by people of lesser magical aptitude in a more techno-arcane society some time in the future, thats prevalance in teh lands is only increasing because of a distrubance in the chronosphere around the Prime material plane.<br />
<br />
===Making a Arcane Sniper===<br />
<br />
Arcane Snipers excel at ranged combat, especially against a foe who has resistances to most mortal weapons able to imbue their shots with wicked effects that seems to stem from every aspect of magic, from Daemon bound guns, to elemental shots, the path a arcane sniper walks is much determined by the gun mages own decisions on how or from where he draws his power. Shunned by serious Arcanists, most wizards and mages will have nothing to with the daring do of a Arcane Sniper, or his devil may care attitudes. Though Arcane Snipers run the gamut from serious to frivolous, most are seen as the swashbucklers of ranged weapons, seperated only from their other arcane peers by their dedications to their guns.Arcane Snipers work well with Fighters, Sorcerors, Rogues and Bards, who appreciate his slightly magical and decidely sneaky combat focus. Sorcerors, Sigilists and Warlocks are often interested in his ability to Channel, as well as the Daggerspell casters. Mages, Wizards, Priest, Clerics, and other casters of Divine and Arcane disciplines are often skeptical of their abilites and look down their noses at Arcane Snipers as not being actual casters.<br />
<br />
==Prerequisistes==<br />
<br />
'''Spells:''' Ability to cast 3rd level arcane spells.<br />
<br />
'''Skills:''' Knowledge (arcane) 4 ranks, Spellcraft 3 ranks, Tumble 4 ranks.<br />
<br />
'''Feats:''' Improved Initiative.<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Sniper Wizard=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
|-<br />
|1st|| class="left" | +1 || +0 || +2 || +2<br />
| class="left" | Magic Shot 1/day, Special Ability, +1 level arcane spellcasting<br />
|- class="even"<br />
|2nd|| class="left" | +2 || +0 || +3 || +3<br />
| class="left" | Evasion<br />
|-<br />
|3rd|| class="left" | +3 || +1 || +3 || +3<br />
| class="left" | Special Ability, +1 level arcane spellcasting<br />
|- class="even"<br />
|4th||class="left" | +4 || +1 || +4 || +4<br />
| class="left" | Magic Shot 2/day<br />
|-<br />
|5th||class="left" | +5 || +1 || +4 || +4<br />
| class="left" | +1 level arcane spellcasting<br />
|- class="even"<br />
|6th||class="left" | +6/+1 || +2 || +5 || +5<br />
| class="left" | Special Ability<br />
|-<br />
|7th||class="left" | +7/+2 || +2 || +5 || +5<br />
| class="left" | +1 level arcane spellcasting<br />
|- class="even"<br />
|8th||class="left" | +8/+3 || +2 || +6 || +6<br />
| class="left" | Magic Shot 3/day<br />
|-<br />
|9th||class="left" | +9/+4 || +3 || +6 || +6<br />
| class="left" | Special Ability, +1 level arcane spellcasting<br />
|- class="even"<br />
|10th||class="left" | +10/+5 || +3 || +7 || +7<br />
| class="left" | Improved Evasion, Master Shot<br />
|-<br />
| colspan="42" class="skill" |<br />
|}<br />
<br />
'''Class Skills (2 + [[Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The Arcane Sniper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Arcane Sniper.<br />
<br />
=====Weapon and Armor Proficiency=====<br />
<br />
At 1st level, a Arcane Sniper gains proficiency with simple weapons and all ranged martial weapons. She also gains proficiency with light armor.<br />
<br />
<br />
=====Magic Shot (Su)=====<br />
<br />
A Arcane Sniper can use Magic Shot with any ranged weapon. Special Abilities use Magic Shot in various ways, from returning spells to imbuing your own spells in your ammo. Magic Shot is an attack and the effects of the Special Ability used apply in addition to normal damage from the attack.<br />
<br />
Magic Shot abilities can only be applied to ranged attacks.<br />
<br />
=====Special Abilities=====<br />
<br />
The Arcane Sniper gets a number of special abilities, one at level 1, one at level 3 and every 3 levels afterwards. Below are the possible abilities. Some may be taken repeatedly if noted in their description.<br />
<br />
All come with a 'master shot'. At 10th level you may employ the master shot form or its normal ability.<br />
<br />
*''Imbue Shot''<br />
When first taken by using a Magic Shot, one can imbue a spell they currently have into their next shot. You can imbue any spell from levels 1-3. Spells which have Reflex saves no longer allow for a save for the affected target (if hit), although spells which have Fortitude and Will saves still apply. Area effect spells like Fireball still allow Reflex saves for those not direct hit by the arrow.<br />
<br />
This ability can be taken multiple times. Each time it applies to the next highest 3 spell levels.<br />
<br />
''Master: You may apply any Metamagic Feat you know to your Imbued Shots on the fly as a full round action, like a sorcerer. For example, you can take a normal Fireball, level 3, and imbue it with Maximize without changing its spell slot level. Some Metamagic, such as Quicken or Heighten, cannot be applied successfully this way. Quicken has no effect and Heighten must be applied beforehand.''<br />
<br />
*''Double Imbue''<br />
Pre-requisite: Must be able to use imbue shot on level 9 spells.<br />
<br />
This ability allows you to insert two spells at once into an projectile. Both spells are used of course, and it uses up a Magic Shot. Therefore, a double-imbued arrow costs a Magic Shot for doubling it, and a Magic Shot for imbuing it.<br />
<br />
''Master: You may imbue three spells at once instead of two. You consume 3 Magic Shots total (one for imbuing, and two for Triple Imbue).''<br />
<br />
*''Dead Aim''<br />
By using a Magic Shot, you may apply half your class level as a bonus to attack rolls.<br />
<br />
''Master: You may treat your arrow as a touch attack by consuming a Magic Shot.''<br />
<br />
*''Power Shot''<br />
By using a Magic Shot, you may apply half your class level as a bonus to weapon damage.<br />
<br />
''Master: You may expend a Magic Shot to instead increase the critical range on your weapon by +2 for this one shot.''<br />
<br />
*''Splash Damage''<br />
By using a Magic Shot, in addition to damaging the target all those in a 20 ft. radius must make a Reflex save or take typeless damage from the magical explosion it produces, equal to the damage done to the original target. The save DC is (10 + 1/2 class level + [[Int]] modifier).<br />
<br />
''Master: As a full round action you may specify who counts as targets. You will not harm your allies who are in the blast radius when it goes off.''<br />
<br />
*''Seeker Shot''<br />
By using a Magic Shot you give your shot the Seeking properties. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)<br />
<br />
''Master: By consuming 2 Magic Shots instead of 1, the projectile becomes impossible to dodge. This can only be made at living targets. Undead and constructs cannot be targeted in such a matter.''<br />
<br />
*''Counter Shot''<br />
When counterspelling, you may choose to expend a Magic Shot and arrow to intercept a spell being cast and negate it. The rules for counterspells apply as normal, but you do not use any spells of your own nor are required to have that spell on hand.<br />
<br />
''Master: When you successfully counterspell using Counter Shot, you absorb the spell into your shot which then seeks out and attacks the caster. For example if the enemy cast Polar Ray, it would absorb the Polar Ray and make the enemy caster the target, at the same DC and abilities as it has originally.''<br />
<br />
*''Additional Shot''<br />
This is not an ability which uses Magic Shot. Rather it acts like a Feat, and it increases your Magic Shots per day by +1.<br />
<br />
This ability may be taken multiple times.<br />
<br />
====Epic Arcane Sniper====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
=====Table: The Epic Arcane Sniper=====<br />
Hit Die: d8<br />
|-<br />
!Level!! Special <br />
|-<br />
|11st|| class="left" |Magic Shot 4/day<br />
|-class="even"<br />
|12nd|| class="left" |-><br />
|-<br />
|13rd|| class="left" | Bonus Feat<br />
|-class="even"<br />
|14th|| class="left" | Magic Shot 5/day<br />
|-<br />
|15th|| class="left" | <br />
|-class="even"<br />
|16th|| class="left" | Bonus Feat<br />
|-<br />
|17th|| class="left" | Magic Shot 6/day<br />
|-class="even"<br />
|18th|| class="left" | <br />
|-<br />
|19th|| class="left" | Bonus Feat<br />
|-class="even"<br />
|20th|| class="left" | Magic Shot 7/day<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
=====Spell Strike=====<br />
<br />
Every 10 levels you gain an additional use of the Spell Strike ability per day.<br />
<br />
=====Bonus Feats=====<br />
<br />
The epic Arcane Sniper gains a bonus feat (selected from the list of epic Sniper Wizard feats) every three levels after 20th.<br />
<br />
======Epic Arcane Sniper Bonus Feat List======<br />
<br />
Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here.<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Arcane_Sniper_(3.5e_Prestige_Class)&diff=596124Arcane Sniper (3.5e Prestige Class)2012-11-11T18:29:04Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Presige 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=Done, Needs Review<br />
|editing=<br />
|type=Moderate Spellcasting<br />
|desc=Arcane Snipers specialize in the use of the pistol and the rifle, trading their proficency for other means of casting for the ability to imbue their bullets with magical effects<br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Arcane Sniper==<br />
<br />
Arcane Snipers specialize in the use of the pistol and the rifle, trading their proficency for other means of casting for the ability to imbue their bullets with magical effects.Having shunned traditional arcane studies, they are often looked askance by traditional mages, and put in the same class as sorcerors, bards and warlocks. It is a theory of some Arcanists that the gun mage was developed by people of lesser magical aptitude in a more techno-arcane society some time in the future, thats prevalance in teh lands is only increasing because of a distrubance in the chronosphere around the Prime material plane.<br />
<br />
===Making a Arcane Sniper===<br />
<br />
Arcane Snipers excel at ranged combat, especially against a foe who has resistances to most mortal weapons able to imbue their shots with wicked effects that seems to stem from every aspect of magic, from Daemon bound guns, to elemental shots, the path a arcane sniper walks is much determined by the gun mages own decisions on how or from where he draws his power. Shunned by serious Arcanists, most wizards and mages will have nothing to with the daring do of a Arcane Sniper, or his devil may care attitudes. Though Arcane Snipers run the gamut from serious to frivolous, most are seen as the swashbucklers of ranged weapons, seperated only from their other arcane peers by their dedications to their guns.Arcane Snipers work well with Fighters, Sorcerors, Rogues and Bards, who appreciate his slightly magical and decidely sneaky combat focus. Sorcerors, Sigilists and Warlocks are often interested in his ability to Channel, as well as the Daggerspell casters. Mages, Wizards, Priest, Clerics, and other casters of Divine and Arcane disciplines are often skeptical of their abilites and look down their noses at Arcane Snipers as not being actual casters.<br />
<br />
==Prerequisistes==<br />
<br />
'''Spells:''' Ability to cast 3rd level arcane spells.<br />
<br />
'''Skills:''' Knowledge (arcane) 4 ranks, Spellcraft 3 ranks, Tumble 4 ranks.<br />
<br />
'''Feats:''' Improved Initiative.<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Sniper Wizard=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
|-<br />
|1st|| class="left" | +1 || +0 || +2 || +2<br />
| class="left" | Magic Shot 1/day, Special Ability, +1 level arcane spellcasting<br />
|- class="even"<br />
|2nd|| class="left" | +2 || +0 || +3 || +3<br />
| class="left" | Evasion<br />
|-<br />
|3rd|| class="left" | +3 || +1 || +3 || +3<br />
| class="left" | Special Ability, +1 level arcane spellcasting<br />
|- class="even"<br />
|4th||class="left" | +4 || +1 || +4 || +4<br />
| class="left" | Magic Shot 2/day<br />
|-<br />
|5th||class="left" | +5 || +1 || +4 || +4<br />
| class="left" | +1 level arcane spellcasting<br />
|- class="even"<br />
|6th||class="left" | +6/+1 || +2 || +5 || +5<br />
| class="left" | Special Ability<br />
|-<br />
|7th||class="left" | +7/+2 || +2 || +5 || +5<br />
| class="left" | +1 level arcane spellcasting<br />
|- class="even"<br />
|8th||class="left" | +8/+3 || +2 || +6 || +6<br />
| class="left" | Magic Shot 3/day<br />
|-<br />
|9th||class="left" | +9/+4 || +3 || +6 || +6<br />
| class="left" | Special Ability, +1 level arcane spellcasting<br />
|- class="even"<br />
|10th||class="left" | +10/+5 || +3 || +7 || +7<br />
| class="left" | Improved Evasion, Master Shot<br />
|-<br />
| colspan="42" class="skill" |<br />
|}<br />
<br />
'''Class Skills (2 + [[Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The Arcane Sniper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Arcane Sniper.<br />
<br />
=====Weapon and Armor Proficiency=====<br />
<br />
At 1st level, a Arcane Sniper gains proficiency with simple weapons and all ranged martial weapons. She also gains proficiency with light armor.<br />
<br />
<br />
=====Magic Shot (Su)=====<br />
<br />
A Arcane Sniper can use Magic Shot with any ranged weapon. Special Abilities use Magic Shot in various ways, from returning spells to imbuing your own spells in your ammo. Magic Shot is an attack and the effects of the Special Ability used apply in addition to normal damage from the attack.<br />
<br />
Magic Shot abilities can only be applied to ranged attacks.<br />
<br />
=====Special Abilities=====<br />
<br />
The Arcane Sniper gets a number of special abilities, one at level 1, one at level 3 and every 3 levels afterwards. Below are the possible abilities. Some may be taken repeatedly if noted in their description.<br />
<br />
All come with a 'master shot'. At 10th level you may employ the master shot form or its normal ability.<br />
<br />
*''Imbue Shot''<br />
When first taken by using a Magic Shot, one can imbue a spell they currently have into their next shot. You can imbue any spell from levels 1-3. Spells which have Reflex saves no longer allow for a save for the affected target (if hit), although spells which have Fortitude and Will saves still apply. Area effect spells like Fireball still allow Reflex saves for those not direct hit by the arrow.<br />
<br />
This ability can be taken multiple times. Each time it applies to the next highest 3 spell levels.<br />
<br />
''Master: You may apply any Metamagic Feat you know to your Imbued Shots on the fly as a full round action, like a sorcerer. For example, you can take a normal Fireball, level 3, and imbue it with Maximize without changing its spell slot level. Some Metamagic, such as Quicken or Heighten, cannot be applied successfully this way. Quicken has no effect and Heighten must be applied beforehand.''<br />
<br />
*''Double Imbue''<br />
Pre-requisite: Must be able to use imbue shot on level 9 spells.<br />
<br />
This ability allows you to insert two spells at once into an projectile. Both spells are used of course, and it uses up a Magic Shot. Therefore, a double-imbued arrow costs a Magic Shot for doubling it, and a Magic Shot for imbuing it.<br />
<br />
''Master: You may imbue three spells at once instead of two. You consume 3 Magic Shots total (one for imbuing, and two for Triple Imbue).''<br />
<br />
*''Dead Aim''<br />
By using a Magic Shot, you may apply half your class level as a bonus to attack rolls.<br />
<br />
''Master: You may treat your arrow as a touch attack by consuming a Magic Shot.''<br />
<br />
*''Power Shot''<br />
By using a Magic Shot, you may apply half your class level as a bonus to weapon damage.<br />
<br />
''Master: You may expend a Magic Shot to instead increase the critical range on your weapon by +2 for this one shot.''<br />
<br />
*''Splash Damage''<br />
By using a Magic Shot, in addition to damaging the target all those in a 20 ft. radius must make a Reflex save or take typeless damage from the magical explosion it produces, equal to the damage done to the original target. The save DC is (10 + 1/2 class level + [[Int]] modifier).<br />
<br />
''Master: As a full round action you may specify who counts as targets. You will not harm your allies who are in the blast radius when it goes off.''<br />
<br />
*''Seeker Shot''<br />
By using a Magic Shot you give your shot the Seeking properties. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)<br />
<br />
''Master: By consuming 2 Magic Shots instead of 1, the projectile becomes impossible to dodge. This can only be made at living targets. Undead and constructs cannot be targeted in such a matter.''<br />
<br />
*''Counter Shot''<br />
When counterspelling, you may choose to expend a Magic Shot and arrow to intercept a spell being cast and negate it. The rules for counterspells apply as normal, but you do not use any spells of your own nor are required to have that spell on hand.<br />
<br />
''Master: When you successfully counterspell using Counter Shot, you absorb the spell into your shot which then seeks out and attacks the caster. For example if the enemy cast Polar Ray, it would absorb the Polar Ray and make the enemy caster the target, at the same DC and abilities as it has originally.''<br />
<br />
*''Additional Shot''<br />
This is not an ability which uses Magic Shot. Rather it acts like a Feat, and it increases your Magic Shots per day by +1.<br />
<br />
This ability may be taken multiple times.<br />
<br />
====Epic Arcane Sniper====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
=====Table: The Epic Arcane Sniper=====<br />
Hit Die: d8<br />
|-<br />
!Level!! Special <br />
|-<br />
|11st|| class="left" |Magic Shot 4/day<br />
|-class="even"<br />
|12nd|| class="left" |-><br />
|-<br />
|13rd|| class="left" | Bonus Feat<br />
|-class="even"<br />
|14th|| class="left" | Magic Shot 5/day<br />
|-<br />
|15th|| class="left" | <br />
|-class="even"<br />
|16th|| class="left" | Bonus Feat<br />
|-<br />
|17th|| class="left" | Magic Shot 6/day<br />
|-class="even"<br />
|18th|| class="left" | <br />
|-<br />
|19th|| class="left" | Bonus Feat<br />
|-class="even"<br />
|20th|| class="left" | Magic Shot 7/day<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[Int]] modifier skill points per level.<br />
|}<br />
<br />
=====Spell Strike=====<br />
<br />
Every 10 levels you gain an additional use of the Spell Strike ability per day.<br />
<br />
=====Bonus Feats=====<br />
<br />
The epic Arcane Sniper gains a bonus feat (selected from the list of epic Sniper Wizard feats) every three levels after 20th.<br />
<br />
======Epic Arcane Sniper Bonus Feat List======<br />
<br />
Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here.<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
</div></div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Sumo_Wrestler_(3.5e_Class)&diff=596121Sumo Wrestler (3.5e Class)2012-11-11T18:14:14Z<p>79.181.96.251: </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=Anybody whose got a better knowledge of gods can make the edits to religion.<br />
|type= Tank, Melee<br />
|desc= A heavy variation of the monk class with a focus on tanking damage and size.<br />
}}<br />
<br />
== Sumo Wrestler ==<br />
<br />
A large fighter hailing from the distant eastern lands, where they embody the ideal man, Sumo Wrestlers are notorious for their large bodies and impressive strength, ferocity, and discipline. Sumo Wrestlers, also known as Rikishi, are best when dealing with a single opponent, most often when grappling. A Rikishi's thick large body, although slow, is more than capable of taking a large variety of damage.<br />
<br />
=== Making a Sumo Wrestler ===<br />
<br />
Rikishi are a mixed class. They don't perfectly fit the role of the monk, and they don't perfectly fit the role of a tank. Instead, they take a place somewhere in between. Though they can use weapons, they usually prefer not to, choosing to rely on their bare hands and grappling throws.<br />
<br />
'''Abilities:''' Strength is very important for a Rikishi, to increase the effectiveness of grappling and throws. Additionally, Constitution is also important, as it increases the amount of damage they can take. Charisma is the third most important, mostly to keep enemies intimidated as long as possible. It should not take precedence over Str or Con. Dex, Int, and Wis are less important, as Rikishi rarely, if ever, use magic. It is also worth noting that the stats of a Rikishi are affected by their weight, in the passive skill 'Size Matters'.<br />
<br />
'''Races:''' Any race is welcome to be a Rikishi, however, as this is a class heavily based upon the size of the character, size definitely matters. Smaller races, such as Gnomes and Halflings, would be less effective Rikishi than Half-Orcs , Dwarves and Humans that very fat. Elves, Half-Elevs and non-fat Humans find the sport of Sumo to be repulsive, due to its focus being on size, and are therefore rarely, if ever, seen as Rikishi.<br />
<br />
'''Gender:''' For historical accuracy and role play purposes, it is ideal for a Sumo Wrestler to be male.<br />
<br />
'''Alignment:''' Any lawful. nothing happends if the character become Neutral Good, Neutral or Neutral Evil. Sumo Wrestlers have a great sense of honour, and would never dream of cheating. They are, however, rather greedy, and can therefore be evil or good.<br />
<br />
'''Starting Gold:''' 5d6 if the character's race fits in a Medium or higher size category. 3d6 if the character's race is smaller than Medium.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sumo Wrestler}}</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" | +0 || +2 || +0 || +0<br />
| class="left" | Rikishi, Heavy Weight, Size Matters, Grappling Fighter<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | Intimidating Size, Discipline<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" | Oshi-Dashi<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Improved Grapple, Heavy Weight<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Komusubi, Hikiotoshi<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | Sotogake<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | Crippling Arm Hold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +6 || +2 || +2<br />
| class="left" | Nodowa, Improved Disarm, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +6 || +3|| +3<br />
| class="left" | Ritual Sanctification<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +7 || +3 || +3<br />
| class="left" | Sekiwake<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +7 || +3 || +3<br />
| class="left" | Heavy Weight, Greater Grapple<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +8 || +4 || +4<br />
| class="left" | Chankonabe, Strangel Hold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +8 || +4 || +4<br />
| class="left" | Harite<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +9 || +4 || +4<br />
| class="left" | Abise-Taoshi<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +9 || +5 || +5<br />
| class="left" | Ozeki<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +10 || +5 || +5<br />
| class="left" | Weaponized Enemy, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +10 || +5 || +5<br />
| class="left" | Master Grapple<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +11 || +6 || +6<br />
