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		<updated>2013-06-20T03:25:41Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Deity_(3.5e_Racial_Paragon_Class)</id>
		<title>Talk:Deity (3.5e Racial Paragon Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Deity_(3.5e_Racial_Paragon_Class)"/>
				<updated>2013-06-18T07:59:26Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===High Base Saves===&lt;br /&gt;
&lt;br /&gt;
Just a heads up, the reason why the base saves for this paragon are so high is because Deities gain a bonus to them equal to half their Deity level. Instead of making that an Extraordinary ability, I just added it to the good base saves that they already got. Just wanted to clear that up lol.&lt;br /&gt;
&lt;br /&gt;
:No, deities gain a bonus to their saves equal to their Divine Rank, not their Level. There will also be times where it matters what the base save is. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:14, 23 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
::The deities listed in Deities and Demigods all have 20 Outsider Hit Dice. This effectively gives them very high saves. Instead of making it a class ability like the othe abilities of deities listed, I simply increased the saves that the class would normally give by the saves the deities would eventually have from the Outsider hit dice. [[User:AboveJester|AboveJester]] ([[User talk:AboveJester|talk]]) 02:22, 30 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Honestly, this class needs a lot of work. I need to edit it further. I wanted to keep it as close as possible to the Deities and Demigods book, but that may not be possible. Its like they wrote that book high lol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Revision===&lt;br /&gt;
&lt;br /&gt;
I'm thinking of redoing this class with 30 to 40 levels. I may redo the salient divine abilities, and have all of their stats listed on the page. If I do this, deities will have a higher CR, but theyre overpowered anyway :/ So let me know what you think.&lt;br /&gt;
&lt;br /&gt;
[[User:AboveJester|AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Werebalor_(3.5e_Creature)</id>
		<title>Werebalor (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Werebalor_(3.5e_Creature)"/>
				<updated>2013-06-18T07:47:02Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Werebalor ==&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
| style=&lt;br /&gt;
|#ofEntries=3     &lt;br /&gt;
| creature=Humanoid Form &lt;br /&gt;
| creature2=Balor Form &lt;br /&gt;
| creature3=Hybrid Form&lt;br /&gt;
| size=Medium | type=[[SRD:Humanoid Type|Humanoid]] [[SRD:Shapechanger Subtype|Shapechanger]] ([[SRD:Chaotic Subtype|Chaotic]], [[SRD:Demon Subtype|Demon]], [[SRD:Extraplanar Subtype|Extraplanar]], [[SRD:Evil Subtype|Evil]])&lt;br /&gt;
| size2=Large | type2=[[SRD:Humanoid Type|Humanoid]] [[SRD:Shapechanger Subtype|Shapechanger]] ([[SRD:Chaotic Subtype|Chaotic]], [[SRD:Demon Subtype|Demon]], [[SRD:Extraplanar Subtype|Extraplanar]], [[SRD:Evil Subtype|Evil]])&lt;br /&gt;
| size3=Large | type3=[[SRD:Humanoid Type|Humanoid]] [[SRD:Shapechanger Subtype|Shapechanger]] ([[SRD:Chaotic Subtype|Chaotic]], [[SRD:Demon Subtype|Demon]], [[SRD:Extraplanar Subtype|Extraplanar]], [[SRD:Evil Subtype|Evil]])&lt;br /&gt;
| hd=1d8+3 plus 20d8+160  | hp=247&lt;br /&gt;
| hd2=1d8+3 plus 20d8+160  | hp2=247&lt;br /&gt;
| hd3=1d8+3 plus 20d8+160  | hp3=247&lt;br /&gt;
| init=+6&lt;br /&gt;
| init2=+9&lt;br /&gt;
| init3=+9&lt;br /&gt;
| speed=30 ft. (6 squares) &lt;br /&gt;
| speed2=40 ft. (8 squares), Fly 90 ft. (good)&lt;br /&gt;
| speed3=30 ft. (6 squares), Fly 45 ft. (good)&lt;br /&gt;
| ac=21 (+2 natural, +2 Night Leather, +5 Chain Mail, +2 Dex)  | touch=12 | flat=19 &lt;br /&gt;
| ac2=35 (–1 size, +5 [[SRD:Dexterity|Dex]], +21 natural),  | touch2=14 | flat2=30 &lt;br /&gt;
| ac3=35 (–1 size, +5 [[SRD:Dexterity|Dex]], +21 natural)  | touch3=14 | flat3=30&lt;br /&gt;
| bab=+24/+19/+14/+9 | grapple=+24&lt;br /&gt;
| bab2=+29/+24/+19/+14 | grapple2=+34 &lt;br /&gt;
| bab3=+29/+24/+19/+14 | grapple3=+34&lt;br /&gt;
| at=[[SRD:Greataxe|Greataxe]] +24 Melee (1d12+6/x3) &lt;br /&gt;
| at2= +1 Vorpal Longsword +29 Melee (2d6+15 plus Curse of Lycanthropy /19-20)&lt;br /&gt;
| at3=[[SRD:Greataxe|Greataxe]] +29 Melee (1d12+15/x3)&lt;br /&gt;
| full_at=[[SRD:Greataxe|Greataxe]] +24/+19/+14/+9 melee (1d12+6/x3) &lt;br /&gt;
| full_at2= +1 Vorpal Longsword +29/+24/+19/+14 Melee (2d6+15 plus Curse