| class="left" | Supplex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +11 || +6 || +6<br />
| class="left" | Grounded Stance, Grounded Push<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +12 || +6 || +6<br />
| class="left" | Yokozuna<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), Concentration (Con), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Religion) (Int), Perform (sing) (Cha), Tumble (Dex)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Sumo Wrestler's class features focus on the use of grappling technique, unarmed, and unarmored combat. All of the following are class features of the Sumo Wrestler.<br />
<br />
'''Weapon and Armour Proficiency:''' Sumo Wrestler's are proficient with short swords, long swords, both one handed and two handed. They are not proficient with any kind of shield. They are not proficient with any kind of armour, but may wear robes if they wish. Sumo Wrestlers, as far as armour goes, prefer to wear a mawashi, which is a traditional sumo wrestling garment. While using shields, weapons, and armour that isn't a robe or mawashi, the Sumo Wrestler loses any benefit gained from Size Matters, and loses the ability to use their grappling techniques.<br />
<br />
<br />
<br />
'''{{#anc:Size Matters}}:''' While unarmoured and unarmed, the Sumo Wrestler gains an increase to their BAB equal to their weight/100(rounded up)+rank bonus. Their Natural AC is increased by their weight/100(rounded up)+rank bonus. At level 1, a Sumo Wrestler is simply ''Rikishi'', and therefore does not receive a rank bonus. Sumo Wrestlers increase in rank every five levels.<br />
<br />
'''{{#anc:Ranks}}:''' The ranks of Sumo Wrestlers, with the exception of ''Rikishi'' are as follows.<br />
<br />
''Komusubi'': Granted at the fifth level, grants a rank bonus of 1, and a permanent Constitution increase of +2<br />
<br />
''Sekiwake'': Granted at the tenth level, grants a rank bonus of 2, and a permanent Dexterity increase of +2<br />
<br />
''Ozeki'': Granted at the fifteenth level, grants a rank bonus of 3, and a permanent Charisma increase of +2<br />
<br />
''Yokozuna'': Granted at the twentieth level, grants a rank bonus of 4, and a permanent Strength increase of +2<br />
<br />
'''{{#anc:Heavy Weight}}:''' Upon acquiring this trait, the Sumo Wrestler's weight increases by 5d10+25, their Str increases by 1d4, and their Con increases by 1d4. This trait can be acquired multiple times, in place of a feat. Medium and Large characters can acquire this trait up to 5 times, whereas characters smaller than Medium may only acquire this trait up to 3 times.<br />
<br />
'''{{#anc:Intimidating Size}}''' The Sumo gains their weight/100(rounded up) to the Miscellaneous of their Intimidate skill. When attacking a Sumo Wrestler for the first time in an encounter, enemies must pass a Will save against the Sumo's Intimidation. If they fail the check, they are intimidated by the sheer size of the Sumo Wrestler, and cannot attack them this turn. They must continue to make Will saves during subsequent turns until one is passed.<br />
<br />
'''{{#anc:Grappling Fighter}}''' Sumo Wrestlers, although capable of fighting hand to hand, prefer to grapple. As such, Sumo Wrestlers gain their rank bonus to grapple checks. For every turn that a Sumo Wrestler successfully grapples an opponent, they deal their total melee attack bonus +1d4 in damage.<br />
<br />
'''{{#anc:Discipline}}\''' A Sumo Wrestler is well disciplined, and has trained his mind and body to suffer under the harshest conditions. Sumo wrestler's gain their rank bonus+2 to rolls that save against poisons, stuns, fears, and other debuffs.<br />
<br />
'''{{#anc:Oshi-Dashi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A frontal push-out. Can be used from a maximum of 60 feet away. The Sumo Wrestler rams their body into their opponent, dealing 2d6 damage. The opponent must pass a balance check greater than the sumo's concentration check, otherwise they are knocked down. Cannot be used if the opponent is within grappling distance.<br />
<br />
'''{{#anc:Hikiotoshi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A fierce counter attack. Can be used whenever you would have an attack of opportunity. The Sumo Wrestler grabs the arm of a charging opponent, and pulls them to the ground, dealing 2d6 damage. The opponent must pass a balance check greater than the sumo's Concentration check, otherwise they are knocked down.<br />
<br />
'''{{#anc:Sotogake}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A fierce trip that leaves opponents dazed. The Sumo Wrestler literally pulls an opponent's legs out from underneath them, dealing 1d6 damage and dazing them for 1d4 turns. Can only be used once per encounter.<br />
<br />
'''{{#anc:Nodowa}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Can only be done if the opponent is grappled. The Sumo thrusts their palm into the opponent's throat, dealing 3d6 damage. This ends the grapple, and knocks the opponent back ten feet.<br />
<br />
'''{{#anc:Harite}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A slap to the face, distracting the opponent for a brief moment. The Sumo deals 1d4 non-lethal damage. The opponent must make a Fortitude save, otherwise they are dazed for one turn.<br />
<br />
'''{{#anc:Abise-Taoshi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The sumo uses their very body weight to force an opponent to the ground. Initial damage dealt is 3d6. The opponent must succesfully make a fortitude save to push the Sumo wrestler off of them, though the wrestler may remove himself at any time. While the Sumo Wrestler is on top of an opponent, treat the situation as a normal grapple.<br />
<br />
'''{{#anc:Ritual Sanctification}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the Sumo is in possession of salt and sake/beer/wine, he can make a purification circle around the party's camp. Whilst inside the purification circle, party members recover hit points at an accelerated rate (at the DM's discretion), and cannot be attacked by undead, evil spirits, and unholy creatures. The category of unholy creature is again up to the DM's discretion.<br />
<br />
'''{{#anc:Supplex}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A significantly more aggressive strike than what one would normally see from a Sumo Wrestler. Cannot be used after Abise-Taoshi. Can only be used while grappling or in grappling distance of an enemy. The Sumo Wrestler grabs the opponent and throws their entire body backwards, almost acrobatically. When used on humanoids, roll 1d100. If the result is 90 or higher, the enemy's neck has been broken, reducing their hit points to 0 and paralyzing them. Otherwise, deal 5d6 damage, and end the grapple.<br />
<br />
'''{{#anc:Weaponized Enemy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A bizarrely more aggressive technique than one would normally see from a Sumo. Can only be used while grappling an opponent. The sumo throws the opponent at an enemy within 40 feet of himself, dealing 2d6 damage to both the thrown opponent and the target enemy.<br />
<br />
'''{{#anc:Chankonabe}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the Sumo is in possession of chicken meat, fish meat, vegetables, and sake, he can prepare up to five portions of Chankonabe meal. Each portion restores 2d8 hit points upon consumption. Anyone who goes to sleep within three hours after consuming Chankonabe also gains 2d6 pounds to their weight, regardless of the number of portions. It takes approximately 20 minutes to prepare the meal.<br />
<br />
====Ex-Sumo Wrestlers====<br />
<br />
A sumo wrestler who becomes chaotic cannot gain new levels as a sumo wrestler but retains all sumo wrestler abilities.<br />
<br />
Like a member of any other [[SRD:Class|class]], a sumo wrestler may be a [[SRD:Multiclass Characters|multiclass]] character, but [[SRD:Multiclass Characters|multiclass]] sumo wrestlers face a special restriction. A sumo wrestler who gains a new [[SRD:Class|class]] or (if already [[SRD:Multiclass Characters|multiclass]]) raises another [[SRD:Class|class]] by a level may never again raise her sumo wrestler level, though she retains all her sumo wrestler abilities.<br />
<br />
====Epic Sumo Wrestler====<br />
<br />
Epic Sumo Wrestler gain bonus feat each two level after 20th from fighter bonus feats of epic fighter bonus feats. <br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Sumo Wrestler ====<br />
<br />
'''Religion:''' Sumo Wrestlers are practically are taught from the minute they begin learning the art of Sumo to appease the gods. The god they choose to worship, however, is entirely up to them, as long as the god leans towards Lawful, and has respect for honour and tradition.<br />
<br />
'''Other Classes:''' Sumos are generally an interesting addition to the party. Due to the Sumo's larger size, most other classes, especially warrior classes, will tend to make fun of them. That is until a Sumo crushes an opponent with his weight, of course. Due to their deep roots in tradition and religion, Sumos tend to get along quite well with Monks and Priests, and they tend to work well together in combat. Sumos view summoners, or people that summon creatures to their side, as being inherently evil, and would choose not to interact with them whenever possible. Again, due to their roots in religion, Sumo Wrestlers have a severe distrust and dislike of anyone who practices any form of necromancy, or summoning and manipulation of the dead. Due to the Sumo's habit of sleeping, many people consider them to be lazy.<br />
<br />
'''Combat:''' In combat, the role of a Sumo Wrestler is to choose one target and hold them in place, often beating them to a pulp while they're at it. Their arsenal is full of tools for knocking enemies down and dazing them.<br />
<br />
'''Advancement:''' It is undesirable for Sumos to multiclass, as their lifestyle is unique and streamlined. With a combat that focuses so much on unarmed fighting and grappling, even something as simple as magic could weaken them.<br />
<br />
==== Sumo Wrestlers in the World ====<br />
<br />
{{quote|Monks hone their fists to be weapons. We prefer to hone our entire bodies.|orig=Chiyon Fuji, Human Yokozuna}}<br />
<br />
If not working at a restaurant making Chankonabe or competing in a professional circuit, Sumo Wrestlers will often be taking part in street fights.<br />
<br />
<br />
'''Daily Life:''' Wake up before dawn. Commence strict training regime that includes religious ceremonies, and then is followed by a 5 hour work-out session. Eat a massive lunch that consists of, at a minimum, 5000 calories. Take a nice, long, nap. Then, business until the late dinner, which is immediately followed by going to bed.<br />
<br />
'''NPC Reactions:''' Most NPCs will point and stare, while others may laugh. Most, however, will do so because they are impressed rather than disgusted.<br />
<br />
==== Sumo Wrestler Lore ====<br />
<br />
Characters with ranks in Knowledge(history) can research Sumo Wrestlers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(History)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Sumo Wrestler's are known for being very big.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Sumo Wrestler's usually consume enough food to feed a family of four people at each meal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Sumo Wrestling has its roots deep in the history of an ancient culture, spanning back thousands of years ago.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Despite their flabby appearance, most of a Sumo's body weight is actually muscle. They're quite strong, despite the way they look.<br />
|}<br />
<br />
==== Sumo Wrestlers in the Game ====<br />
<br />
Sumo Wrestlers can be rather difficult to add to the game, unless you're adding a Yokozuna, who are litterally signs of ultimate Sumo power. Again, they tend to make good street fighters, so they can easily fit in such a scenario. NPC Sumo Wrestlers are few and far between. PC Sumo Wrestlers can be rather annoying to place, as they don't explicitly fill a single niche, however they are good to have later in the game because of their incredible damage dealing potential and out of combat uses.<br />
<br />
'''Adaptation:''' Sumo does not need to be exclusive to a single race, but the vast lore and history can make them a little harder to place into a campaign than other classes.<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:Lawful Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Sumo_Wrestler_(3.5e_Class)&diff=596120Sumo Wrestler (3.5e Class)2012-11-11T18:13:42Z<p>79.181.96.251: </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=Anybody whose got a better knowledge of gods can make the edits to religion.<br />
|type= Tank, Melee<br />
|desc= A heavy variation of the monk class with a focus on tanking damage and size.<br />
}}<br />
<br />
== Sumo Wrestler ==<br />
<br />
A large fighter hailing from the distant eastern lands, where they embody the ideal man, Sumo Wrestlers are notorious for their large bodies and impressive strength, ferocity, and discipline. Sumo Wrestlers, also known as Rikishi, are best when dealing with a single opponent, most often when grappling. A Rikishi's thick large body, although slow, is more than capable of taking a large variety of damage.<br />
<br />
=== Making a Sumo Wrestler ===<br />
<br />
Rikishi are a mixed class. They don't perfectly fit the role of the monk, and they don't perfectly fit the role of a tank. Instead, they take a place somewhere in between. Though they can use weapons, they usually prefer not to, choosing to rely on their bare hands and grappling throws.<br />
<br />
'''Abilities:''' Strength is very important for a Rikishi, to increase the effectiveness of grappling and throws. Additionally, Constitution is also important, as it increases the amount of damage they can take. Charisma is the third most important, mostly to keep enemies intimidated as long as possible. It should not take precedence over Str or Con. Dex, Int, and Wis are less important, as Rikishi rarely, if ever, use magic. It is also worth noting that the stats of a Rikishi are affected by their weight, in the passive skill 'Size Matters'.<br />
<br />
'''Races:''' Any race is welcome to be a Rikishi, however, as this is a class heavily based upon the size of the character, size definitely matters. Smaller races, such as Gnomes and Halflings, would be less effective Rikishi than Half-Orcs , Dwarves and Humans that very fat. Elves, Half-Elevs and non-fat Humans find the sport of Sumo to be repulsive, due to its focus being on size, and are therefore rarely, if ever, seen as Rikishi.<br />
<br />
'''Gender:''' For historical accuracy and role play purposes, it is ideal for a Sumo Wrestler to be male.<br />
<br />
'''Alignment:''' Any lawful. nothing happends if the character become Neutral Good, Neutral or Neutral Evil. Sumo Wrestlers have a great sense of honour, and would never dream of cheating. They are, however, rather greedy, and can therefore be evil or good.<br />
<br />
'''Starting Gold:''' 5d6 if the character's race fits in a Medium or higher size category. 3d6 if the character's race is smaller than Medium.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sumo Wrestler}}</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" | +0 || +2 || +0 || +0<br />
| class="left" | Rikishi, Heavy Weight, Size Matters, Grappling Fighter<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | Intimidating Size, Discipline<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" | Oshi-Dashi<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Improved Grapple, Heavy Weight<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Komusubi, Hikiotoshi<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | Sotogake<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | Crippling Arm Hold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +6 || +2 || +2<br />
| class="left" | Nodowa, Improved Disarm, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +6 || +3|| +3<br />
| class="left" | Ritual Sanctification<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +7 || +3 || +3<br />
| class="left" | Sekiwake<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +7 || +3 || +3<br />
| class="left" | Heavy Weight, Greater Grapple<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +8 || +4 || +4<br />
| class="left" | Chankonabe, Strangel Hold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +8 || +4 || +4<br />
| class="left" | Harite<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +9 || +4 || +4<br />
| class="left" | Abise-Taoshi<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +9 || +5 || +5<br />
| class="left" | Ozeki<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +10 || +5 || +5<br />
| class="left" | Weaponized Enemy, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +10 || +5 || +5<br />
| class="left" | Master Grapple<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +11 || +6 || +6<br />
| class="left" | Supplex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +11 || +6 || +6<br />
| class="left" | Grounded Stance, Grounded Push<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +12 || +6 || +6<br />
| class="left" | Yokozuna<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;8 at 1st level)'''<br/><br />
Balance (Dex), Concentration (Con), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Religion) (Int), Perform (sing) (Cha), Tumble (Dex)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Sumo Wrestler's class features focus on the use of grappling technique, unarmed, and unarmored combat. All of the following are class features of the Sumo Wrestler.<br />
<br />
'''Weapon and Armour Proficiency:''' Sumo Wrestler's are proficient with short swords, long swords, both one handed and two handed. They are not proficient with any kind of shield. They are not proficient with any kind of armour, but may wear robes if they wish. Sumo Wrestlers, as far as armour goes, prefer to wear a mawashi, which is a traditional sumo wrestling garment. While using shields, weapons, and armour that isn't a robe or mawashi, the Sumo Wrestler loses any benefit gained from Size Matters, and loses the ability to use their grappling techniques.<br />
<br />
<br />
<br />
'''{{#anc:Size Matters}}:''' While unarmoured and unarmed, the Sumo Wrestler gains an increase to their BAB equal to their weight/100(rounded up)+rank bonus. Their Natural AC is increased by their weight/100(rounded up)+rank bonus. At level 1, a Sumo Wrestler is simply ''Rikishi'', and therefore does not receive a rank bonus. Sumo Wrestlers increase in rank every five levels.<br />
<br />
'''{{#anc:Ranks}}:''' The ranks of Sumo Wrestlers, with the exception of ''Rikishi'' are as follows.<br />
<br />
''Komusubi'': Granted at the fifth level, grants a rank bonus of 1, and a permanent Constitution increase of +2<br />
<br />
''Sekiwake'': Granted at the tenth level, grants a rank bonus of 2, and a permanent Dexterity increase of +2<br />
<br />
''Ozeki'': Granted at the fifteenth level, grants a rank bonus of 3, and a permanent Charisma increase of +2<br />
<br />
''Yokozuna'': Granted at the twentieth level, grants a rank bonus of 4, and a permanent Strength increase of +2<br />
<br />
'''{{#anc:Heavy Weight}}:''' Upon acquiring this trait, the Sumo Wrestler's weight increases by 5d10+25, their Str increases by 1d4, and their Con increases by 1d4. This trait can be acquired multiple times, in place of a feat. Medium and Large characters can acquire this trait up to 5 times, whereas characters smaller than Medium may only acquire this trait up to 3 times.<br />
<br />
'''{{#anc:Intimidating Size}}''' The Sumo gains their weight/100(rounded up) to the Miscellaneous of their Intimidate skill. When attacking a Sumo Wrestler for the first time in an encounter, enemies must pass a Will save against the Sumo's Intimidation. If they fail the check, they are intimidated by the sheer size of the Sumo Wrestler, and cannot attack them this turn. They must continue to make Will saves during subsequent turns until one is passed.<br />
<br />
'''{{#anc:Grappling Fighter}}''' Sumo Wrestlers, although capable of fighting hand to hand, prefer to grapple. As such, Sumo Wrestlers gain their rank bonus to grapple checks. For every turn that a Sumo Wrestler successfully grapples an opponent, they deal their total melee attack bonus +1d4 in damage.<br />
<br />
'''{{#anc:Discipline}}\''' A Sumo Wrestler is well disciplined, and has trained his mind and body to suffer under the harshest conditions. Sumo wrestler's gain their rank bonus+2 to rolls that save against poisons, stuns, fears, and other debuffs.<br />
<br />
'''{{#anc:Oshi-Dashi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A frontal push-out. Can be used from a maximum of 60 feet away. The Sumo Wrestler rams their body into their opponent, dealing 2d6 damage. The opponent must pass a balance check greater than the sumo's concentration check, otherwise they are knocked down. Cannot be used if the opponent is within grappling distance.<br />
<br />
'''{{#anc:Hikiotoshi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A fierce counter attack. Can be used whenever you would have an attack of opportunity. The Sumo Wrestler grabs the arm of a charging opponent, and pulls them to the ground, dealing 2d6 damage. The opponent must pass a balance check greater than the sumo's Concentration check, otherwise they are knocked down.<br />
<br />
'''{{#anc:Sotogake}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A fierce trip that leaves opponents dazed. The Sumo Wrestler literally pulls an opponent's legs out from underneath them, dealing 1d6 damage and dazing them for 1d4 turns. Can only be used once per encounter.<br />
<br />
'''{{#anc:Nodowa}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Can only be done if the opponent is grappled. The Sumo thrusts their palm into the opponent's throat, dealing 3d6 damage. This ends the grapple, and knocks the opponent back ten feet.<br />
<br />
'''{{#anc:Harite}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A slap to the face, distracting the opponent for a brief moment. The Sumo deals 1d4 non-lethal damage. The opponent must make a Fortitude save, otherwise they are dazed for one turn.<br />
<br />
'''{{#anc:Abise-Taoshi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The sumo uses their very body weight to force an opponent to the ground. Initial damage dealt is 3d6. The opponent must succesfully make a fortitude save to push the Sumo wrestler off of them, though the wrestler may remove himself at any time. While the Sumo Wrestler is on top of an opponent, treat the situation as a normal grapple.<br />
<br />
'''{{#anc:Ritual Sanctification}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the Sumo is in possession of salt and sake/beer/wine, he can make a purification circle around the party's camp. Whilst inside the purification circle, party members recover hit points at an accelerated rate (at the DM's discretion), and cannot be attacked by undead, evil spirits, and unholy creatures. The category of unholy creature is again up to the DM's discretion.<br />
<br />
'''{{#anc:Supplex}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A significantly more aggressive strike than what one would normally see from a Sumo Wrestler. Cannot be used after Abise-Taoshi. Can only be used while grappling or in grappling distance of an enemy. The Sumo Wrestler grabs the opponent and throws their entire body backwards, almost acrobatically. When used on humanoids, roll 1d100. If the result is 90 or higher, the enemy's neck has been broken, reducing their hit points to 0 and paralyzing them. Otherwise, deal 5d6 damage, and end the grapple.<br />
<br />
'''{{#anc:Weaponized Enemy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A bizarrely more aggressive technique than one would normally see from a Sumo. Can only be used while grappling an opponent. The sumo throws the opponent at an enemy within 40 feet of himself, dealing 2d6 damage to both the thrown opponent and the target enemy.<br />
<br />
'''{{#anc:Chankonabe}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the Sumo is in possession of chicken meat, fish meat, vegetables, and sake, he can prepare up to five portions of Chankonabe meal. Each portion restores 2d8 hit points upon consumption. Anyone who goes to sleep within three hours after consuming Chankonabe also gains 2d6 pounds to their weight, regardless of the number of portions. It takes approximately 20 minutes to prepare the meal.<br />
<br />
====Ex-Sumo Wrestlers====<br />
<br />
A sumo wrestler who becomes chaotic cannot gain new levels as a sumo wrestler but retains all sumo wrestler abilities.<br />
<br />
Like a member of any other [[SRD:Class|class]], a sumo wrestler may be a [[SRD:Multiclass Characters|multiclass]] character, but [[SRD:Multiclass Characters|multiclass]] sumo wrestlers face a special restriction. A sumo wrestler who gains a new [[SRD:Class|class]] or (if already [[SRD:Multiclass Characters|multiclass]]) raises another [[SRD:Class|class]] by a level may never again raise her sumo wrestler level, though she retains all her sumo wrestler abilities.<br />
<br />
====Epic Sumo Wrestler====<br />
<br />
Epic Sumo Wrestler gain bonus feat each two level after 20th from fighter bonus feats of epic fighter bonus feats. <br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Sumo Wrestler ====<br />
<br />
'''Religion:''' Sumo Wrestlers are practically are taught from the minute they begin learning the art of Sumo to appease the gods. The god they choose to worship, however, is entirely up to them, as long as the god leans towards Lawful, and has respect for honour and tradition.<br />
<br />
'''Other Classes:''' Sumos are generally an interesting addition to the party. Due to the Sumo's larger size, most other classes, especially warrior classes, will tend to make fun of them. That is until a Sumo crushes an opponent with his weight, of course. Due to their deep roots in tradition and religion, Sumos tend to get along quite well with Monks and Priests, and they tend to work well together in combat. Sumos view summoners, or people that summon creatures to their side, as being inherently evil, and would choose not to interact with them whenever possible. Again, due to their roots in religion, Sumo Wrestlers have a severe distrust and dislike of anyone who practices any form of necromancy, or summoning and manipulation of the dead. Due to the Sumo's habit of sleeping, many people consider them to be lazy.<br />
<br />
'''Combat:''' In combat, the role of a Sumo Wrestler is to choose one target and hold them in place, often beating them to a pulp while they're at it. Their arsenal is full of tools for knocking enemies down and dazing them.<br />
<br />
'''Advancement:''' It is undesirable for Sumos to multiclass, as their lifestyle is unique and streamlined. With a combat that focuses so much on unarmed fighting and grappling, even something as simple as magic could weaken them.<br />
<br />
==== Sumo Wrestlers in the World ====<br />
<br />
{{quote|Monks hone their fists to be weapons. We prefer to hone our entire bodies.|orig=Chiyon Fuji, Human Yokozuna}}<br />
<br />
If not working at a restaurant making Chankonabe or competing in a professional circuit, Sumo Wrestlers will often be taking part in street fights.<br />
<br />
<br />
'''Daily Life:''' Wake up before dawn. Commence strict training regime that includes religious ceremonies, and then is followed by a 5 hour work-out session. Eat a massive lunch that consists of, at a minimum, 5000 calories. Take a nice, long, nap. Then, business until the late dinner, which is immediately followed by going to bed.<br />
<br />
'''NPC Reactions:''' Most NPCs will point and stare, while others may laugh. Most, however, will do so because they are impressed rather than disgusted.<br />
<br />
==== Sumo Wrestler Lore ====<br />
<br />
Characters with ranks in Knowledge(history) can research Sumo Wrestlers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(History)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Sumo Wrestler's are known for being very big.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Sumo Wrestler's usually consume enough food to feed a family of four people at each meal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Sumo Wrestling has its roots deep in the history of an ancient culture, spanning back thousands of years ago.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Despite their flabby appearance, most of a Sumo's body weight is actually muscle. They're quite strong, despite the way they look.<br />
|}<br />
<br />
==== Sumo Wrestlers in the Game ====<br />
<br />
Sumo Wrestlers can be rather difficult to add to the game, unless you're adding a Yokozuna, who are litterally signs of ultimate Sumo power. Again, they tend to make good street fighters, so they can easily fit in such a scenario. NPC Sumo Wrestlers are few and far between. PC Sumo Wrestlers can be rather annoying to place, as they don't explicitly fill a single niche, however they are good to have later in the game because of their incredible damage dealing potential and out of combat uses.<br />
<br />
'''Adaptation:''' Sumo does not need to be exclusive to a single race, but the vast lore and history can make them a little harder to place into a campaign than other classes.<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:Lawful Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Sumo_Wrestler_(3.5e_Class)&diff=596116Sumo Wrestler (3.5e Class)2012-11-11T18:05:34Z<p>79.181.96.251: </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=Anybody whose got a better knowledge of gods can make the edits to religion.<br />
|type= Tank, Melee<br />
|desc= A heavy variation of the monk class with a focus on tanking damage and size.<br />
}}<br />
<br />
== Sumo Wrestler ==<br />
<br />
A large fighter hailing from the distant eastern lands, where they embody the ideal man, Sumo Wrestlers are notorious for their large bodies and impressive strength, ferocity, and discipline. Sumo Wrestlers, also known as Rikishi, are best when dealing with a single opponent, most often when grappling. A Rikishi's thick large body, although slow, is more than capable of taking a large variety of damage.<br />
<br />
=== Making a Sumo Wrestler ===<br />
<br />
Rikishi are a mixed class. They don't perfectly fit the role of the monk, and they don't perfectly fit the role of a tank. Instead, they take a place somewhere in between. Though they can use weapons, they usually prefer not to, choosing to rely on their bare hands and grappling throws.<br />
<br />
'''Abilities:''' Strength is very important for a Rikishi, to increase the effectiveness of grappling and throws. Additionally, Constitution is also important, as it increases the amount of damage they can take. Charisma is the third most important, mostly to keep enemies intimidated as long as possible. It should not take precedence over Str or Con. Wis, Int, and Cha are less important, as Rikishi rarely, if ever, use magic. It is also worth noting that the stats of a Rikishi are affected by their weight, in the passive skill 'Size Matters'.<br />
<br />
'''Races:''' Any race is welcome to be a Rikishi, however, as this is a class heavily based upon the size of the character, size definitely matters. Smaller races, such as Gnomes and Halflings, would be less effective Rikishi than Humans, Dwarves, or Orcs. Elves find the sport of Sumo to be repulsive, due to its focus being on size, and are therefore rarely, if ever, seen as Rikishi.<br />
<br />
'''Gender:''' For historical accuracy and role play purposes, it is ideal for a Sumo Wrestler to be male.<br />
<br />
'''Alignment:''' Any lawful. Sumo Wrestlers have a great sense of honour, and would never dream of cheating. They are, however, rather greedy, and can therefore be evil or good.<br />
<br />
'''Starting Gold:''' 5d6 if the character's race fits in a Medium or higher size category. 3d6 if the character's race is smaller than Medium.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The <-class name->}}</div><br />
Hit Die: 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" | +0 || +2 || +0 || +0<br />
| class="left" | Rikishi, Heavy Weight, Size Matters, Grappling Fighter<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | Intimidating Size, Discipline<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" | Oshi-Dashi<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Improved Grapple, Heavy Weight<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +4 || +4 || +1 || +1<br />
| class="left" | Komusubi, Hikiotoshi<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | Sotogake<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | Crippling Arm Hold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +6 || +2 || +2<br />
| class="left" | Nodowa, Improved Disarm, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +6 || +3|| +3<br />
| class="left" | Ritual Sanctification<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +7 || +3 || +3<br />
| class="left" | Sekiwake<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +7 || +3 || +3<br />
| class="left" | Heavy Weight, Greater Grapple<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +8 || +4 || +4<br />
| class="left" | Chankonabe, Strangel Hold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +8 || +4 || +4<br />
| class="left" | Harite<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +9 || +4 || +4<br />
| class="left" | Abise-Taoshi<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +9 || +5 || +5<br />
| class="left" | Ozeki<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +10 || +5 || +5<br />
| class="left" | Weaponized Enemy, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +10 || +5 || +5<br />
| class="left" | Master Grapple<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +11 || +6 || +6<br />
| class="left" | Supplex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +11 || +6 || +6<br />
| class="left" | Grounded Stance, Grounded Push<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +12 || +6 || +6<br />
| class="left" | Yokozuna<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;8 at 1st level)'''<br/><br />
Balance (Dex), Concentration (Con), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Religion) (Int), Perform (sing) (Cha), Tumble (Dex)<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Sumo Wrestler's class features focus on the use of grappling technique, unarmed, and unarmored combat. All of the following are class features of the Sumo Wrestler.<br />
<br />
'''Weapon and Armour Proficiency:''' Sumo Wrestler's are proficient with short swords, long swords, both one handed and two handed. They are not proficient with any kind of shield. They are not proficient with any kind of armour, but may wear robes if they wish. Sumo Wrestlers, as far as armour goes, prefer to wear a mawashi, which is a traditional sumo wrestling garment. While using shields, weapons, and armour that isn't a robe or mawashi, the Sumo Wrestler loses any benefit gained from Size Matters, and loses the ability to use their grappling techniques.<br />
<br />
<br />
<br />
'''{{#anc:Size Matters}}:''' While unarmoured and unarmed, the Sumo Wrestler gains an increase to their BAB equal to their weight/100(rounded up)+rank bonus. Their Natural AC is increased by their weight/100(rounded up)+rank bonus. At level 1, a Sumo Wrestler is simply ''Rikishi'', and therefore does not receive a rank bonus. Sumo Wrestlers increase in rank every five levels.<br />
<br />
'''{{#anc:Ranks}}:''' The ranks of Sumo Wrestlers, with the exception of ''Rikishi'' are as follows.<br />
<br />
''Komusubi'': Granted at the fifth level, grants a rank bonus of 1, and a permanent Constitution increase of +2<br />
<br />
''Sekiwake'': Granted at the tenth level, grants a rank bonus of 2, and a permanent Dexterity increase of +2<br />
<br />
''Ozeki'': Granted at the fifteenth level, grants a rank bonus of 3, and a permanent Charisma increase of +2<br />
<br />
''Yokozuna'': Granted at the twentieth level, grants a rank bonus of 4, and a permanent Strength increase of +2<br />
<br />
'''{{#anc:Heavy Weight}}:''' Upon acquiring this trait, the Sumo Wrestler's weight increases by 5d10+25, their Str increases by 1d4, and their Con increases by 1d4. This trait can be acquired multiple times, in place of a feat. Medium and Large characters can acquire this trait up to 5 times, whereas characters smaller than Medium may only acquire this trait up to 3 times.<br />
<br />
'''{{#anc:Intimidating Size}}''' The Sumo gains their weight/100(rounded up) to the Miscellaneous of their Intimidate skill. When attacking a Sumo Wrestler for the first time in an encounter, enemies must pass a Will save against the Sumo's Intimidation. If they fail the check, they are intimidated by the sheer size of the Sumo Wrestler, and cannot attack them this turn. They must continue to make Will saves during subsequent turns until one is passed.<br />
<br />
'''{{#anc:Grappling Fighter}}''' Sumo Wrestlers, although capable of fighting hand to hand, prefer to grapple. As such, Sumo Wrestlers gain their rank bonus to grapple checks. For every turn that a Sumo Wrestler successfully grapples an opponent, they deal their total melee attack bonus +1d4 in damage.<br />
<br />
'''{{#anc:Discipline}}\''' A Sumo Wrestler is well disciplined, and has trained his mind and body to suffer under the harshest conditions. Sumo wrestler's gain their rank bonus+2 to rolls that save against poisons, stuns, fears, and other debuffs.<br />
<br />
'''{{#anc:Oshi-Dashi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A frontal push-out. Can be used from a maximum of 60 feet away. The Sumo Wrestler rams their body into their opponent, dealing 2d6 damage. The opponent must pass a balance check greater than the sumo's concentration check, otherwise they are knocked down. Cannot be used if the opponent is within grappling distance.<br />
<br />
'''{{#anc:Hikiotoshi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A fierce counter attack. Can be used whenever you would have an attack of opportunity. The Sumo Wrestler grabs the arm of a charging opponent, and pulls them to the ground, dealing 2d6 damage. The opponent must pass a balance check greater than the sumo's Concentration check, otherwise they are knocked down.<br />
<br />
'''{{#anc:Sotogake}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A fierce trip that leaves opponents dazed. The Sumo Wrestler literally pulls an opponent's legs out from underneath them, dealing 1d6 damage and dazing them for 1d4 turns. Can only be used once per encounter.<br />
<br />
'''{{#anc:Nodowa}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Can only be done if the opponent is grappled. The Sumo thrusts their palm into the opponent's throat, dealing 3d6 damage. This ends the grapple, and knocks the opponent back ten feet.<br />
<br />
'''{{#anc:Harite}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A slap to the face, distracting the opponent for a brief moment. The Sumo deals 1d4 non-lethal damage. The opponent must make a Fortitude save, otherwise they are dazed for one turn.<br />
<br />
'''{{#anc:Abise-Taoshi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The sumo uses their very body weight to force an opponent to the ground. Initial damage dealt is 3d6. The opponent must succesfully make a fortitude save to push the Sumo wrestler off of them, though the wrestler may remove himself at any time. While the Sumo Wrestler is on top of an opponent, treat the situation as a normal grapple.<br />
<br />
'''{{#anc:Ritual Sanctification}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the Sumo is in possession of salt and sake/beer/wine, he can make a purification circle around the party's camp. Whilst inside the purification circle, party members recover hit points at an accelerated rate (at the DM's discretion), and cannot be attacked by undead, evil spirits, and unholy creatures. The category of unholy creature is again up to the DM's discretion.<br />
<br />
'''{{#anc:Supplex}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A significantly more aggressive strike than what one would normally see from a Sumo Wrestler. Cannot be used after Abise-Taoshi. Can only be used while grappling or in grappling distance of an enemy. The Sumo Wrestler grabs the opponent and throws their entire body backwards, almost acrobatically. When used on humanoids, roll 1d100. If the result is 90 or higher, the enemy's neck has been broken, reducing their hit points to 0 and paralyzing them. Otherwise, deal 5d6 damage, and end the grapple.<br />
<br />
'''{{#anc:Weaponized Enemy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A bizarrely more aggressive technique than one would normally see from a Sumo. Can only be used while grappling an opponent. The sumo throws the opponent at an enemy within 40 feet of himself, dealing 2d6 damage to both the thrown opponent and the target enemy.<br />
<br />
'''{{#anc:Chankonabe}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If the Sumo is in possession of chicken meat, fish meat, vegetables, and sake, he can prepare up to five portions of Chankonabe meal. Each portion restores 2d8 hit points upon consumption. Anyone who goes to sleep within three hours after consuming Chankonabe also gains 2d6 pounds to their weight, regardless of the number of portions. It takes approximately 20 minutes to prepare the meal.<br />
<br />
====Ex-Sumo Wrestlers====<br />
<br />
A sumo wrestler who becomes nonlawful cannot gain new levels as a sumo wrestler but retains all sumo wrestler abilities.<br />
<br />
Like a member of any other [[SRD:Class|class]], a sumo wrestler may be a [[SRD:Multiclass Characters|multiclass]] character, but [[SRD:Multiclass Characters|multiclass]] sumo wrestlers face a special restriction. A sumo wrestler who gains a new [[SRD:Class|class]] or (if already [[SRD:Multiclass Characters|multiclass]]) raises another [[SRD:Class|class]] by a level may never again raise her sumo wrestler level, though she retains all her sumo wrestler abilities.<br />
<br />
====Epic Sumo Wrestler====<br />
<br />
Epic Sumo Wrestler gain bonus feat each two level after 20th from fighter bonus feats of epic fighter bonus feats. <br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Sumo Wrestler ====<br />
<br />
'''Religion:''' Sumo Wrestlers are practically are taught from the minute they begin learning the art of Sumo to appease the gods. The god they choose to worship, however, is entirely up to them, as long as the god leans towards Lawful, and has respect for honour and tradition.<br />
<br />
'''Other Classes:''' Sumos are generally an interesting addition to the party. Due to the Sumo's larger size, most other classes, especially warrior classes, will tend to make fun of them. That is until a Sumo crushes an opponent with his weight, of course. Due to their deep roots in tradition and religion, Sumos tend to get along quite well with Monks and Priests, and they tend to work well together in combat. Sumos view summoners, or people that summon creatures to their side, as being inherently evil, and would choose not to interact with them whenever possible. Again, due to their roots in religion, Sumo Wrestlers have a severe distrust and dislike of anyone who practices any form of necromancy, or summoning and manipulation of the dead. Due to the Sumo's habit of sleeping, many people consider them to be lazy.<br />
<br />
'''Combat:''' In combat, the role of a Sumo Wrestler is to choose one target and hold them in place, often beating them to a pulp while they're at it. Their arsenal is full of tools for knocking enemies down and dazing them.<br />
<br />
'''Advancement:''' It is undesirable for Sumos to multiclass, as their lifestyle is unique and streamlined. With a combat that focuses so much on unarmed fighting and grappling, even something as simple as magic could weaken them.<br />
<br />
==== Sumo Wrestlers in the World ====<br />
<br />
{{quote|Monks hone their fists to be weapons. We prefer to hone our entire bodies.|orig=Chiyon Fuji, Human Yokozuna}}<br />
<br />
If not working at a restaurant making Chankonabe or competing in a professional circuit, Sumo Wrestlers will often be taking part in street fights.<br />
<br />
<br />
'''Daily Life:''' Wake up before dawn. Commence strict training regime that includes religious ceremonies, and then is followed by a 5 hour work-out session. Eat a massive lunch that consists of, at a minimum, 5000 calories. Take a nice, long, nap. Then, business until the late dinner, which is immediately followed by going to bed.<br />
<br />
'''NPC Reactions:''' Most NPCs will point and stare, while others may laugh. Most, however, will do so because they are impressed rather than disgusted.<br />
<br />
==== Sumo Wrestler Lore ====<br />
<br />
Characters with ranks in Knowledge(history) can research Sumo Wrestlers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(History)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Sumo Wrestler's are known for being very big.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Sumo Wrestler's usually consume enough food to feed a family of four people at each meal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Sumo Wrestling has its roots deep in the history of an ancient culture, spanning back thousands of years ago.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Despite their flabby appearance, most of a Sumo's body weight is actually muscle. They're quite strong, despite the way they look.<br />
|}<br />
<br />
==== Sumo Wrestlers in the Game ====<br />
<br />
Sumo Wrestlers can be rather difficult to add to the game, unless you're adding a Yokozuna, who are litterally signs of ultimate Sumo power. Again, they tend to make good street fighters, so they can easily fit in such a scenario. NPC Sumo Wrestlers are few and far between. PC Sumo Wrestlers can be rather annoying to place, as they don't explicitly fill a single niche, however they are good to have later in the game because of their incredible damage dealing potential and out of combat uses.<br />
<br />
'''Adaptation:''' Sumo does not need to be exclusive to a single race, but the vast lore and history can make them a little harder to place into a campaign than other classes.<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:Lawful Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Tainted_Wretch_(3.5e_Class)&diff=596014Tainted Wretch (3.5e Class)2012-11-10T13:09:55Z<p>79.181.96.251: </p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=I very much would like someone to put the spell list in alphabetical order.<br />
|type=Bad Guy, Combat-Focused, Moderate Spellcasting, Spontaneous Spellcasting, Arcane Spellcasting<br />
|desc=When an average citizen is tainted by a great or lasting evil, he can become physically and magically stronger at the expense of his health and sanity.<br />
}}<br />
<br />
==Tainted Wretch==<br />
<br />
The Tainted Wretch is the after-effect of a great or lasting evil in the world. This corruption is tied to him, growing with him as it makes him more powerful. Corruption and taint grant him great power, but also affect his health and sanity. Think of it like a nuclear radiation blast that mutates someone into a powerful being but is also slowly destroying them. The class statistics are based on both the druid and the sorcerer, and slowly applies the Corrupt Creature template over 20 levels.<br />
<br />
===Making a Tainted Wretch===<br />
<br />
Tainted Wretches are unnaturally strong both physically and magically. However, there are several side effects to this great power. The wretch suffers the debilitating effects of Taint (see Heroes of Horror, p.62), as well as penalties to Dexterity, Wisdom, and Charisma. The Tainted Wretch is almost useless as far as skills go (except maybe Intimidate). Pretty much anything skillful, passive, or diplomatic in a good-aligned world is not his forte. He is quite effective in melee combat, however, and he can cast spontaneous spells (although he has fewer spells per day than a sorcerer). Because of his Fast Healing, Damage Reduction, and Disrupting Attack, he proves to be both an effective tank and damage-dealing class. He's the Death Knight of Dungeons and Dragons.<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are important to the Tainted Wretch. His only purpose is to be strong and powerful. Like [[Wizard|wizard]], Tainted Wretch can benefit from high [[Constitution]] and [[Dexterity]].<br />
<br />
'''Races:''' Any race may become a Tainted Wretch, but not many individuals are willing to embrace such taint.<br />
<br />
'''Alignment:''' Always evil.<br />
<br />
'''Starting Gold:''' starting gold; 3d4&times;10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Tainted Wretch}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Disruptive Attack, Fast Healing, Taint<br />
|3||1||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | <br />
|4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | Deformity<br />
|4||2||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | DR 5/+1<br />
|5||3||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Enhanced Power +1<br />
|5||3||2||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | Corrupt Reserve 1<br />
|5||3||3||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | <br />
|6||4||3||2||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | DR 5/+2<br />
|6||4||3||3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | Vile Bonus Feat<br />
|6||4||4||3||2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | Enhanced Power +2<br />
|6||4||4||3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | <br />
|6||5||4||4||3||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | DR 10/+3, Corrupt Reserve 2<br />
|6||5||4||4||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Vile Bonus Feat<br />
|6||5||5||4||4||3||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | <br />
|6||5||5||4||4||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | Enhanced Power +3<br />
|6||5||5||5||4||4||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|6||5||5||5||4||4||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Vile Bonus Feat<br />
|6||5||5||5||5||4||4||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Corrupt Reserve 4<br />
|6||5||5||5||5||5||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|6||5||5||5||5||5||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Enhanced Power +4<br />
|6||5||5||5||5||5||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Move Silently (Dex), Profession (Wis), and Spellcraft (Int).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Tainted Wretch.<br />
<br />
'''Weapon and Armor Proficiency:''' Tainted Wretches are proficient with both simple and martial weapons, but not with armor or shields.<br />
<br />
'''{{#anc:Spells}}:''' A Tainted Wretch casts arcane spells. He can cast any spell he knows without preparing it ahead of time. To learn to cast a spell, a Tainted Wretch must have an [[Intelligence]] score equal to at least 10 + the spell level. The DC for a saving throw against a Tainted Wretch's spell is 10 + the spell level + the wretch's [[Charisma]] modifier. Tainted Wretches choose their spells from the following list:<br />
<br />
0&mdash;Preserve Organ <sup>[[Book of Vile Darkness|BoVD]]</sup>, Unnerving Gaze <sup>[[Book of Vile Darkness|BoVD]]</sup>, No Light <sup>[[Book of Vile Darkness|BoVD]]</sup>, Slash Tongue <sup>[[Book of Vile Darkness|BoVD]]</sup>, Disrupt Undead, Touch of Fatigue, Arcane Mark, Acid Splash.<br />
<br />
1st&mdash;Suspend Disease <sup>[[Book of Vile Darkness|BoVD]]</sup>, Black Bag <sup>[[Book of Vile Darkness|BoVD]]</sup>, Extract Drug <sup>[[Book of Vile Darkness|BoVD]]</sup>, Nether Trail <sup>[[Book of Vile Darkness|BoVD]]</sup>, Drug Resistance <sup>[[Book of Vile Darkness|BoVD]]</sup>, Sacrificial Skill <sup>[[Book of Vile Darkness|BoVD]]</sup>, Stupor <sup>[[Book of Vile Darkness|BoVD]]</sup>, Darklight <sup>[[Book of Vile Darkness|BoVD]]</sup>, Death Grimace <sup>[[Book of Vile Darkness|BoVD]]</sup>, Aberrate <sup>[[Book of Vile Darkness|BoVD]]</sup>, Bestow Wound <sup>[[Book of Vile Darkness|BoVD]]</sup>, Cheat <sup>[[Book of Vile Darkness|BoVD]]</sup>, Tongue Tendrils <sup>[[Book of Vile Darkness|BoVD]]</sup>, Seething Eyebane <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ectoplasmic Armor <sup>[[Libris Mortis|LM]]</sup>, Summon Undead I <sup>[[Libris Mortis|LM]]</sup>, [[SRD:Summon Monster I|Summon Monster I]], Necrotic Awareness <sup>[[Libris Mortis|LM]]</sup>, [[SRD:Cause Fear|Cause Fear]], [[SRD:Chill Touch|Chill Touch]], [[SRD:Ray of Enfeeblement|Ray of Enfeeblement]], Protection from Chaos/Evil/Good/Law, Lesser Orb of Acid, Lesser Orb of Cold, Dead End, Ebon Eyes, Net of Shadows, Nightshield, Spirit Worm.<br />
<br />
2nd&mdash;Unheavened <sup>[[Book of Vile Darkness|BoVD]]</sup>, Addiction <sup>[[Book of Vile Darkness|BoVD]]</sup>, Entice Gift <sup>[[Book of Vile Darkness|BoVD]]</sup>, Masochism <sup>[[Book of Vile Darkness|BoVD]]</sup>, Sadism <sup>[[Book of Vile Darkness|BoVD]]</sup>, Sap Strength <sup>[[Book of Vile Darkness|BoVD]]</sup>, Darkbolt <sup>[[Book of Vile Darkness|BoVD]]</sup>, Dance of Ruin <sup>[[Book of Vile Darkness|BoVD]]</sup>, Shriveling <sup>[[Book of Vile Darkness|BoVD]]</sup>, Slow Consumption <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wither Limb <sup>[[Book of Vile Darkness|BoVD]]</sup>, Graz'zt's Long Grasp <sup>[[Book of Vile Darkness|BoVD]]</sup>, Spores of the Vrock <sup>[[Book of Vile Darkness|BoVD]]</sup>, Devil's Tongue <sup>[[Book of Vile Darkness|BoVD]]</sup>, Fangs of the Vampire King <sup>[[Book of Vile Darkness|BoVD]]</sup>, Lahm's Finger Darts <sup>[[Book of Vile Darkness|BoVD]]</sup>, Summon Undead II <sup>[[Libris Mortis|LM]]</sup>, Summon Monster II, Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand, Blade of Pain and Fear <sup>[[Libris Mortis|LM]]</sup>, Ghost Touch Armor <sup>[[Libris Mortis|LM]]</sup>, Ghoul Glyph <sup>[[Libris Mortis|LM]]</sup>, Necrotic Cyst <sup>[[Libris Mortis|LM]]</sup>, Necrotic Scrying <sup>[[Libris Mortis|LM]]</sup>, Spawn Screen <sup>[[Libris Mortis|LM]]</sup>, Melf's Acid Arrow, Phantasmal Assailants, Wall of Gloom, Investiture of the Spined Devil, Vision of Entropy, Claws of Darkness, Create Magic Tatoo, Curse of Impending Blades, Dark Way, Death Armor, Infernal Wound, Ray of Sickness, Ray of Weakness, Sting Ray, Stolen Breath, Veil of Shadow, Wracking Touch, Wraithstrike.<br />
<br />
3rd&mdash;Absorb Mind <sup>[[Book of Vile Darkness|BoVD]]</sup>, Love's Pain <sup>[[Book of Vile Darkness|BoVD]]</sup>, Red Fester <sup>[[Book of Vile Darkness|BoVD]]</sup>, Rotting Curse of Urfestra <sup>[[Book of Vile Darkness|BoVD]]</sup>, Serpents of Theggeron <sup>[[Book of Vile Darkness|BoVD]]</sup>, Touch of Juiblex <sup>[[Book of Vile Darkness|BoVD]]</sup>, Circle of Nausea <sup>[[Book of Vile Darkness|BoVD]]</sup>, Clutch of Orcus <sup>[[Book of Vile Darkness|BoVD]]</sup>, Flesh Ripper <sup>[[Book of Vile Darkness|BoVD]]</sup>, Devil's Eye <sup>[[Book of Vile Darkness|BoVD]]</sup>, Eyes of the Zombie <sup>[[Book of Vile Darkness|BoVD]]</sup>, Glimpse of Truth <sup>[[Book of Vile Darkness|BoVD]]</sup>, Drown <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wall of Chains <sup>[[Book of Vile Darkness|BoVD]]</sup>, Evil Eye <sup>[[Book of Vile Darkness|BoVD]]</sup>, Dread Word <sup>[[Book of Vile Darkness|BoVD]]</sup>, Vile Lance <sup>[[Book of Vile Darkness|BoVD]]</sup>, Cruel Disappointment <sup>[[Book of Vile Darkness|BoVD]]</sup>, Curse of the Putrid Husk <sup>[[Book of Vile Darkness|BoVD]]</sup>, Reality Blind <sup>[[Book of Vile Darkness|BoVD]]</sup>, Tongue Serpents <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ectoplasmic Feedback <sup>[[Libris Mortis|LM]]</sup>, Summon Undead III <sup>[[Libris Mortis|LM]]</sup>, Summon Monster III, Incorporeal Enhancement <sup>[[Libris Mortis|LM]]</sup>, Necrotic Bloat <sup>[[Libris Mortis|LM]]</sup>, Gentle Repose, Halt Undead, Ray of Exhaustion, Vampiric Touch, Stinking Cloud, Magic Circle against Chaos/Evil/Good/Law, Resist Taint, Corpse Candle, Shadow Binding, Investiture of the Bearded Devil, Investiture of the Chained Devil, Extract Gift, Blacklight, Contagious Fog, Mass Curse of Impending Blades, Deeper Darkvision, Manyjaws, Nauseating Breath, Undead Lieutenant, Undead Torch.<br />
<br />
4th&mdash;Psychic Poison <sup>[[Book of Vile Darkness|BoVD]]</sup>, Abyssal Might <sup>[[Book of Vile Darkness|BoVD]]</sup>, Hell's Power <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wall of Deadly Chains <sup>[[Book of Vile Darkness|BoVD]]</sup>, Damning Darkness <sup>[[Book of Vile Darkness|BoVD]]</sup>, Mirror Sending <sup>[[Book of Vile Darkness|BoVD]]</sup>, Grim Revenge <sup>[[Book of Vile Darkness|BoVD]]</sup>, Liquid Pain <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wrack <sup>[[Book of Vile Darkness|BoVD]]</sup>, Corrupt Summons <sup>[[Book of Vile Darkness|BoVD]]</sup>, Dancing Chains <sup>[[Book of Vile Darkness|BoVD]]</sup>, Absorb Strength <sup>[[Book of Vile Darkness|BoVD]]</sup>, Evard's Black Tentacles, Summon Undead IV, Summon Monster IV, Animate Dead, Bestow Curse, Contagion, Enervation, Fear, Crushing Despair, Bloodstar, Necrotic Domination, Orb of Acid, Orb of Cold, Burning Blood, Investiture of the Amnizu, Investiture of the Erinyes, Investiture of the Harvester Devil, Investiture of the Steel Devil, Wall of Evil, Wall of Chaos, Wall of Law.<br />
<br />
5th&mdash;Imprison Possessor <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Dretch Horde <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Lemure Horde <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Nightmare <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wall of Ooze <sup>[[Book of Vile Darkness|BoVD]]</sup>, Soul Shackles <sup>[[Book of Vile Darkness|BoVD]]</sup>, Stop Heart <sup>[[Book of Vile Darkness|BoVD]]</sup>, Heartclutch <sup>[[Book of Vile Darkness|BoVD]]</sup>, Morality Undone <sup>[[Book of Vile Darkness|BoVD]]</sup>, Resonating Resistance <sup>[[Book of Vile Darkness|BoVD]]</sup>, Forbidden Speech <sup>[[Book of Vile Darkness|BoVD]]</sup>, Power Leech <sup>[[Book of Vile Darkness|BoVD]]</sup>, Claws of the Bebilith <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Forth the Beast <sup>[[Book of Vile Darkness|BoVD]]</sup>, Oath of Blood <sup>[[Book of Vile Darkness|BoVD]]</sup>, Summon Undead V <sup>[[Libris Mortis|LM]]</sup>, Summon Monster V, Haunt Shift <sup>[[Libris Mortis|LM]]</sup>, Kiss of the Vampire <sup>[[Libris Mortis|LM]]</sup>, Necrotic Burst <sup>[[Libris Mortis|LM]]</sup>, Night's Caress, Dismissal, Cloudkill, Lesser Planar Binding, Contact Other Plane, Blight, Magic Jar, Symbol of Pain, Waves of Fatigue, Permanency, Viriolic Sphere, Spiritwall, Freezing Fog, Investiture of the Narzugon, Investiture of the Orthon, Death Throes, Graymantle, Gutsnake, Miasma of Entropy, Night's Caress, Nightstalker's Transformation, Viscid Glob.<br />
<br />
6th&mdash;Impotent Possessor <sup>[[Book of Vile Darkness|BoVD]]</sup>, Snare Astral Traveler <sup>[[Book of Vile Darkness|BoVD]]</sup>, Alert Bebilith <sup>[[Book of Vile Darkness|BoVD]]</sup>, False Sending <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ectoplasmic Enhancement <sup>[[Book of Vile Darkness|BoVD]]</sup>, Fiendish Quickening <sup>[[Book of Vile Darkness|BoVD]]</sup>, Thousand Needles <sup>[[Book of Vile Darkness|BoVD]]</sup>, Cloud of the Achaierai <sup>[[Book of Vile Darkness|BoVD]]</sup>, Consume Likeness <sup>[[Book of Vile Darkness|BoVD]]</sup>, Master's Lament <sup>[[Heroes of Horror|HoH]]</sup>, Cloak of Hate <sup>[[Heroes of Horror|HoH]]</sup>, Ghoul Gauntlet <sup>[[Libris Mortis|LM]]</sup>, Incorporeal Nova <sup>[[Libris Mortis|LM]]</sup>, Necrotic Eruption <sup>[[Libris Mortis|LM]]</sup>, Revive Undead <sup>[[Libris Mortis|LM]]</sup>, Spectral Touch, Planar Binding, Summon Monster VI, Geas/Quest, Circle of Death, Create Undead, Eyebite, Symbol of Fear, Undeath to Death, Arrow of Bone, Fiendform, Investiture of the Barbed Devil, Investiture of the Malebranche, Oozepuppet, Mass Contagion, Fleshshiver, Howling Chain, Ray of Entropy.<br />
<br />
7th&mdash;Wall of Eyes <sup>[[Book of Vile Darkness|BoVD]]</sup>, Fiendish Clarity <sup>[[Book of Vile Darkness|BoVD]]</sup>, Whirlwind of Teeth <sup>[[Book of Vile Darkness|BoVD]]</sup>, Eye of the Beholder <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wretched Blight <sup>[[Book of Vile Darkness|BoVD]]</sup>, Imprison Soul <sup>[[Book of Vile Darkness|BoVD]]</sup>, Chain of Sorrow <sup>[[Book of Vile Darkness|BoVD]]</sup>, Death by Thorns <sup>[[Book of Vile Darkness|BoVD]]</sup>, Rapture of Rupture <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ghost Trap <sup>[[Libris Mortis|LM]]</sup>, Avasculate <sup>[[Libris Mortis|LM]]</sup>, Awaken Undead <sup>[[Libris Mortis|LM]]</sup>, Energy Ebb <sup>[[Libris Mortis|LM]]</sup>, Necrotic Tumor <sup>[[Libris Mortis|LM]]</sup>, Banishment, Plane Shift, Summon Monster VII, Insanity, Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Ethereal Jaunt, Limited Wish, Sword of Darkness, Investiture of the Ice Devil, Soul Link, Barghest's Feast, Evil Glare, Kiss of the Vampire, Symphonic Nightmare.<br />
<br />
8th&mdash;Phantasmal Thief <sup>[[Book of Vile Darkness|BoVD]]</sup>, Gutwrench <sup>[[Book of Vile Darkness|BoVD]]</sup>, Steal Life <sup>[[Book of Vile Darkness|BoVD]]</sup>, Bestow Greater Curse <sup>[[Book of Vile Darkness|BoVD]]</sup>, Soul's Treasure Lost <sup>[[Book of Vile Darkness|BoVD]]</sup>, Befoul <sup>[[Book of Vile Darkness|BoVD]]</sup>, Pestilence <sup>[[Book of Vile Darkness|BoVD]]</sup>, Evil Weather <sup>[[Book of Vile Darkness|BoVD]]</sup>, Plague of Nightmares <sup>[[Book of Vile Darkness|BoVD]]</sup>, Familial Geas <sup>[[Heroes of Horror|HoH]]</sup>, Avascular Mass <sup>[[Libris Mortis|LM]]</sup>, Necrotic Empowerment <sup>[[Libris Mortis|LM]]</sup>, Veil of Undeath <sup>[[Libris Mortis|LM]]</sup>, Ghostform, Dimensional Lock, Greater Planar Binding, Summon Monster VII, Trap the Soul, Symbol of Insanity, Clone, Create Greater Undead, Horrid Wilting, Symbol of Death, Blackfire, Heart of Stone, Flensing, Investiture of the Horned Devil, Shun the Dark Chaos, Embrace the Dark Chaos, Death Dragon, Skeletal Guard, Wrathful Cstigation.<br />
<br />
9th&mdash;Utterdark <sup>[[Book of Vile Darkness|BoVD]]</sup>, Programmed Amnesia <sup>[[Book of Vile Darkness|BoVD]]</sup>, Mindrape <sup>[[Book of Vile Darkness|BoVD]]</sup>, Crushing Fist of Spite <sup>[[Book of Vile Darkness|BoVD]]</sup>, Despoil <sup>[[Book of Vile Darkness|BoVD]]</sup>, Apocalypse from the Sky <sup>[[Book of Vile Darkness|BoVD]]</sup>, Plague of Undead <sup>[[Book of Vile Darkness|BoVD]]</sup>, Vile Death <sup>[[Book of Vile Darkness|BoVD]]</sup>, Necrotic Termination <sup>[[Libris Mortis|LM]]</sup>, Gate, Summon Monster IX, Astral Projection, Energy Drain, Soul Bind, Wail of the Banshee, Wish, Sphere of Ultimate Destruction, Mindrape, Investiture of the Hellfire Engine, Investiture of the Pit Fiend, Abyssal Rift, Abyssal Army, Black Blade of Disaster, Hellish Horde, Hunters of Hades, Maw of Chaos, Sphere of Ultimate Destruction.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Tainted Wretch Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4 || 2 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5 || 2 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 5 || 3 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6 || 3 || 1 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6 || 4 || 2 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 7 || 4 || 2 || 1 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 7 || 5 || 3 || 2 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 8 || 5 || 3 || 2 || 1 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 8 || 5 || 4 || 3 || 2 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 9 || 5 || 4 || 3 || 2 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 9 || 5 || 5 || 4 || 3 || 2 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 9 || 5 || 5 || 4 || 3 || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 9 || 5 || 5 || 4 || 4 || 3 || 2 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 9 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 2 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 3 || 3<br />
|}<br />
<br />
'''{{#anc:Disruptive Attack}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Tainted Wretch deals additional vile damage when it touches uncorrupted, living corporeal nonoutsiders. This only dealt when the wretch makes touch attacks, natural attacks, unarmed attacks, or otherwise touches the target. This damage cannot be controlled or prevented by the Tainted Wretch as it comes from his own tainted body. The amount of vile damage dealt is equal to half the wretch's caster level. <br />
<br />
'''{{#anc:Fast Healing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Each round, the Tainted Wretch heals damage equal to half of his caster level (maximum of 10 hit points healed). If the Tainted Wretch would gain another Fast Healing ability from another source, the effects do not stack. Instead, use the better value.<br />
<br />
'''{{#anc:Taint}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The taint involved with becoming a Tainted Wretch comes with astounding power, and unhealthy side effects. The Tainted Wretch automatically gains the following ability modifications: Str +4, Dex -2, Con +4, Int +0, Wis -2, Cha -2. The wretch also gains 1 point of taint each level, start with 1 at level 1. This taint cannot be prevented nor removed with anything short of a Wish or Miracle spell. This taint becomes the minimum amount of taint for the Tainted Wretch to retain his class features. See the rules on Taint in the Heroes of Horror supplement page 62 for information on Tainted feats, corruption effects, and depravity effects.<br />
<br />
'''{{#anc:Deformity}}:''' At 3rd level, the Tainted Wretch may choose either Deformity (clawed hands) or Deformity (teeth) as a bonus feat. For flavor purposes, this deformity could spring purely from his corruption and taint instead of self-mutilation.<br />
<br />
'''{{#anc:Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, the Tainted Wretch gains DR 5/+1. This bonus increases to 5/+2 at 8th level and to 10/+3 at 12th level.<br />
<br />
'''{{#anc:Enhanced Power}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, the Tainted Wretchis more able to enhance his spell power and magically shield himself with an aura of pure evil. He gains a +1 bonus to his AC and to his spell save DC for all of his spells. This bonus increases to +2 at 10th level, +3 at 15th level, and +4 at 20th level.<br />
<br />
'''{{#anc:Corrupt Reserve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, the Tainted Wretch has become so defiled by corrupt energy that he can reduce the corruption costs of Corrupt spells. He is filled with so much corruption that it serves as a reserve cost for each Corrupt spell. Each time the wretch pays a corruption cost, the reserve reduces the cost of any one dice roll in that cost. However, if the reduction would bring the die roll at or below zero, it reduces it to one instead. The reduction granted by the reserve is 1 at 6th level, but then increases to 2 at 12th level, and finally to 4 at 18th level.<br />
<br />
'''{{#anc:Vile Bonus Feat}}:''' At 9th, 13th, and 17th levels, the Tainted Wretch may gain any Vile Feat as a bonus feat, provided that he meet the prerequisites for that feat.<br />
<br />
====Ex-Tainted Wretches====<br />
<br />
A Tainted Wretch who drops below his minimum taint (equal to his caster level), who ceases to be evil, or who violates the code of conduct of his god (if he has one) loses all spells and class features except for armor and weapon proficiencies. The only way for a Tainted Wretch to atone is to gain an amount of taint equal to his caster level. Basically, his atonement ritual is in a series of grossly evil acts.<br />
<br />
====Epic Tainted Wretches====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Tainted Wretch}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Vile Bonus Feat, Corrupt Reserve 5<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" | Corrupt Reserve 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Vile Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Corrupt Reserve 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Vile Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Corrupt Reserve 8<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Corrupt Reserve:''' The Corrupt Reserve continues to increase every third level.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Tainted Wretch gains a bonus feat (selected from the list of epic Tainted Wretch bonus feats) at 21st, 25th, and 29th level, and every four levels after that.<br />
<br />
''Epic Tainted Wretch Bonus Feat List:'' Dark Speech, Disciple of Darkness, Evil Brand, Lichloved, Sacrificial Mastery, Thrall to Demon, Verminfriend, Vile Ki Strike, Vile Martial Strike, Vile Natural Attack, Abyss-Bound Soul, Blood War Conscript, Demonic Conduit, Willing Deformity, Deformity (clawed hands), Deformity (eyes), Deformity (face), Deformity (gaunt), Deformity (obese), Deformity (skin), Deformity (teeth), and Deformity (tongue).<br />
<br />
====Human Tainted Wretch Starting Package====<br />
<br />
'''Weapons:''' Longspear, dagger.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (alchemy) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (arcana) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
'''Feat:''' Willing Deformity<br />
<br />
'''Bonus Feats:''' Eschew Materials, Corrupt Arcana.<br />
<br />
'''Gear:''' Scroll of Seething Eyebane, hempen rope (50'), spell component pouch, various spell components, needles (100), empty flask.<br />
<br />
'''Gold:''' 3d4 gp<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Tainted Wretch====<br />
<br />
'''Religion:''' Tainted Wretches either worship evil gods or else consider themselves completely separate from them. They usually do not gain their corrupt powers from higher beings, but receive it from the pure taint of evil itself.<br />
<br />
'''Other Classes:''' A Tainted Wretch is more monster than mortal, and is instictively territorial. They have an automatic hatred of good-aligned classes, apathy toward neutral classes, and tense caution of evil classes. The only way for a Tainted Wretch to exist in a party is if the party has evil intentions or has a great benefit for him.<br />
<br />
'''Combat:''' The Tainted Wretch is a good tank as long as he doesn't take too much damage at once. He also serves as a damaging spellcaster.<br />
<br />
'''Advancement:''' A good Tainted feat for the wretch to acquire is the Corrupt Arcana feat so that he can prepare Corrupt spells and take advantage of his Corrupt Reserve. Other than that, the best Vile feats, as far as flavor is concerned, are the Deformity feats. His body is naturally deformed, so it's not much to add to his grotesque appearance without additional abilities to boot.<br />
<br />
====Tainted Wretches in the World====<br />
<br />
{{quote|This is my curse to bear...so I'll use the power lust to compensate for the horrid appearance.|orig=Kin'Drassth the Wretched, Human Tainted Wretch}}<br />
<br />
Tainted Wretches make good encounters when in an area tainted by great evil. Despite their animalistic bloodlust, they can connive and plot just like any villain. They can play the evil minion, the cult initiate, or the evil genius in a campaign.<br />
<br />
'''Daily Life:''' Wake up, spread evil and taint, torture prisoners, steal souls, "gather" spell components, mutilate self, meditate, go to bed.<br />
<br />
'''Notables:''' There aren't really any notables of this class since I completely made it up.<br />
<br />
'''Organizations:''' Tainted Wretches don't belong to organizations of their own, but they can join evil syndicates or cults if they have initiative. Normally they might hang in the wretched slums of the city and prey upon the innocent.<br />
<br />
'''NPC Reactions:''' Higher level Tainted Wretches might look more like undead than like any living creature, but lower levels might just seem creepy. NPCs tend to avoid direct confrontation.<br />
<br />
====Tainted Wretch Lore====<br />
<br />
Characters with ranks in Knowledge (arcana) can research Tainted Wretches 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 (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | They are sadistically evil.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | They are born from a great evil.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | It is almost impossible to return a Tainted Wretch to normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | They still draw power from the original source of their corruption.<br />
|}<br />
<br />
====Tainted Wretches in the Game====<br />
<br />
Tainted Wretches are minions, villains, or otherwise evil characters. They only look out for themselves, but might be able to stand the presence of a party if they gain something out of it.<br />
<br />
'''Adaptation:''' If a Tainted Wretch will not fit into a campaign, their are other options that can adapt the character as an antihero. He could be the unfortunate side effect of being in the wrong place at the wrong time. He gained power from his corruption, but he didn't want it. Such a character may be neutral, but never good. He deliberately makes moves to resist the taint that grants him power, perhaps seeking priests to have them try to remove additional taint. He might search for scrolls such as Resist Taint or Restoration. Despite his taint, he tries to repent for his own corruption by grouping with a party and seeking endlessly for something to remove his curse.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Tainted_Wretch_(3.5e_Class)&diff=596013Tainted Wretch (3.5e Class)2012-11-10T13:08:59Z<p>79.181.96.251: </p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=I very much would like someone to put the spell list in alphabetical order.<br />
|type=Bad Guy, Combat-Focused, Moderate Spellcasting, Spontaneous Spellcasting, Arcane Spellcasting<br />
|desc=When an average citizen is tainted by a great or lasting evil, he can become physically and magically stronger at the expense of his health and sanity.<br />
}}<br />
<br />
==Tainted Wretch==<br />
<br />
The Tainted Wretch is the after-effect of a great or lasting evil in the world. This corruption is tied to him, growing with him as it makes him more powerful. Corruption and taint grant him great power, but also affect his health and sanity. Think of it like a nuclear radiation blast that mutates someone into a powerful being but is also slowly destroying them. The class statistics are based on both the druid and the sorcerer, and slowly applies the Corrupt Creature template over 20 levels.<br />
<br />
===Making a Tainted Wretch===<br />
<br />
Tainted Wretches are unnaturally strong both physically and magically. However, there are several side effects to this great power. The wretch suffers the debilitating effects of Taint (see Heroes of Horror, p.62), as well as penalties to Dexterity, Wisdom, and Charisma. The Tainted Wretch is almost useless as far as skills go (except maybe Intimidate). Pretty much anything skillful, passive, or diplomatic in a good-aligned world is not his forte. He is quite effective in melee combat, however, and he can cast spontaneous spells (although he has fewer spells per day than a sorcerer). Because of his Fast Healing, Damage Reduction, and Disrupting Attack, he proves to be both an effective tank and damage-dealing class. He's the Death Knight of Dungeons and Dragons.<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are important to the Tainted Wretch. His only purpose is to be strong and powerful. Like [[Wizard|wizard]], Tainted Wretch can benefit from high [[Constitution]] and [[Dexterity]].<br />
<br />
'''Races:''' Any race may become a Tainted Wretch, but not many individuals are willing to embrace such taint.<br />
<br />
'''Alignment:''' Always evil.<br />
<br />
'''Starting Gold:''' starting gold; 3d4&times;10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Tainted Wretch}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Disruptive Attack, Fast Healing, Taint<br />
|3||1||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | <br />
|4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | Deformity<br />
|4||2||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | DR 5/+1<br />
|5||3||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Enhanced Power +1<br />
|5||3||2||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | Corrupt Reserve 1<br />
|5||3||3||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | <br />
|6||4||3||2||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | DR 5/+2<br />
|6||4||3||3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | Vile Bonus Feat<br />
|6||4||4||3||2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | Enhanced Power +2<br />
|6||4||4||3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | <br />
|6||5||4||4||3||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | DR 10/+3, Corrupt Reserve 2<br />
|6||5||4||4||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Vile Bonus Feat<br />
|6||5||5||4||4||3||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | <br />
|6||5||5||4||4||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | Enhanced Power +3<br />
|6||5||5||5||4||4||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|6||5||5||5||4||4||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Vile Bonus Feat<br />
|6||5||5||5||5||4||4||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Corrupt Reserve 4<br />
|6||5||5||5||5||5||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|6||5||5||5||5||5||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Enhanced Power +4<br />
|6||5||5||5||5||5||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Move Silently (Dex), Profession (Wis), and Spellcraft (Int).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Tainted Wretch.<br />
<br />
'''Weapon and Armor Proficiency:''' Tainted Wretches are proficient with both simple and martial weapons, but not with armor or shields.<br />
<br />
'''{{#anc:Spells}}:''' A Tainted Wretch casts arcane spells. He can cast any spell he knows without preparing it ahead of time. To learn to cast a spell, a Tainted Wretch must have an [[Intelligance]] score equal to at least 10 + the spell level. The DC for a saving throw against a Tainted Wretch's spell is 10 + the spell level + the wretch's [[Charisma]] modifier. Tainted Wretches choose their spells from the following list:<br />
<br />
0&mdash;Preserve Organ <sup>[[Book of Vile Darkness|BoVD]]</sup>, Unnerving Gaze <sup>[[Book of Vile Darkness|BoVD]]</sup>, No Light <sup>[[Book of Vile Darkness|BoVD]]</sup>, Slash Tongue <sup>[[Book of Vile Darkness|BoVD]]</sup>, Disrupt Undead, Touch of Fatigue, Arcane Mark, Acid Splash.<br />
<br />
1st&mdash;Suspend Disease <sup>[[Book of Vile Darkness|BoVD]]</sup>, Black Bag <sup>[[Book of Vile Darkness|BoVD]]</sup>, Extract Drug <sup>[[Book of Vile Darkness|BoVD]]</sup>, Nether Trail <sup>[[Book of Vile Darkness|BoVD]]</sup>, Drug Resistance <sup>[[Book of Vile Darkness|BoVD]]</sup>, Sacrificial Skill <sup>[[Book of Vile Darkness|BoVD]]</sup>, Stupor <sup>[[Book of Vile Darkness|BoVD]]</sup>, Darklight <sup>[[Book of Vile Darkness|BoVD]]</sup>, Death Grimace <sup>[[Book of Vile Darkness|BoVD]]</sup>, Aberrate <sup>[[Book of Vile Darkness|BoVD]]</sup>, Bestow Wound <sup>[[Book of Vile Darkness|BoVD]]</sup>, Cheat <sup>[[Book of Vile Darkness|BoVD]]</sup>, Tongue Tendrils <sup>[[Book of Vile Darkness|BoVD]]</sup>, Seething Eyebane <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ectoplasmic Armor <sup>[[Libris Mortis|LM]]</sup>, Summon Undead I <sup>[[Libris Mortis|LM]]</sup>, [[SRD:Summon Monster I|Summon Monster I]], Necrotic Awareness <sup>[[Libris Mortis|LM]]</sup>, [[SRD:Cause Fear|Cause Fear]], [[SRD:Chill Touch|Chill Touch]], [[SRD:Ray of Enfeeblement|Ray of Enfeeblement]], Protection from Chaos/Evil/Good/Law, Lesser Orb of Acid, Lesser Orb of Cold, Dead End, Ebon Eyes, Net of Shadows, Nightshield, Spirit Worm.<br />
<br />
2nd&mdash;Unheavened <sup>[[Book of Vile Darkness|BoVD]]</sup>, Addiction <sup>[[Book of Vile Darkness|BoVD]]</sup>, Entice Gift <sup>[[Book of Vile Darkness|BoVD]]</sup>, Masochism <sup>[[Book of Vile Darkness|BoVD]]</sup>, Sadism <sup>[[Book of Vile Darkness|BoVD]]</sup>, Sap Strength <sup>[[Book of Vile Darkness|BoVD]]</sup>, Darkbolt <sup>[[Book of Vile Darkness|BoVD]]</sup>, Dance of Ruin <sup>[[Book of Vile Darkness|BoVD]]</sup>, Shriveling <sup>[[Book of Vile Darkness|BoVD]]</sup>, Slow Consumption <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wither Limb <sup>[[Book of Vile Darkness|BoVD]]</sup>, Graz'zt's Long Grasp <sup>[[Book of Vile Darkness|BoVD]]</sup>, Spores of the Vrock <sup>[[Book of Vile Darkness|BoVD]]</sup>, Devil's Tongue <sup>[[Book of Vile Darkness|BoVD]]</sup>, Fangs of the Vampire King <sup>[[Book of Vile Darkness|BoVD]]</sup>, Lahm's Finger Darts <sup>[[Book of Vile Darkness|BoVD]]</sup>, Summon Undead II <sup>[[Libris Mortis|LM]]</sup>, Summon Monster II, Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand, Blade of Pain and Fear <sup>[[Libris Mortis|LM]]</sup>, Ghost Touch Armor <sup>[[Libris Mortis|LM]]</sup>, Ghoul Glyph <sup>[[Libris Mortis|LM]]</sup>, Necrotic Cyst <sup>[[Libris Mortis|LM]]</sup>, Necrotic Scrying <sup>[[Libris Mortis|LM]]</sup>, Spawn Screen <sup>[[Libris Mortis|LM]]</sup>, Melf's Acid Arrow, Phantasmal Assailants, Wall of Gloom, Investiture of the Spined Devil, Vision of Entropy, Claws of Darkness, Create Magic Tatoo, Curse of Impending Blades, Dark Way, Death Armor, Infernal Wound, Ray of Sickness, Ray of Weakness, Sting Ray, Stolen Breath, Veil of Shadow, Wracking Touch, Wraithstrike.<br />
<br />
3rd&mdash;Absorb Mind <sup>[[Book of Vile Darkness|BoVD]]</sup>, Love's Pain <sup>[[Book of Vile Darkness|BoVD]]</sup>, Red Fester <sup>[[Book of Vile Darkness|BoVD]]</sup>, Rotting Curse of Urfestra <sup>[[Book of Vile Darkness|BoVD]]</sup>, Serpents of Theggeron <sup>[[Book of Vile Darkness|BoVD]]</sup>, Touch of Juiblex <sup>[[Book of Vile Darkness|BoVD]]</sup>, Circle of Nausea <sup>[[Book of Vile Darkness|BoVD]]</sup>, Clutch of Orcus <sup>[[Book of Vile Darkness|BoVD]]</sup>, Flesh Ripper <sup>[[Book of Vile Darkness|BoVD]]</sup>, Devil's Eye <sup>[[Book of Vile Darkness|BoVD]]</sup>, Eyes of the Zombie <sup>[[Book of Vile Darkness|BoVD]]</sup>, Glimpse of Truth <sup>[[Book of Vile Darkness|BoVD]]</sup>, Drown <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wall of Chains <sup>[[Book of Vile Darkness|BoVD]]</sup>, Evil Eye <sup>[[Book of Vile Darkness|BoVD]]</sup>, Dread Word <sup>[[Book of Vile Darkness|BoVD]]</sup>, Vile Lance <sup>[[Book of Vile Darkness|BoVD]]</sup>, Cruel Disappointment <sup>[[Book of Vile Darkness|BoVD]]</sup>, Curse of the Putrid Husk <sup>[[Book of Vile Darkness|BoVD]]</sup>, Reality Blind <sup>[[Book of Vile Darkness|BoVD]]</sup>, Tongue Serpents <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ectoplasmic Feedback <sup>[[Libris Mortis|LM]]</sup>, Summon Undead III <sup>[[Libris Mortis|LM]]</sup>, Summon Monster III, Incorporeal Enhancement <sup>[[Libris Mortis|LM]]</sup>, Necrotic Bloat <sup>[[Libris Mortis|LM]]</sup>, Gentle Repose, Halt Undead, Ray of Exhaustion, Vampiric Touch, Stinking Cloud, Magic Circle against Chaos/Evil/Good/Law, Resist Taint, Corpse Candle, Shadow Binding, Investiture of the Bearded Devil, Investiture of the Chained Devil, Extract Gift, Blacklight, Contagious Fog, Mass Curse of Impending Blades, Deeper Darkvision, Manyjaws, Nauseating Breath, Undead Lieutenant, Undead Torch.<br />
<br />
4th&mdash;Psychic Poison <sup>[[Book of Vile Darkness|BoVD]]</sup>, Abyssal Might <sup>[[Book of Vile Darkness|BoVD]]</sup>, Hell's Power <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wall of Deadly Chains <sup>[[Book of Vile Darkness|BoVD]]</sup>, Damning Darkness <sup>[[Book of Vile Darkness|BoVD]]</sup>, Mirror Sending <sup>[[Book of Vile Darkness|BoVD]]</sup>, Grim Revenge <sup>[[Book of Vile Darkness|BoVD]]</sup>, Liquid Pain <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wrack <sup>[[Book of Vile Darkness|BoVD]]</sup>, Corrupt Summons <sup>[[Book of Vile Darkness|BoVD]]</sup>, Dancing Chains <sup>[[Book of Vile Darkness|BoVD]]</sup>, Absorb Strength <sup>[[Book of Vile Darkness|BoVD]]</sup>, Evard's Black Tentacles, Summon Undead IV, Summon Monster IV, Animate Dead, Bestow Curse, Contagion, Enervation, Fear, Crushing Despair, Bloodstar, Necrotic Domination, Orb of Acid, Orb of Cold, Burning Blood, Investiture of the Amnizu, Investiture of the Erinyes, Investiture of the Harvester Devil, Investiture of the Steel Devil, Wall of Evil, Wall of Chaos, Wall of Law.<br />
<br />
5th&mdash;Imprison Possessor <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Dretch Horde <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Lemure Horde <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Nightmare <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wall of Ooze <sup>[[Book of Vile Darkness|BoVD]]</sup>, Soul Shackles <sup>[[Book of Vile Darkness|BoVD]]</sup>, Stop Heart <sup>[[Book of Vile Darkness|BoVD]]</sup>, Heartclutch <sup>[[Book of Vile Darkness|BoVD]]</sup>, Morality Undone <sup>[[Book of Vile Darkness|BoVD]]</sup>, Resonating Resistance <sup>[[Book of Vile Darkness|BoVD]]</sup>, Forbidden Speech <sup>[[Book of Vile Darkness|BoVD]]</sup>, Power Leech <sup>[[Book of Vile Darkness|BoVD]]</sup>, Claws of the Bebilith <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Forth the Beast <sup>[[Book of Vile Darkness|BoVD]]</sup>, Oath of Blood <sup>[[Book of Vile Darkness|BoVD]]</sup>, Summon Undead V <sup>[[Libris Mortis|LM]]</sup>, Summon Monster V, Haunt Shift <sup>[[Libris Mortis|LM]]</sup>, Kiss of the Vampire <sup>[[Libris Mortis|LM]]</sup>, Necrotic Burst <sup>[[Libris Mortis|LM]]</sup>, Night's Caress, Dismissal, Cloudkill, Lesser Planar Binding, Contact Other Plane, Blight, Magic Jar, Symbol of Pain, Waves of Fatigue, Permanency, Viriolic Sphere, Spiritwall, Freezing Fog, Investiture of the Narzugon, Investiture of the Orthon, Death Throes, Graymantle, Gutsnake, Miasma of Entropy, Night's Caress, Nightstalker's Transformation, Viscid Glob.<br />
<br />
6th&mdash;Impotent Possessor <sup>[[Book of Vile Darkness|BoVD]]</sup>, Snare Astral Traveler <sup>[[Book of Vile Darkness|BoVD]]</sup>, Alert Bebilith <sup>[[Book of Vile Darkness|BoVD]]</sup>, False Sending <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ectoplasmic Enhancement <sup>[[Book of Vile Darkness|BoVD]]</sup>, Fiendish Quickening <sup>[[Book of Vile Darkness|BoVD]]</sup>, Thousand Needles <sup>[[Book of Vile Darkness|BoVD]]</sup>, Cloud of the Achaierai <sup>[[Book of Vile Darkness|BoVD]]</sup>, Consume Likeness <sup>[[Book of Vile Darkness|BoVD]]</sup>, Master's Lament <sup>[[Heroes of Horror|HoH]]</sup>, Cloak of Hate <sup>[[Heroes of Horror|HoH]]</sup>, Ghoul Gauntlet <sup>[[Libris Mortis|LM]]</sup>, Incorporeal Nova <sup>[[Libris Mortis|LM]]</sup>, Necrotic Eruption <sup>[[Libris Mortis|LM]]</sup>, Revive Undead <sup>[[Libris Mortis|LM]]</sup>, Spectral Touch, Planar Binding, Summon Monster VI, Geas/Quest, Circle of Death, Create Undead, Eyebite, Symbol of Fear, Undeath to Death, Arrow of Bone, Fiendform, Investiture of the Barbed Devil, Investiture of the Malebranche, Oozepuppet, Mass Contagion, Fleshshiver, Howling Chain, Ray of Entropy.<br />
<br />
7th&mdash;Wall of Eyes <sup>[[Book of Vile Darkness|BoVD]]</sup>, Fiendish Clarity <sup>[[Book of Vile Darkness|BoVD]]</sup>, Whirlwind of Teeth <sup>[[Book of Vile Darkness|BoVD]]</sup>, Eye of the Beholder <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wretched Blight <sup>[[Book of Vile Darkness|BoVD]]</sup>, Imprison Soul <sup>[[Book of Vile Darkness|BoVD]]</sup>, Chain of Sorrow <sup>[[Book of Vile Darkness|BoVD]]</sup>, Death by Thorns <sup>[[Book of Vile Darkness|BoVD]]</sup>, Rapture of Rupture <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ghost Trap <sup>[[Libris Mortis|LM]]</sup>, Avasculate <sup>[[Libris Mortis|LM]]</sup>, Awaken Undead <sup>[[Libris Mortis|LM]]</sup>, Energy Ebb <sup>[[Libris Mortis|LM]]</sup>, Necrotic Tumor <sup>[[Libris Mortis|LM]]</sup>, Banishment, Plane Shift, Summon Monster VII, Insanity, Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Ethereal Jaunt, Limited Wish, Sword of Darkness, Investiture of the Ice Devil, Soul Link, Barghest's Feast, Evil Glare, Kiss of the Vampire, Symphonic Nightmare.<br />
<br />
8th&mdash;Phantasmal Thief <sup>[[Book of Vile Darkness|BoVD]]</sup>, Gutwrench <sup>[[Book of Vile Darkness|BoVD]]</sup>, Steal Life <sup>[[Book of Vile Darkness|BoVD]]</sup>, Bestow Greater Curse <sup>[[Book of Vile Darkness|BoVD]]</sup>, Soul's Treasure Lost <sup>[[Book of Vile Darkness|BoVD]]</sup>, Befoul <sup>[[Book of Vile Darkness|BoVD]]</sup>, Pestilence <sup>[[Book of Vile Darkness|BoVD]]</sup>, Evil Weather <sup>[[Book of Vile Darkness|BoVD]]</sup>, Plague of Nightmares <sup>[[Book of Vile Darkness|BoVD]]</sup>, Familial Geas <sup>[[Heroes of Horror|HoH]]</sup>, Avascular Mass <sup>[[Libris Mortis|LM]]</sup>, Necrotic Empowerment <sup>[[Libris Mortis|LM]]</sup>, Veil of Undeath <sup>[[Libris Mortis|LM]]</sup>, Ghostform, Dimensional Lock, Greater Planar Binding, Summon Monster VII, Trap the Soul, Symbol of Insanity, Clone, Create Greater Undead, Horrid Wilting, Symbol of Death, Blackfire, Heart of Stone, Flensing, Investiture of the Horned Devil, Shun the Dark Chaos, Embrace the Dark Chaos, Death Dragon, Skeletal Guard, Wrathful Cstigation.<br />
<br />
9th&mdash;Utterdark <sup>[[Book of Vile Darkness|BoVD]]</sup>, Programmed Amnesia <sup>[[Book of Vile Darkness|BoVD]]</sup>, Mindrape <sup>[[Book of Vile Darkness|BoVD]]</sup>, Crushing Fist of Spite <sup>[[Book of Vile Darkness|BoVD]]</sup>, Despoil <sup>[[Book of Vile Darkness|BoVD]]</sup>, Apocalypse from the Sky <sup>[[Book of Vile Darkness|BoVD]]</sup>, Plague of Undead <sup>[[Book of Vile Darkness|BoVD]]</sup>, Vile Death <sup>[[Book of Vile Darkness|BoVD]]</sup>, Necrotic Termination <sup>[[Libris Mortis|LM]]</sup>, Gate, Summon Monster IX, Astral Projection, Energy Drain, Soul Bind, Wail of the Banshee, Wish, Sphere of Ultimate Destruction, Mindrape, Investiture of the Hellfire Engine, Investiture of the Pit Fiend, Abyssal Rift, Abyssal Army, Black Blade of Disaster, Hellish Horde, Hunters of Hades, Maw of Chaos, Sphere of Ultimate Destruction.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Tainted Wretch Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4 || 2 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5 || 2 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 5 || 3 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6 || 3 || 1 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6 || 4 || 2 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 7 || 4 || 2 || 1 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 7 || 5 || 3 || 2 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 8 || 5 || 3 || 2 || 1 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 8 || 5 || 4 || 3 || 2 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 9 || 5 || 4 || 3 || 2 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 9 || 5 || 5 || 4 || 3 || 2 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 9 || 5 || 5 || 4 || 3 || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 9 || 5 || 5 || 4 || 4 || 3 || 2 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 9 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 2 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 3 || 3<br />
|}<br />
<br />
'''{{#anc:Disruptive Attack}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Tainted Wretch deals additional vile damage when it touches uncorrupted, living corporeal nonoutsiders. This only dealt when the wretch makes touch attacks, natural attacks, unarmed attacks, or otherwise touches the target. This damage cannot be controlled or prevented by the Tainted Wretch as it comes from his own tainted body. The amount of vile damage dealt is equal to half the wretch's caster level. <br />
<br />
'''{{#anc:Fast Healing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Each round, the Tainted Wretch heals damage equal to half of his caster level (maximum of 10 hit points healed). If the Tainted Wretch would gain another Fast Healing ability from another source, the effects do not stack. Instead, use the better value.<br />
<br />
'''{{#anc:Taint}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The taint involved with becoming a Tainted Wretch comes with astounding power, and unhealthy side effects. The Tainted Wretch automatically gains the following ability modifications: Str +4, Dex -2, Con +4, Int +0, Wis -2, Cha -2. The wretch also gains 1 point of taint each level, start with 1 at level 1. This taint cannot be prevented nor removed with anything short of a Wish or Miracle spell. This taint becomes the minimum amount of taint for the Tainted Wretch to retain his class features. See the rules on Taint in the Heroes of Horror supplement page 62 for information on Tainted feats, corruption effects, and depravity effects.<br />
<br />
'''{{#anc:Deformity}}:''' At 3rd level, the Tainted Wretch may choose either Deformity (clawed hands) or Deformity (teeth) as a bonus feat. For flavor purposes, this deformity could spring purely from his corruption and taint instead of self-mutilation.<br />
<br />
'''{{#anc:Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, the Tainted Wretch gains DR 5/+1. This bonus increases to 5/+2 at 8th level and to 10/+3 at 12th level.<br />
<br />
'''{{#anc:Enhanced Power}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, the Tainted Wretchis more able to enhance his spell power and magically shield himself with an aura of pure evil. He gains a +1 bonus to his AC and to his spell save DC for all of his spells. This bonus increases to +2 at 10th level, +3 at 15th level, and +4 at 20th level.<br />
<br />
'''{{#anc:Corrupt Reserve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, the Tainted Wretch has become so defiled by corrupt energy that he can reduce the corruption costs of Corrupt spells. He is filled with so much corruption that it serves as a reserve cost for each Corrupt spell. Each time the wretch pays a corruption cost, the reserve reduces the cost of any one dice roll in that cost. However, if the reduction would bring the die roll at or below zero, it reduces it to one instead. The reduction granted by the reserve is 1 at 6th level, but then increases to 2 at 12th level, and finally to 4 at 18th level.<br />
<br />
'''{{#anc:Vile Bonus Feat}}:''' At 9th, 13th, and 17th levels, the Tainted Wretch may gain any Vile Feat as a bonus feat, provided that he meet the prerequisites for that feat.<br />
<br />
====Ex-Tainted Wretches====<br />
<br />
A Tainted Wretch who drops below his minimum taint (equal to his caster level), who ceases to be evil, or who violates the code of conduct of his god (if he has one) loses all spells and class features except for armor and weapon proficiencies. The only way for a Tainted Wretch to atone is to gain an amount of taint equal to his caster level. Basically, his atonement ritual is in a series of grossly evil acts.<br />
<br />
====Epic Tainted Wretches====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Tainted Wretch}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Vile Bonus Feat, Corrupt Reserve 5<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" | Corrupt Reserve 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Vile Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Corrupt Reserve 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Vile Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Corrupt Reserve 8<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Corrupt Reserve:''' The Corrupt Reserve continues to increase every third level.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Tainted Wretch gains a bonus feat (selected from the list of epic Tainted Wretch bonus feats) at 21st, 25th, and 29th level, and every four levels after that.<br />
<br />
''Epic Tainted Wretch Bonus Feat List:'' Dark Speech, Disciple of Darkness, Evil Brand, Lichloved, Sacrificial Mastery, Thrall to Demon, Verminfriend, Vile Ki Strike, Vile Martial Strike, Vile Natural Attack, Abyss-Bound Soul, Blood War Conscript, Demonic Conduit, Willing Deformity, Deformity (clawed hands), Deformity (eyes), Deformity (face), Deformity (gaunt), Deformity (obese), Deformity (skin), Deformity (teeth), and Deformity (tongue).<br />
<br />
====Human Tainted Wretch Starting Package====<br />
<br />
'''Weapons:''' Longspear, dagger.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (alchemy) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (arcana) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
'''Feat:''' Willing Deformity<br />
<br />
'''Bonus Feats:''' Eschew Materials, Corrupt Arcana.<br />
<br />
'''Gear:''' Scroll of Seething Eyebane, hempen rope (50'), spell component pouch, various spell components, needles (100), empty flask.<br />
<br />
'''Gold:''' 3d4 gp<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Tainted Wretch====<br />
<br />
'''Religion:''' Tainted Wretches either worship evil gods or else consider themselves completely separate from them. They usually do not gain their corrupt powers from higher beings, but receive it from the pure taint of evil itself.<br />
<br />
'''Other Classes:''' A Tainted Wretch is more monster than mortal, and is instictively territorial. They have an automatic hatred of good-aligned classes, apathy toward neutral classes, and tense caution of evil classes. The only way for a Tainted Wretch to exist in a party is if the party has evil intentions or has a great benefit for him.<br />
<br />
'''Combat:''' The Tainted Wretch is a good tank as long as he doesn't take too much damage at once. He also serves as a damaging spellcaster.<br />
<br />
'''Advancement:''' A good Tainted feat for the wretch to acquire is the Corrupt Arcana feat so that he can prepare Corrupt spells and take advantage of his Corrupt Reserve. Other than that, the best Vile feats, as far as flavor is concerned, are the Deformity feats. His body is naturally deformed, so it's not much to add to his grotesque appearance without additional abilities to boot.<br />
<br />
====Tainted Wretches in the World====<br />
<br />
{{quote|This is my curse to bear...so I'll use the power lust to compensate for the horrid appearance.|orig=Kin'Drassth the Wretched, Human Tainted Wretch}}<br />
<br />
Tainted Wretches make good encounters when in an area tainted by great evil. Despite their animalistic bloodlust, they can connive and plot just like any villain. They can play the evil minion, the cult initiate, or the evil genius in a campaign.<br />
<br />
'''Daily Life:''' Wake up, spread evil and taint, torture prisoners, steal souls, "gather" spell components, mutilate self, meditate, go to bed.<br />
<br />
'''Notables:''' There aren't really any notables of this class since I completely made it up.<br />
<br />
'''Organizations:''' Tainted Wretches don't belong to organizations of their own, but they can join evil syndicates or cults if they have initiative. Normally they might hang in the wretched slums of the city and prey upon the innocent.<br />
<br />
'''NPC Reactions:''' Higher level Tainted Wretches might look more like undead than like any living creature, but lower levels might just seem creepy. NPCs tend to avoid direct confrontation.<br />
<br />
====Tainted Wretch Lore====<br />
<br />
Characters with ranks in Knowledge (arcana) can research Tainted Wretches 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 (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | They are sadistically evil.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | They are born from a great evil.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | It is almost impossible to return a Tainted Wretch to normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | They still draw power from the original source of their corruption.<br />
|}<br />
<br />
====Tainted Wretches in the Game====<br />
<br />
Tainted Wretches are minions, villains, or otherwise evil characters. They only look out for themselves, but might be able to stand the presence of a party if they gain something out of it.<br />
<br />
'''Adaptation:''' If a Tainted Wretch will not fit into a campaign, their are other options that can adapt the character as an antihero. He could be the unfortunate side effect of being in the wrong place at the wrong time. He gained power from his corruption, but he didn't want it. Such a character may be neutral, but never good. He deliberately makes moves to resist the taint that grants him power, perhaps seeking priests to have them try to remove additional taint. He might search for scrolls such as Resist Taint or Restoration. Despite his taint, he tries to repent for his own corruption by grouping with a party and seeking endlessly for something to remove his curse.<br />
<br />
<br />
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{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Tainted_Wretch_(3.5e_Class)&diff=596012Tainted Wretch (3.5e Class)2012-11-10T13:08:37Z<p>79.181.96.251: </p>
<hr />
<div>{{stub|Needs an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=I very much would like someone to put the spell list in alphabetical order.<br />
|type=Bad Guy, Combat-Focused, Moderate Spellcasting, Spontaneous Spellcasting, Arcane Spellcasting<br />
|desc=When an average citizen is tainted by a great or lasting evil, he can become physically and magically stronger at the expense of his health and sanity.<br />
}}<br />
<br />
==Tainted Wretch==<br />
<br />
The Tainted Wretch is the after-effect of a great or lasting evil in the world. This corruption is tied to him, growing with him as it makes him more powerful. Corruption and taint grant him great power, but also affect his health and sanity. Think of it like a nuclear radiation blast that mutates someone into a powerful being but is also slowly destroying them. The class statistics are based on both the druid and the sorcerer, and slowly applies the Corrupt Creature template over 20 levels.<br />
<br />
===Making a Tainted Wretch===<br />
<br />
Tainted Wretches are unnaturally strong both physically and magically. However, there are several side effects to this great power. The wretch suffers the debilitating effects of Taint (see Heroes of Horror, p.62), as well as penalties to Dexterity, Wisdom, and Charisma. The Tainted Wretch is almost useless as far as skills go (except maybe Intimidate). Pretty much anything skillful, passive, or diplomatic in a good-aligned world is not his forte. He is quite effective in melee combat, however, and he can cast spontaneous spells (although he has fewer spells per day than a sorcerer). Because of his Fast Healing, Damage Reduction, and Disrupting Attack, he proves to be both an effective tank and damage-dealing class. He's the Death Knight of Dungeons and Dragons.<br />
<br />
'''Abilities:''' [[Intelligence]] and [[Charisma]] are important to the Tainted Wretch. His only purpose is to be strong and powerful. Like [[Wizard|wizard]], Tainted Wretch can benefit from high [[Constitution]] and [[Dexterity]].<br />
<br />
'''Races:''' Any race may become a Tainted Wretch, but not many individuals are willing to embrace such taint.<br />
<br />
'''Alignment:''' Always evil.<br />
<br />
'''Starting Gold:''' starting gold; 3d4&times;10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Tainted Wretch}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Disruptive Attack, Fast Healing, Taint<br />
|3||1||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | <br />
|4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | Deformity<br />
|4||2||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | DR 5/+1<br />
|5||3||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Enhanced Power +1<br />
|5||3||2||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | Corrupt Reserve 1<br />
|5||3||3||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | <br />
|6||4||3||2||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | DR 5/+2<br />
|6||4||3||3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | Vile Bonus Feat<br />
|6||4||4||3||2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | Enhanced Power +2<br />
|6||4||4||3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | <br />
|6||5||4||4||3||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | DR 10/+3, Corrupt Reserve 2<br />
|6||5||4||4||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Vile Bonus Feat<br />
|6||5||5||4||4||3||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | <br />
|6||5||5||4||4||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | Enhanced Power +3<br />
|6||5||5||5||4||4||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|6||5||5||5||4||4||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Vile Bonus Feat<br />
|6||5||5||5||5||4||4||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Corrupt Reserve 4<br />
|6||5||5||5||5||5||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|6||5||5||5||5||5||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Enhanced Power +4<br />
|6||5||5||5||5||5||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Move Silently (Dex), Profession (Wis), and Spellcraft (Int).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Tainted Wretch.<br />
<br />
'''Weapon and Armor Proficiency:''' Tainted Wretches are proficient with both simple and martial weapons, but not with armor or shields.<br />
<br />
'''{{#anc:Spells}}:''' A Tainted Wretch casts arcane spells. He can cast any spell he knows without preparing it ahead of time. To learn to cast a spell, a Tainted Wretch must have an [[Intelligance]] score equal to at least 10 + the spell level. The DC for a saving throw against a Tainted Wretch's spell is 10 + the spell level + the wretch's [[Charisma]] modifier. Tainted Wretches choose their spells from the following list:<br />
<br />
0&mdash;Preserve Organ <sup>[[Book of Vile Darkness|BoVD]]</sup>, Unnerving Gaze <sup>[[Book of Vile Darkness|BoVD]]</sup>, No Light <sup>[[Book of Vile Darkness|BoVD]]</sup>, Slash Tongue <sup>[[Book of Vile Darkness|BoVD]]</sup>, Disrupt Undead, Touch of Fatigue, Arcane Mark, Acid Splash.<br />
<br />
1st&mdash;Suspend Disease <sup>[[Book of Vile Darkness|BoVD]]</sup>, Black Bag <sup>[[Book of Vile Darkness|BoVD]]</sup>, Extract Drug <sup>[[Book of Vile Darkness|BoVD]]</sup>, Nether Trail <sup>[[Book of Vile Darkness|BoVD]]</sup>, Drug Resistance <sup>[[Book of Vile Darkness|BoVD]]</sup>, Sacrificial Skill <sup>[[Book of Vile Darkness|BoVD]]</sup>, Stupor <sup>[[Book of Vile Darkness|BoVD]]</sup>, Darklight <sup>[[Book of Vile Darkness|BoVD]]</sup>, Death Grimace <sup>[[Book of Vile Darkness|BoVD]]</sup>, Aberrate <sup>[[Book of Vile Darkness|BoVD]]</sup>, Bestow Wound <sup>[[Book of Vile Darkness|BoVD]]</sup>, Cheat <sup>[[Book of Vile Darkness|BoVD]]</sup>, Tongue Tendrils <sup>[[Book of Vile Darkness|BoVD]]</sup>, Seething Eyebane <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ectoplasmic Armor <sup>[[Libris Mortis|LM]]</sup>, Summon Undead I <sup>[[Libris Mortis|LM]]</sup>, [[SRD:Summon Monster I|Summon Monster I]], Necrotic Awareness <sup>[[Libris Mortis|LM]]</sup>, [[SRD:Cause Fear|Cause Fear]], [[SRD:Chill Touch|Chill Touch]], [[SRD:Ray of Enfeeblement|Ray of Enfeeblement]], Protection from Chaos/Evil/Good/Law, Lesser Orb of Acid, Lesser Orb of Cold, Dead End, Ebon Eyes, Net of Shadows, Nightshield, Spirit Worm.<br />
<br />
2nd&mdash;Unheavened <sup>[[Book of Vile Darkness|BoVD]]</sup>, Addiction <sup>[[Book of Vile Darkness|BoVD]]</sup>, Entice Gift <sup>[[Book of Vile Darkness|BoVD]]</sup>, Masochism <sup>[[Book of Vile Darkness|BoVD]]</sup>, Sadism <sup>[[Book of Vile Darkness|BoVD]]</sup>, Sap Strength <sup>[[Book of Vile Darkness|BoVD]]</sup>, Darkbolt <sup>[[Book of Vile Darkness|BoVD]]</sup>, Dance of Ruin <sup>[[Book of Vile Darkness|BoVD]]</sup>, Shriveling <sup>[[Book of Vile Darkness|BoVD]]</sup>, Slow Consumption <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wither Limb <sup>[[Book of Vile Darkness|BoVD]]</sup>, Graz'zt's Long Grasp <sup>[[Book of Vile Darkness|BoVD]]</sup>, Spores of the Vrock <sup>[[Book of Vile Darkness|BoVD]]</sup>, Devil's Tongue <sup>[[Book of Vile Darkness|BoVD]]</sup>, Fangs of the Vampire King <sup>[[Book of Vile Darkness|BoVD]]</sup>, Lahm's Finger Darts <sup>[[Book of Vile Darkness|BoVD]]</sup>, Summon Undead II <sup>[[Libris Mortis|LM]]</sup>, Summon Monster II, Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand, Blade of Pain and Fear <sup>[[Libris Mortis|LM]]</sup>, Ghost Touch Armor <sup>[[Libris Mortis|LM]]</sup>, Ghoul Glyph <sup>[[Libris Mortis|LM]]</sup>, Necrotic Cyst <sup>[[Libris Mortis|LM]]</sup>, Necrotic Scrying <sup>[[Libris Mortis|LM]]</sup>, Spawn Screen <sup>[[Libris Mortis|LM]]</sup>, Melf's Acid Arrow, Phantasmal Assailants, Wall of Gloom, Investiture of the Spined Devil, Vision of Entropy, Claws of Darkness, Create Magic Tatoo, Curse of Impending Blades, Dark Way, Death Armor, Infernal Wound, Ray of Sickness, Ray of Weakness, Sting Ray, Stolen Breath, Veil of Shadow, Wracking Touch, Wraithstrike.<br />
<br />
3rd&mdash;Absorb Mind <sup>[[Book of Vile Darkness|BoVD]]</sup>, Love's Pain <sup>[[Book of Vile Darkness|BoVD]]</sup>, Red Fester <sup>[[Book of Vile Darkness|BoVD]]</sup>, Rotting Curse of Urfestra <sup>[[Book of Vile Darkness|BoVD]]</sup>, Serpents of Theggeron <sup>[[Book of Vile Darkness|BoVD]]</sup>, Touch of Juiblex <sup>[[Book of Vile Darkness|BoVD]]</sup>, Circle of Nausea <sup>[[Book of Vile Darkness|BoVD]]</sup>, Clutch of Orcus <sup>[[Book of Vile Darkness|BoVD]]</sup>, Flesh Ripper <sup>[[Book of Vile Darkness|BoVD]]</sup>, Devil's Eye <sup>[[Book of Vile Darkness|BoVD]]</sup>, Eyes of the Zombie <sup>[[Book of Vile Darkness|BoVD]]</sup>, Glimpse of Truth <sup>[[Book of Vile Darkness|BoVD]]</sup>, Drown <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wall of Chains <sup>[[Book of Vile Darkness|BoVD]]</sup>, Evil Eye <sup>[[Book of Vile Darkness|BoVD]]</sup>, Dread Word <sup>[[Book of Vile Darkness|BoVD]]</sup>, Vile Lance <sup>[[Book of Vile Darkness|BoVD]]</sup>, Cruel Disappointment <sup>[[Book of Vile Darkness|BoVD]]</sup>, Curse of the Putrid Husk <sup>[[Book of Vile Darkness|BoVD]]</sup>, Reality Blind <sup>[[Book of Vile Darkness|BoVD]]</sup>, Tongue Serpents <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ectoplasmic Feedback <sup>[[Libris Mortis|LM]]</sup>, Summon Undead III <sup>[[Libris Mortis|LM]]</sup>, Summon Monster III, Incorporeal Enhancement <sup>[[Libris Mortis|LM]]</sup>, Necrotic Bloat <sup>[[Libris Mortis|LM]]</sup>, Gentle Repose, Halt Undead, Ray of Exhaustion, Vampiric Touch, Stinking Cloud, Magic Circle against Chaos/Evil/Good/Law, Resist Taint, Corpse Candle, Shadow Binding, Investiture of the Bearded Devil, Investiture of the Chained Devil, Extract Gift, Blacklight, Contagious Fog, Mass Curse of Impending Blades, Deeper Darkvision, Manyjaws, Nauseating Breath, Undead Lieutenant, Undead Torch.<br />
<br />
4th&mdash;Psychic Poison <sup>[[Book of Vile Darkness|BoVD]]</sup>, Abyssal Might <sup>[[Book of Vile Darkness|BoVD]]</sup>, Hell's Power <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wall of Deadly Chains <sup>[[Book of Vile Darkness|BoVD]]</sup>, Damning Darkness <sup>[[Book of Vile Darkness|BoVD]]</sup>, Mirror Sending <sup>[[Book of Vile Darkness|BoVD]]</sup>, Grim Revenge <sup>[[Book of Vile Darkness|BoVD]]</sup>, Liquid Pain <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wrack <sup>[[Book of Vile Darkness|BoVD]]</sup>, Corrupt Summons <sup>[[Book of Vile Darkness|BoVD]]</sup>, Dancing Chains <sup>[[Book of Vile Darkness|BoVD]]</sup>, Absorb Strength <sup>[[Book of Vile Darkness|BoVD]]</sup>, Evard's Black Tentacles, Summon Undead IV, Summon Monster IV, Animate Dead, Bestow Curse, Contagion, Enervation, Fear, Crushing Despair, Bloodstar, Necrotic Domination, Orb of Acid, Orb of Cold, Burning Blood, Investiture of the Amnizu, Investiture of the Erinyes, Investiture of the Harvester Devil, Investiture of the Steel Devil, Wall of Evil, Wall of Chaos, Wall of Law.<br />
<br />
5th&mdash;Imprison Possessor <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Dretch Horde <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Lemure Horde <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Nightmare <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wall of Ooze <sup>[[Book of Vile Darkness|BoVD]]</sup>, Soul Shackles <sup>[[Book of Vile Darkness|BoVD]]</sup>, Stop Heart <sup>[[Book of Vile Darkness|BoVD]]</sup>, Heartclutch <sup>[[Book of Vile Darkness|BoVD]]</sup>, Morality Undone <sup>[[Book of Vile Darkness|BoVD]]</sup>, Resonating Resistance <sup>[[Book of Vile Darkness|BoVD]]</sup>, Forbidden Speech <sup>[[Book of Vile Darkness|BoVD]]</sup>, Power Leech <sup>[[Book of Vile Darkness|BoVD]]</sup>, Claws of the Bebilith <sup>[[Book of Vile Darkness|BoVD]]</sup>, Call Forth the Beast <sup>[[Book of Vile Darkness|BoVD]]</sup>, Oath of Blood <sup>[[Book of Vile Darkness|BoVD]]</sup>, Summon Undead V <sup>[[Libris Mortis|LM]]</sup>, Summon Monster V, Haunt Shift <sup>[[Libris Mortis|LM]]</sup>, Kiss of the Vampire <sup>[[Libris Mortis|LM]]</sup>, Necrotic Burst <sup>[[Libris Mortis|LM]]</sup>, Night's Caress, Dismissal, Cloudkill, Lesser Planar Binding, Contact Other Plane, Blight, Magic Jar, Symbol of Pain, Waves of Fatigue, Permanency, Viriolic Sphere, Spiritwall, Freezing Fog, Investiture of the Narzugon, Investiture of the Orthon, Death Throes, Graymantle, Gutsnake, Miasma of Entropy, Night's Caress, Nightstalker's Transformation, Viscid Glob.<br />
<br />
6th&mdash;Impotent Possessor <sup>[[Book of Vile Darkness|BoVD]]</sup>, Snare Astral Traveler <sup>[[Book of Vile Darkness|BoVD]]</sup>, Alert Bebilith <sup>[[Book of Vile Darkness|BoVD]]</sup>, False Sending <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ectoplasmic Enhancement <sup>[[Book of Vile Darkness|BoVD]]</sup>, Fiendish Quickening <sup>[[Book of Vile Darkness|BoVD]]</sup>, Thousand Needles <sup>[[Book of Vile Darkness|BoVD]]</sup>, Cloud of the Achaierai <sup>[[Book of Vile Darkness|BoVD]]</sup>, Consume Likeness <sup>[[Book of Vile Darkness|BoVD]]</sup>, Master's Lament <sup>[[Heroes of Horror|HoH]]</sup>, Cloak of Hate <sup>[[Heroes of Horror|HoH]]</sup>, Ghoul Gauntlet <sup>[[Libris Mortis|LM]]</sup>, Incorporeal Nova <sup>[[Libris Mortis|LM]]</sup>, Necrotic Eruption <sup>[[Libris Mortis|LM]]</sup>, Revive Undead <sup>[[Libris Mortis|LM]]</sup>, Spectral Touch, Planar Binding, Summon Monster VI, Geas/Quest, Circle of Death, Create Undead, Eyebite, Symbol of Fear, Undeath to Death, Arrow of Bone, Fiendform, Investiture of the Barbed Devil, Investiture of the Malebranche, Oozepuppet, Mass Contagion, Fleshshiver, Howling Chain, Ray of Entropy.<br />
<br />
7th&mdash;Wall of Eyes <sup>[[Book of Vile Darkness|BoVD]]</sup>, Fiendish Clarity <sup>[[Book of Vile Darkness|BoVD]]</sup>, Whirlwind of Teeth <sup>[[Book of Vile Darkness|BoVD]]</sup>, Eye of the Beholder <sup>[[Book of Vile Darkness|BoVD]]</sup>, Wretched Blight <sup>[[Book of Vile Darkness|BoVD]]</sup>, Imprison Soul <sup>[[Book of Vile Darkness|BoVD]]</sup>, Chain of Sorrow <sup>[[Book of Vile Darkness|BoVD]]</sup>, Death by Thorns <sup>[[Book of Vile Darkness|BoVD]]</sup>, Rapture of Rupture <sup>[[Book of Vile Darkness|BoVD]]</sup>, Ghost Trap <sup>[[Libris Mortis|LM]]</sup>, Avasculate <sup>[[Libris Mortis|LM]]</sup>, Awaken Undead <sup>[[Libris Mortis|LM]]</sup>, Energy Ebb <sup>[[Libris Mortis|LM]]</sup>, Necrotic Tumor <sup>[[Libris Mortis|LM]]</sup>, Banishment, Plane Shift, Summon Monster VII, Insanity, Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Ethereal Jaunt, Limited Wish, Sword of Darkness, Investiture of the Ice Devil, Soul Link, Barghest's Feast, Evil Glare, Kiss of the Vampire, Symphonic Nightmare.<br />
<br />
8th&mdash;Phantasmal Thief <sup>[[Book of Vile Darkness|BoVD]]</sup>, Gutwrench <sup>[[Book of Vile Darkness|BoVD]]</sup>, Steal Life <sup>[[Book of Vile Darkness|BoVD]]</sup>, Bestow Greater Curse <sup>[[Book of Vile Darkness|BoVD]]</sup>, Soul's Treasure Lost <sup>[[Book of Vile Darkness|BoVD]]</sup>, Befoul <sup>[[Book of Vile Darkness|BoVD]]</sup>, Pestilence <sup>[[Book of Vile Darkness|BoVD]]</sup>, Evil Weather <sup>[[Book of Vile Darkness|BoVD]]</sup>, Plague of Nightmares <sup>[[Book of Vile Darkness|BoVD]]</sup>, Familial Geas <sup>[[Heroes of Horror|HoH]]</sup>, Avascular Mass <sup>[[Libris Mortis|LM]]</sup>, Necrotic Empowerment <sup>[[Libris Mortis|LM]]</sup>, Veil of Undeath <sup>[[Libris Mortis|LM]]</sup>, Ghostform, Dimensional Lock, Greater Planar Binding, Summon Monster VII, Trap the Soul, Symbol of Insanity, Clone, Create Greater Undead, Horrid Wilting, Symbol of Death, Blackfire, Heart of Stone, Flensing, Investiture of the Horned Devil, Shun the Dark Chaos, Embrace the Dark Chaos, Death Dragon, Skeletal Guard, Wrathful Cstigation.<br />
<br />
9th&mdash;Utterdark <sup>[[Book of Vile Darkness|BoVD]]</sup>, Programmed Amnesia <sup>[[Book of Vile Darkness|BoVD]]</sup>, Mindrape <sup>[[Book of Vile Darkness|BoVD]]</sup>, Crushing Fist of Spite <sup>[[Book of Vile Darkness|BoVD]]</sup>, Despoil <sup>[[Book of Vile Darkness|BoVD]]</sup>, Apocalypse from the Sky <sup>[[Book of Vile Darkness|BoVD]]</sup>, Plague of Undead <sup>[[Book of Vile Darkness|BoVD]]</sup>, Vile Death <sup>[[Book of Vile Darkness|BoVD]]</sup>, Necrotic Termination <sup>[[Libris Mortis|LM]]</sup>, Gate, Summon Monster IX, Astral Projection, Energy Drain, Soul Bind, Wail of the Banshee, Wish, Sphere of Ultimate Destruction, Mindrape, Investiture of the Hellfire Engine, Investiture of the Pit Fiend, Abyssal Rift, Abyssal Army, Black Blade of Disaster, Hellish Horde, Hunters of Hades, Maw of Chaos, Sphere of Ultimate Destruction.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Tainted Wretch Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4 || 2 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5 || 2 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 5 || 3 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6 || 3 || 1 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6 || 4 || 2 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 7 || 4 || 2 || 1 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 7 || 5 || 3 || 2 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 8 || 5 || 3 || 2 || 1 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 8 || 5 || 4 || 3 || 2 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 9 || 5 || 4 || 3 || 2 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 9 || 5 || 5 || 4 || 3 || 2 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 9 || 5 || 5 || 4 || 3 || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 9 || 5 || 5 || 4 || 4 || 3 || 2 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 9 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 2 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 9 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 3 || 3<br />
|}<br />
<br />
'''{{#anc:Disruptive Attack}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Tainted Wretch deals additional vile damage when it touches uncorrupted, living corporeal nonoutsiders. This only dealt when the wretch makes touch attacks, natural attacks, unarmed attacks, or otherwise touches the target. This damage cannot be controlled or prevented by the Tainted Wretch as it comes from his own tainted body. The amount of vile damage dealt is equal to half the wretch's caster level. <br />
<br />
'''{{#anc:Fast Healing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Each round, the Tainted Wretch heals damage equal to half of his caster level (maximum of 10 hit points healed). If the Tainted Wretch would gain another Fast Healing ability from another source, the effects do not stack. Instead, use the better value.<br />
<br />
'''{{#anc:Taint}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The taint involved with becoming a Tainted Wretch comes with astounding power, and unhealthy side effects. The Tainted Wretch automatically gains the following ability modifications: Str +4, Dex -2, Con +4, Int +0, Wis -2, Cha -2. The wretch also gains 1 point of taint each level, start with 1 at level 1. This taint cannot be prevented nor removed with anything short of a Wish or Miracle spell. This taint becomes the minimum amount of taint for the Tainted Wretch to retain his class features. See the rules on Taint in the Heroes of Horror supplement page 62 for information on Tainted feats, corruption effects, and depravity effects.<br />
<br />
'''{{#anc:Deformity}}:''' At 3rd level, the Tainted Wretch may choose either Deformity (clawed hands) or Deformity (teeth) as a bonus feat. For flavor purposes, this deformity could spring purely from his corruption and taint instead of self-mutilation.<br />
<br />
'''{{#anc:Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, the Tainted Wretch gains DR 5/+1. This bonus increases to 5/+2 at 8th level and to 10/+3 at 12th level.<br />
<br />
'''{{#anc:Enhanced Power}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, the Tainted Wretchis more able to enhance his spell power and magically shield himself with an aura of pure evil. He gains a +1 bonus to his AC and to his spell save DC for all of his spells. This bonus increases to +2 at 10th level, +3 at 15th level, and +4 at 20th level.<br />
<br />
'''{{#anc:Corrupt Reserve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, the Tainted Wretch has become so defiled by corrupt energy that he can reduce the corruption costs of Corrupt spells. He is filled with so much corruption that it serves as a reserve cost for each Corrupt spell. Each time the wretch pays a corruption cost, the reserve reduces the cost of any one dice roll in that cost. However, if the reduction would bring the die roll at or below zero, it reduces it to one instead. The reduction granted by the reserve is 1 at 6th level, but then increases to 2 at 12th level, and finally to 4 at 18th level.<br />
<br />
'''{{#anc:Vile Bonus Feat}}:''' At 9th, 13th, and 17th levels, the Tainted Wretch may gain any Vile Feat as a bonus feat, provided that he meet the prerequisites for that feat.<br />
<br />
====Ex-Tainted Wretches====<br />
<br />
A Tainted Wretch who drops below his minimum taint (equal to his caster level), who ceases to be evil, or who violates the code of conduct of his god (if he has one) loses all spells and class features except for armor and weapon proficiencies. The only way for a Tainted Wretch to atone is to gain an amount of taint equal to his caster level. Basically, his atonement ritual is in a series of grossly evil acts.<br />
<br />
====Epic Tainted Wretches====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Tainted Wretch}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Vile Bonus Feat, Corrupt Reserve 5<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" | Corrupt Reserve 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Vile Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Corrupt Reserve 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Vile Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Corrupt Reserve 8<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Corrupt Reserve:''' The Corrupt Reserve continues to increase every third level.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Tainted Wretch gains a bonus feat (selected from the list of epic Tainted Wretch bonus feats) at 21st, 25th, and 29th level, and every four levels after that.<br />
<br />
''Epic Tainted Wretch Bonus Feat List:'' Dark Speech, Disciple of Darkness, Evil Brand, Lichloved, Sacrificial Mastery, Thrall to Demon, Verminfriend, Vile Ki Strike, Vile Martial Strike, Vile Natural Attack, Abyss-Bound Soul, Blood War Conscript, Demonic Conduit, Willing Deformity, Deformity (clawed hands), Deformity (eyes), Deformity (face), Deformity (gaunt), Deformity (obese), Deformity (skin), Deformity (teeth), and Deformity (tongue).<br />
<br />
====Human Tainted Wretch Starting Package====<br />
<br />
'''Weapons:''' Longspear, dagger.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft (alchemy) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (arcana) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
'''Feat:''' Willing Deformity<br />
<br />
'''Bonus Feats:''' Eschew Materials, Corrupt Arcana.<br />
<br />
'''Gear:''' Scroll of Seething Eyebane, hempen rope (50'), spell component pouch, various spell components, needles (100), empty flask.<br />
<br />
'''Gold:''' 3d4 gp<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Tainted Wretch====<br />
<br />
'''Religion:''' Tainted Wretches either worship evil gods or else consider themselves completely separate from them. They usually do not gain their corrupt powers from higher beings, but receive it from the pure taint of evil itself.<br />
<br />
'''Other Classes:''' A Tainted Wretch is more monster than mortal, and is instictively territorial. They have an automatic hatred of good-aligned classes, apathy toward neutral classes, and tense caution of evil classes. The only way for a Tainted Wretch to exist in a party is if the party has evil intentions or has a great benefit for him.<br />
<br />
'''Combat:''' The Tainted Wretch is a good tank as long as he doesn't take too much damage at once. He also serves as a damaging spellcaster.<br />
<br />
'''Advancement:''' A good Tainted feat for the wretch to acquire is the Corrupt Arcana feat so that he can prepare Corrupt spells and take advantage of his Corrupt Reserve. Other than that, the best Vile feats, as far as flavor is concerned, are the Deformity feats. His body is naturally deformed, so it's not much to add to his grotesque appearance without additional abilities to boot.<br />
<br />
====Tainted Wretches in the World====<br />
<br />
{{quote|This is my curse to bear...so I'll use the power lust to compensate for the horrid appearance.|orig=Kin'Drassth the Wretched, Human Tainted Wretch}}<br />
<br />
Tainted Wretches make good encounters when in an area tainted by great evil. Despite their animalistic bloodlust, they can connive and plot just like any villain. They can play the evil minion, the cult initiate, or the evil genius in a campaign.<br />
<br />
'''Daily Life:''' Wake up, spread evil and taint, torture prisoners, steal souls, "gather" spell components, mutilate self, meditate, go to bed.<br />
<br />
'''Notables:''' There aren't really any notables of this class since I completely made it up.<br />
<br />
'''Organizations:''' Tainted Wretches don't belong to organizations of their own, but they can join evil syndicates or cults if they have initiative. Normally they might hang in the wretched slums of the city and prey upon the innocent.<br />
<br />
'''NPC Reactions:''' Higher level Tainted Wretches might look more like undead than like any living creature, but lower levels might just seem creepy. NPCs tend to avoid direct confrontation.<br />
<br />
====Tainted Wretch Lore====<br />
<br />
Characters with ranks in Knowledge (arcana) can research Tainted Wretches 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 (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | They are sadistically evil.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | They are born from a great evil.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | It is almost impossible to return a Tainted Wretch to normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | They still draw power from the original source of their corruption.<br />
|}<br />
<br />
====Tainted Wretches in the Game====<br />
<br />
Tainted Wretches are minions, villains, or otherwise evil characters. They only look out for themselves, but might be able to stand the presence of a party if they gain something out of it.<br />
<br />
'''Adaptation:''' If a Tainted Wretch will not fit into a campaign, their are other options that can adapt the character as an antihero. He could be the unfortunate side effect of being in the wrong place at the wrong time. He gained power from his corruption, but he didn't want it. Such a character may be neutral, but never good. He deliberately makes moves to resist the taint that grants him power, perhaps seeking priests to have them try to remove additional taint. He might search for scrolls such as Resist Taint or Restoration. Despite his taint, he tries to repent for his own corruption by grouping with a party and seeking endlessly for something to remove his curse.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Rellit%27s_Reapers_(3.5e_Class)&diff=595899Rellit's Reapers (3.5e Class)2012-11-09T13:34:15Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Rellits Reapers.jpg<br />
|imgloc=bottom<br />
|imgsize=<br />
|imgcaption=Rellit, Rellit, and Rellit.<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=[[User:Salasay|Done]]<br />
|editing=<br />
|type=Combat-Focused, Skilled, Minor Psychic<br />
|desc=Reapers use a Psychic long-knife, similar to a Soulknife's Mindblade, and two of the eight shot revolver, the 'P-83 Colt Wadjyt'. They have minor Psychic ability's, but do not gain manifesting.<br />
}}<br />
<br />
== Rellit's Reapers ==<br />
<br />
All go by the name "Rellit" (řeлït). As a group, they are "The Reapers". Reapers use a Psychic long-knife, similar to a Soulknife's, and two of the eight shot revolver, the 'P-83 Colt Wadjyt', and have minor psychic ability's. Reapers are a cult, created by a man ''named'' Relit, based off of a resistance group of Soulknives called the Reavers, founded by Jackson Li'ter. Relit created the Reapers to oppose a king, similar to the Reavers mission. <br />
<br />
=== Making a Reaper ===<br />
<br />
Reapers are relatively versatile, but they ''are'' pretty strong at ranged combat.<br />
<br />
'''Abilities:''' Dexterity is important, for accuracy with the Wadjyts, and Wisdom is important for their psychic abilities, and to summon bullets.<br />
<br />
'''Races:''' Almost allR ellit's Reapers are humans ,half-elves and planetouched humans.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Reapers}}</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" | [[#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 />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +0<br />
| class="left" | Psychic Blade, Wadjyts, Augmented Shot 4/day,<br />
| -- || -- || --<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | Quick Shot<br />
| -- || -- || --<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" | Augmented Shot 6/day, ''Summon Bullets''<br />
| -- || -- || --<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Sneak Attack 1d6<br />
|2||1||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Augmented Shot 8/day, Two Weapon Fighting<br />
|6||1||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | Evasion, Combat Style, Burst<br />
|11||2||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | Augmented Shot 10/day, Improved Feint<br />
|17||2||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | Sneak Attack 2d6, Aimed Shot, Vampyrik Knife 1d6<br />
|25||3||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Augmented Shot 12/day, ''Summon Explosive Rounds''<br />
|35||3||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" | Improved Two Weapon Fighting, Improved Combat Style, Snipe<br />
|46||4||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" | Augmented Shot 14/day, Throw Knife<br />
|58||5||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Sneak Attack 3d6, ''Summon Fragmentation Rounds'', Vampyrik Knife 1d8<br />
|72||6||3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Augmented Shot 16/day<br />
|88||6||3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | <br />
|106||8||3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | Augmented Shot 18/day, Greater Two Weapon Fighting, ''Summon Armor Piercing Rounds'' <br />
|126||9||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Sneak Attack 4d6, Greater Combat Style, Vampyrik Knife 2d6<br />
|147||10||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Augmented Shot 20/day<br />
|170||11||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | <br />
|195||12||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | Empty Clip, Augmented Shot 24/day,<br />
|221||15||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" | Sneak Attack 5d6, Vampyrik Knife 2d8, '''''Silver Lightning'''''<br />
|250||16||4th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (chemestry) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (geography) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]])..<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of Rellit.<br />
<br />
'''Weapon and Armor Proficiency:''' A Reaper is proficient with all simple weapons and armor. In addition, they are proficient with the [[P-83 Colt Wadjyt (3.5e Equipment)]]. <br />
<br />
'''{{#anc:Psychic Blade}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a [[SRD:Move Actions|move action]], Rellit can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Reaper materializes a Medium Psychic Blade that he can wield as a [[SRD:Light Weapon|light weapon]], and the blade deals 1d6 points of damage (crit 19–20/&times;2). Reapers who are smaller or larger than Medium create Psychic Blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a Psychic Blade gains the usual benefits to his [[SRD:Attack Roll|attack roll]] and [[SRD:Attack Damage|damage roll]] from a high [[SRD:Strength|Strength]] bonus.<br />
<br />
The blade can be broken (it has hardness 10 and 10 [[SRD:Hit Points|hit points]]); however, Rellit can simply create another on his next [[SRD:Move Actions|move action]]. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A Psychic Blade is considered a magic weapon for the purpose of overcoming damage reduction.<br />
<br />
Rellit may use [[SRD:Feats|feats]] such as [[SRD:Power Attack|Power Attack]] or [[SRD:Combat Expertise|Combat Expertise]] in conjunction with the Psychic Blade just as if it were a normal weapon. He can also choose Psychic Blade for [[SRD:Feats|feats]] requiring a specific weapon choice, such as [[SRD:Weapon Specialization|Weapon Specialization]]. [[SRD:Powers|Powers]] or spells that upgrade weapons can be used on a Psychic Blade.<br />
<br />
Rellit’s Psychic Blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the Psychic Blade gains a cumulative +1 enhancement bonus on [[SRD:Attack Roll|attack rolls]] and [[SRD:Attack Damage|damage rolls]] (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).<br />
<br />
Even in places where psionic effects do not normally function (such as within a ''[[SRD:Null Psionics Field|null psionics field]]''), Rellit can attempt to sustain his Psychic Blade by making a [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Will]] save. On a successful save, Rellit maintains his Psychic Blade for a number of rounds equal to his [[SRD:Class|class]] level before he needs to check again. On an unsuccessful attempt, the Psychic Blade vanishes. As a [[SRD:Move Actions|move action]] on his turn, Rellit attempt a new [[SRD:Saving Throw|Will]] save to rematerialize his Psychic Blade while he remains within the psionics negating effect.<br />
<br />
'''{{#anc:Wadjyts}}:''' Rellits begins play with one masterwork [[P-83 Colt Wadjyt (3.5e Equipment)|P-83 Colt Wadjyt]]. The Wadjyt does not impact the starting gold of the Reaper.<br />
<br />
'''{{#anc:Augment Shot }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Rellit may focus hard on an attack to improve its effectiveness. 4/day, he may make Augment a shot made with his Wadjyt. An Augmented shot will deal an additional 1d6 damage, and has an additional +5 to-hit. At each odd level afterwords, he gains an additional 2 uses per day. <br />
<br />
'''{{#anc:Quick Shot}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 2, Rellit may make a Quick Shot. By expending one use of Augment Shot, he may make one attack as a swift action at max BAB<br />
<br />
'''''{{#anc:Summon Bullets}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 3rd level, Rellit may summon additional bullets for his Wadjyt without having to purchase them. As a Move Action that provokes Attacks of Opportunity, Rellit may summon a number of bullets equal to Wisdom mod &times;8. This may not exceed Class Level &times;8 bullets, and he can only do this once every 10 &minus; Wis mod rounds (minimum 3). <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 fourth level (8th, 12th, 16th, and 20th). If Rellit gets a sneak attack bonus from another source the bonuses on damage stack. <br />
<br />
'''{{#anc:Power Points/Day}}:''' A Reaper’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 [[Rellit's_Reapers_(3.5e_Class)#Table: The Reapers|Table: The Reapers]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high [[SRD:Wisdom|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 [[SRD:Feats|feats]] and items.<br />
<br />
'''{{#anc:Powers Known}}:''' At level 4 Reaper knows one Reaper [[SRD:Powers|powers]] of your choice. Each time he achieves a new level, he unlocks the knowledge of new [[SRD:Powers|powers]].<br />
<br />
Choose the [[SRD:Powers|powers]] known from the [[SRD:Rellit's Reapers Powers|reaper power list]]. A Reaper can manifest any power that has a [[SRD:Power Points|power point]] cost equal to or lower than his [[SRD:Manifester Level|manifester level]].<br />
<br />
The number of times a Reaper can manifest [[SRD:Powers|powers]] in a day is limited only by his daily [[SRD:Power Points|power points]].<br />
<br />
A Reaper simply knows his [[SRD:Powers|powers]]; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent [[SRD:Power Points|power points]].<br />
<br />
The [[SRD:DC|Difficulty Class]] for [[SRD:Saving Throw|saving throws]] against psion [[SRD:Powers|powers]] is 10 + the power’s level + the Reapers’s [[SRD:Wisdom|Wisdom]] modifier. <br />
<br />
'''{{#anc:Maximum Power Level Known}}:''' A 4th level Reaper has the ability to learn 1st-level [[SRD:Powers|powers]]. As he attains higher levels, a Reaper may gain the ability to master more complex [[SRD:Powers|powers]].<br />
<br />
To learn or manifest a power, a psion must have a [[SRD:Wisdom|Wisdom]] score of at least 10 + the power’s level.<br />
<br />
'''{{#anc:Two Weapon Fighting}}:''' Rellit gains [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] as a bonus [[SRD:Feats|feat]] at 5th level.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, Rellit can avoid even magical and unusual attacks with great agility. If he makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|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 Rellit is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Reaper does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 6, Rellit begins training in specialized combat forms. He may select of style from the list below to gain the benifit from. Once he has chosen, he may not change his style. <br />
<br />
*Commando: +5 Move Silently<br />
<br />
*Pistolera: +5 Bluff<br />
<br />
*Adventurer: +5 Survival<br />
<br />
*Soldier: +5 Balance<br />
<br />
*Scout: +5 Search<br />
<br />
*Assassin: +5 Hide<br />
<br />
*Duelist: +5 Tumble<br />
<br />
<br />
'''{{#anc:Burst}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 6, Rellit may fire a Burst of bullets. As a Standard Action, he may expend one use of Augment Shot to fire 3 shots at his maximum BAB, with a &minus;4 to-hit with all of them. If he makes a Full Attack in conjunction with Burst, it replaces the second attack.<br />
<br />
'''{{#anc:Improved Feint}}:''' Rellit gains [[SRD:Improved Feint|Improved Feint]] as a bonus [[SRD:Feats|feat]] at 7th level.<br />
<br />
'''{{#anc:Aimed Shot}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 8, Rellit may make an incredibly accurate shot. As a Standard Action that provokes an Attack of Opprotunity, he may expend one use Augment Shot to add all of his BAB onto one shot.<br />
<br />
'''{{#anc:Vampyrik Knife}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 8, Rellit's Psychic Blade is imbued with Vampyrik power. He deals an additional 1d6 damage, and is healed for the same amount. At every fourth level, you get an increase in damage.<br />
<br />
'''''{{#anc:Summon Explosive Rounds}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 9th level, Rellit may begin summoning specialized bullets. In addition to regular bullets, Rellit may summon Explosive Rounds. Explosive Rounds deal an additional 1d8 of damage, but have a &minus;2 to-hit. Whenever you summon specialized bullets, you can only summon half the number you would be able to normally.<br />
<br />
'''{{#anc:Improved Two Weapon Fighting}}:''' Rellit gains [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]] as a bonus [[SRD:Feats|feat]] at 10th level.<br />
<br />
'''{{#anc:Improved Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 10, Rellit has specialized his combat form more. He gains the ability listed for the style he chose at 6th level <br />
<br />
*Commando: +5 Aimed Shot damage <br />
<br />
*Pistolera: +5 Quick Shot to-hit<br />
<br />
*Adventurer: +5 Snipe to-hit<br />
<br />
*Soldier: +2 Burst to-hit and +1 damage per bullet with burst<br />
<br />
*Scout: +1d6 Damage and +3 to-hit with Psychic Blade<br />
<br />
*Assassin: +1 Damage and +5 to-hit with Psychic Blade<br />
<br />
*Duelist: May wield the Wadjyt and Psychic Blade at the same time, and get +2 to-hit with the Psychic Blade and Wadjyt<br />
<br />
<br />
'''{{#anc:Snipe}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 10, Rellit may take a slow, accurate shot to hit a specific part of the target. As a Full Action that provokes an Attack of Opportunity, he may expend one use of Augment Shot to snipe a target and get a +3 to critical hit range that stacks.<br />
<br />
'''{{#anc:Throw Psychic Blade}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level or higher, Rellit can throw his Psychic Blade as a [[SRD:Ranged Weapon|ranged weapon]] with a range increment of 30 feet. Whether or not the attack hits, a thrown Psychic Blade then dissipates.<br />
<br />
'''''{{#anc:Summon Fragmentation Rounds}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 12th level, Rellit may begin summoning Fragmentation Rounds. Fragmentation Rounds deal 1d4 damage in a 20 foot cone. The cone is blocked by foes. Any foes in the cone may make a DC 10 + class level. This may be used on an adjacent foe as a regular attack; if so, you get a &minus;1 to-hit, and it deals an additional die of damage, and the target must make a Balance check, DC 15 + class level, or be knocked back 5 feet.<br />
<br />
'''{{#anc:Greater Two Weapon Fighting}}:''' Rellit gains [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]] as a bonus [[SRD:Feats|feat]] at 15th level.<br />
<br />
'''''{{#anc:Summon Armor Piercing Rounds}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 15th level, Rellit may begin summoning Armor Piercing (AP) Rounds. AP Rounds negate 5 points of the enemy's AC to a minimum of their touch AC, and deal 2 less damage.<br />
<br />
'''{{#anc:Greater Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 16, Rellit has perfected his specialization. He gains the ability listed for the style he chose at 6th level <br />
<br />
*Commando: +1d6 Damage and +3 to-hit with Psychic Blade <br />
<br />
*Pistolera: Reloading the Wadjyt is only a swift action.<br />
<br />
*Adventurer: +3 Damage and +3 to-hit with Psychic Blade<br />
<br />
*Soldier: Fire 1 additional bullet with Burst.<br />
<br />
*Scout: +10 move speed.<br />
<br />
*Assassin: +2d6 Sneak Attack<br />
<br />
*Duelist: +2 to damage with the Psychic Blade and Wadjyt<br />
<br />
<br />
'''{{#anc:Empty Clip}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 19, Rellit may fire all of the bullets remaining in his Wadjyt at one foe. As a Full Action, he may expend one use of Augment Shot to empty the clip at his minimum BAB +4.<br />
<br />
'''''{{#anc:Silver Lightning}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 20th level, Rellit may begin summoning Silver Lightning rounds. SL rounds deal 1d6+2 more damage, and negate 5 points of the enemy's AC to a minimum of their touch AC. However you can only summon them 2 at a time (up to 16 per day), and you can only own 8 at a time.<br />
<br />
==== Epic <-class name-> ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== Human Reaper Starting Package ====<br />
<br />
'''Weapons:''' 1 [[P-83 Colt Wadjyt (3.5e Equipment)|P-83 Colt Wadjyt]]<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Search || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || 0<br />
|}<br />
<br />
'''Feat:''' [[SRD:Dodge|Dodge]]<br />
<br />
'''Bonus Feats:''' [[SRD:Point Blank Shot|Point Blank Shot]]<br />
<br />
'''Gear:''' [[SRD:Leather Armor|Leather Armor]]<br />
<br />
'''Gold:''' 15g.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Reaper ====<br />
<br />
'''Other Classes:''' Reapers get along well with Rangers and Rogues, mainly because they are so similar. However, Soulknives tend to be a bit irritated by them because they "stole" their main feature, and rangers are a bit touchy with them because of the unnatural Wadjyt. They tend to torque the wrong way with Druids in a big way over the same problem. <br />
<br />
'''Combat:''' Varies. Usually very similar to the Rogue, but using ranged attacks. <br />
<br />
'''Advancement:''' There are a few PRC's for the Reapers. Many Reapers will join these, but very few multi-class outside of the chain of classes.<br />
<br />
==== Reapers in the World ====<br />
<br />
{{quote|YEEEEEEEEEEEE-HAAAAAAAAWW! HAA-HAA-HAA! YEAH!|orig=Relit, founder, (While charging, propelled by an explosion, into a group of three giants. He won)}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' Relit, founder the Reapers. He was slightly insane (as noted by above quote), and was extremely powerful. His grandfather was a minor God of Chaos who was driven insane, giving him an excuse. The Reapers were formed to take out the god when he became a king. They have since evolved into a Vigilante group. <br />
<br />
'''Organizations:''' There is little to no organization. They will, however, team up occasionally to to take out a major target. <br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== Reaper Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== Reapers in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Minor Psionics]]</div>79.181.96.251https://www.dandwiki.com/w/index.php?title=Rellit%27s_Reapers_(3.5e_Class)&diff=595898Rellit's Reapers (3.5e Class)2012-11-09T13:32:35Z<p>79.181.96.251: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Rellits Reapers.jpg<br />
|imgloc=bottom<br />
|imgsize=<br />
|imgcaption=Rellit, Rellit, and Rellit.<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=[[User:Salasay|Done]]<br />
|editing=<br />
|type=Combat-Focused, Skilled, Minor Psychic<br />
|desc=Reapers use a Psychic long-knife, similar to a Soulknife's Mindblade, and two of the eight shot revolver, the 'P-83 Colt Wadjyt'. They have minor Psychic ability's, but do not gain manifesting.<br />
}}<br />
<br />
== Rellit's Reapers ==<br />
<br />
All go by the name "Rellit" (řeлït). As a group, they are "The Reapers". Reapers use a Psychic long-knife, similar to a Soulknife's, and two of the eight shot revolver, the 'P-83 Colt Wadjyt', and have minor psychic ability's. Reapers are a cult, created by a man ''named'' Relit, based off of a resistance group of Soulknives called the Reavers, founded by Jackson Li'ter. Relit created the Reapers to oppose a king, similar to the Reavers mission. <br />
<br />
=== Making a Reaper ===<br />
<br />
Reapers are relatively versatile, but they ''are'' pretty strong at ranged combat.<br />
<br />
'''Abilities:''' Dexterity is important, for accuracy with the Wadjyts, and Wisdom is important for their psychic abilities, and to summon bullets.<br />
<br />
'''Races:''' Almost allR ellit's Reapers are humans and half-elevs only.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Reapers}}</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" | [[#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 />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +0<br />
| class="left" | Psychic Blade, Wadjyts, Augmented Shot 4/day,<br />
| -- || -- || --<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | Quick Shot<br />
| -- || -- || --<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" | Augmented Shot 6/day, ''Summon Bullets''<br />
| -- || -- || --<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Sneak Attack 1d6<br />
|2||1||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Augmented Shot 8/day, Two Weapon Fighting<br />
|6||1||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | Evasion, Combat Style, Burst<br />
|11||2||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | Augmented Shot 10/day, Improved Feint<br />
|17||2||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | Sneak Attack 2d6, Aimed Shot, Vampyrik Knife 1d6<br />
|25||3||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Augmented Shot 12/day, ''Summon Explosive Rounds''<br />
|35||3||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" | Improved Two Weapon Fighting, Improved Combat Style, Snipe<br />
|46||4||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" | Augmented Shot 14/day, Throw Knife<br />
|58||5||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Sneak Attack 3d6, ''Summon Fragmentation Rounds'', Vampyrik Knife 1d8<br />
|72||6||3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Augmented Shot 16/day<br />
|88||6||3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | <br />
|106||8||3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | Augmented Shot 18/day, Greater Two Weapon Fighting, ''Summon Armor Piercing Rounds'' <br />
|126||9||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Sneak Attack 4d6, Greater Combat Style, Vampyrik Knife 2d6<br />
|147||10||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Augmented Shot 20/day<br />
|170||11||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | <br />
|195||12||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | Empty Clip, Augmented Shot 24/day,<br />
|221||15||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" | Sneak Attack 5d6, Vampyrik Knife 2d8, '''''Silver Lightning'''''<br />
|250||16||4th<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (chemestry) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (geography) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]])..<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of Rellit.<br />
<br />
'''Weapon and Armor Proficiency:''' A Reaper is proficient with all simple weapons and armor. In addition, they are proficient with the [[P-83 Colt Wadjyt (3.5e Equipment)]]. <br />
<br />
'''{{#anc:Psychic Blade}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a [[SRD:Move Actions|move action]], Rellit can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Reaper materializes a Medium Psychic Blade that he can wield as a [[SRD:Light Weapon|light weapon]], and the blade deals 1d6 points of damage (crit 19–20/&times;2). Reapers who are smaller or larger than Medium create Psychic Blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a Psychic Blade gains the usual benefits to his [[SRD:Attack Roll|attack roll]] and [[SRD:Attack Damage|damage roll]] from a high [[SRD:Strength|Strength]] bonus.<br />
<br />
The blade can be broken (it has hardness 10 and 10 [[SRD:Hit Points|hit points]]); however, Rellit can simply create another on his next [[SRD:Move Actions|move action]]. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A Psychic Blade is considered a magic weapon for the purpose of overcoming damage reduction.<br />
<br />
Rellit may use [[SRD:Feats|feats]] such as [[SRD:Power Attack|Power Attack]] or [[SRD:Combat Expertise|Combat Expertise]] in conjunction with the Psychic Blade just as if it were a normal weapon. He can also choose Psychic Blade for [[SRD:Feats|feats]] requiring a specific weapon choice, such as [[SRD:Weapon Specialization|Weapon Specialization]]. [[SRD:Powers|Powers]] or spells that upgrade weapons can be used on a Psychic Blade.<br />
<br />
Rellit’s Psychic Blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the Psychic Blade gains a cumulative +1 enhancement bonus on [[SRD:Attack Roll|attack rolls]] and [[SRD:Attack Damage|damage rolls]] (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).<br />
<br />
Even in places where psionic effects do not normally function (such as within a ''[[SRD:Null Psionics Field|null psionics field]]''), Rellit can attempt to sustain his Psychic Blade by making a [[SRD:DC|DC]] 20 [[SRD:Saving Throw|Will]] save. On a successful save, Rellit maintains his Psychic Blade for a number of rounds equal to his [[SRD:Class|class]] level before he needs to check again. On an unsuccessful attempt, the Psychic Blade vanishes. As a [[SRD:Move Actions|move action]] on his turn, Rellit attempt a new [[SRD:Saving Throw|Will]] save to rematerialize his Psychic Blade while he remains within the psionics negating effect.<br />
<br />
'''{{#anc:Wadjyts}}:''' Rellits begins play with one masterwork [[P-83 Colt Wadjyt (3.5e Equipment)|P-83 Colt Wadjyt]]. The Wadjyt does not impact the starting gold of the Reaper.<br />
<br />
'''{{#anc:Augment Shot }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Rellit may focus hard on an attack to improve its effectiveness. 4/day, he may make Augment a shot made with his Wadjyt. An Augmented shot will deal an additional 1d6 damage, and has an additional +5 to-hit. At each odd level afterwords, he gains an additional 2 uses per day. <br />
<br />
'''{{#anc:Quick Shot}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 2, Rellit may make a Quick Shot. By expending one use of Augment Shot, he may make one attack as a swift action at max BAB<br />
<br />
'''''{{#anc:Summon Bullets}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 3rd level, Rellit may summon additional bullets for his Wadjyt without having to purchase them. As a Move Action that provokes Attacks of Opportunity, Rellit may summon a number of bullets equal to Wisdom mod &times;8. This may not exceed Class Level &times;8 bullets, and he can only do this once every 10 &minus; Wis mod rounds (minimum 3). <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 fourth level (8th, 12th, 16th, and 20th). If Rellit gets a sneak attack bonus from another source the bonuses on damage stack. <br />
<br />
'''{{#anc:Power Points/Day}}:''' A Reaper’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 [[Rellit's_Reapers_(3.5e_Class)#Table: The Reapers|Table: The Reapers]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high [[SRD:Wisdom|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 [[SRD:Feats|feats]] and items.<br />
<br />
'''{{#anc:Powers Known}}:''' At level 4 Reaper knows one Reaper [[SRD:Powers|powers]] of your choice. Each time he achieves a new level, he unlocks the knowledge of new [[SRD:Powers|powers]].<br />
<br />
Choose the [[SRD:Powers|powers]] known from the [[SRD:Rellit's Reapers Powers|reaper power list]]. A Reaper can manifest any power that has a [[SRD:Power Points|power point]] cost equal to or lower than his [[SRD:Manifester Level|manifester level]].<br />
<br />
The number of times a Reaper can manifest [[SRD:Powers|powers]] in a day is limited only by his daily [[SRD:Power Points|power points]].<br />
<br />
A Reaper simply knows his [[SRD:Powers|powers]]; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent [[SRD:Power Points|power points]].<br />
<br />
The [[SRD:DC|Difficulty Class]] for [[SRD:Saving Throw|saving throws]] against psion [[SRD:Powers|powers]] is 10 + the power’s level + the Reapers’s [[SRD:Wisdom|Wisdom]] modifier. <br />
<br />
'''{{#anc:Maximum Power Level Known}}:''' A 4th level Reaper has the ability to learn 1st-level [[SRD:Powers|powers]]. As he attains higher levels, a Reaper may gain the ability to master more complex [[SRD:Powers|powers]].<br />
<br />
To learn or manifest a power, a psion must have a [[SRD:Wisdom|Wisdom]] score of at least 10 + the power’s level.<br />
<br />
'''{{#anc:Two Weapon Fighting}}:''' Rellit gains [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] as a bonus [[SRD:Feats|feat]] at 5th level.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, Rellit can avoid even magical and unusual attacks with great agility. If he makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|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 Rellit is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Reaper does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 6, Rellit begins training in specialized combat forms. He may select of style from the list below to gain the benifit from. Once he has chosen, he may not change his style. <br />
<br />
*Commando: +5 Move Silently<br />
<br />
*Pistolera: +5 Bluff<br />
<br />
*Adventurer: +5 Survival<br />
<br />
*Soldier: +5 Balance<br />
<br />
*Scout: +5 Search<br />
<br />
*Assassin: +5 Hide<br />
<br />
*Duelist: +5 Tumble<br />
<br />
<br />
'''{{#anc:Burst}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 6, Rellit may fire a Burst of bullets. As a Standard Action, he may expend one use of Augment Shot to fire 3 shots at his maximum BAB, with a &minus;4 to-hit with all of them. If he makes a Full Attack in conjunction with Burst, it replaces the second attack.<br />
<br />
'''{{#anc:Improved Feint}}:''' Rellit gains [[SRD:Improved Feint|Improved Feint]] as a bonus [[SRD:Feats|feat]] at 7th level.<br />
<br />
'''{{#anc:Aimed Shot}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 8, Rellit may make an incredibly accurate shot. As a Standard Action that provokes an Attack of Opprotunity, he may expend one use Augment Shot to add all of his BAB onto one shot.<br />
<br />
'''{{#anc:Vampyrik Knife}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 8, Rellit's Psychic Blade is imbued with Vampyrik power. He deals an additional 1d6 damage, and is healed for the same amount. At every fourth level, you get an increase in damage.<br />
<br />
'''''{{#anc:Summon Explosive Rounds}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 9th level, Rellit may begin summoning specialized bullets. In addition to regular bullets, Rellit may summon Explosive Rounds. Explosive Rounds deal an additional 1d8 of damage, but have a &minus;2 to-hit. Whenever you summon specialized bullets, you can only summon half the number you would be able to normally.<br />
<br />
'''{{#anc:Improved Two Weapon Fighting}}:''' Rellit gains [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]] as a bonus [[SRD:Feats|feat]] at 10th level.<br />
<br />
'''{{#anc:Improved Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 10, Rellit has specialized his combat form more. He gains the ability listed for the style he chose at 6th level <br />
<br />
*Commando: +5 Aimed Shot damage <br />
<br />
*Pistolera: +5 Quick Shot to-hit<br />
<br />
*Adventurer: +5 Snipe to-hit<br />
<br />
*Soldier: +2 Burst to-hit and +1 damage per bullet with burst<br />
<br />
*Scout: +1d6 Damage and +3 to-hit with Psychic Blade<br />
<br />
*Assassin: +1 Damage and +5 to-hit with Psychic Blade<br />
<br />
*Duelist: May wield the Wadjyt and Psychic Blade at the same time, and get +2 to-hit with the Psychic Blade and Wadjyt<br />
<br />
<br />
'''{{#anc:Snipe}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 10, Rellit may take a slow, accurate shot to hit a specific part of the target. As a Full Action that provokes an Attack of Opportunity, he may expend one use of Augment Shot to snipe a target and get a +3 to critical hit range that stacks.<br />
<br />
'''{{#anc:Throw Psychic Blade}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level or higher, Rellit can throw his Psychic Blade as a [[SRD:Ranged Weapon|ranged weapon]] with a range increment of 30 feet. Whether or not the attack hits, a thrown Psychic Blade then dissipates.<br />
<br />
'''''{{#anc:Summon Fragmentation Rounds}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 12th level, Rellit may begin summoning Fragmentation Rounds. Fragmentation Rounds deal 1d4 damage in a 20 foot cone. The cone is blocked by foes. Any foes in the cone may make a DC 10 + class level. This may be used on an adjacent foe as a regular attack; if so, you get a &minus;1 to-hit, and it deals an additional die of damage, and the target must make a Balance check, DC 15 + class level, or be knocked back 5 feet.<br />
<br />
'''{{#anc:Greater Two Weapon Fighting}}:''' Rellit gains [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]] as a bonus [[SRD:Feats|feat]] at 15th level.<br />
<br />
'''''{{#anc:Summon Armor Piercing Rounds}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 15th level, Rellit may begin summoning Armor Piercing (AP) Rounds. AP Rounds negate 5 points of the enemy's AC to a minimum of their touch AC, and deal 2 less damage.<br />
<br />
'''{{#anc:Greater Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 16, Rellit has perfected his specialization. He gains the ability listed for the style he chose at 6th level <br />
<br />
*Commando: +1d6 Damage and +3 to-hit with Psychic Blade <br />
<br />
*Pistolera: Reloading the Wadjyt is only a swift action.<br />
<br />
*Adventurer: +3 Damage and +3 to-hit with Psychic Blade<br />
<br />
*Soldier: Fire 1 additional bullet with Burst.<br />
<br />
*Scout: +10 move speed.<br />
<br />
*Assassin: +2d6 Sneak Attack<br />
<br />
*Duelist: +2 to damage with the Psychic Blade and Wadjyt<br />
<br />
<br />
'''{{#anc:Empty Clip}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 19, Rellit may fire all of the bullets remaining in his Wadjyt at one foe. As a Full Action, he may expend one use of Augment Shot to empty the clip at his minimum BAB +4.<br />
<br />
'''''{{#anc:Silver Lightning}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' At 20th level, Rellit may begin summoning Silver Lightning rounds. SL rounds deal 1d6+2 more damage, and negate 5 points of the enemy's AC to a minimum of their touch AC. However you can only summon them 2 at a time (up to 16 per day), and you can only own 8 at a time.<br />
<br />
==== Epic <-class name-> ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== Human Reaper Starting Package ====<br />
<br />
'''Weapons:''' 1 [[P-83 Colt Wadjyt (3.5e Equipment)|P-83 Colt Wadjyt]]<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Search || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || 0<br />
|}<br />
<br />
'''Feat:''' [[SRD:Dodge|Dodge]]<br />
<br />
'''Bonus Feats:''' [[SRD:Point Blank Shot|Point Blank Shot]]<br />
<br />
'''Gear:''' [[SRD:Leather Armor|Leather Armor]]<br />
<br />
'''Gold:''' 15g.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Reaper ====<br />
<br />
'''Other Classes:''' Reapers get along well with Rangers and Rogues, mainly because they are so similar. However, Soulknives tend to be a bit irritated by them because they "stole" their main feature, and rangers are a bit touchy with them because of the unnatural Wadjyt. They tend to torque the wrong way with Druids in a big way over the same problem. <br />
<br />
'''Combat:''' Varies. Usually very similar to the Rogue, but using ranged attacks. <br />
<br />
'''Advancement:''' There are a few PRC's for the Reapers. Many Reapers will join these, but very few multi-class outside of the chain of classes.<br />
<br />
==== Reapers in the World ====<br />
<br />
{{quote|YEEEEEEEEEEEE-HAAAAAAAAWW! HAA-HAA-HAA! YEAH!|orig=Relit, founder, (While charging, propelled by an explosion, into a group of three giants. He won)}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' Relit, founder the Reapers. He was slightly insane (as noted by above quote), and was extremely powerful. His grandfather was a minor God of Chaos who was driven insane, giving him an excuse. The Reapers were formed to take out the god when he became a king. They have since evolved into a Vigilante group. <br />
<br />
'''Organizations:''' There is little to no organization. They will, however, team up occasionally to to take out a major target. <br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== Reaper Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== Reapers in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Minor Psionics]]</div>79.181.96.251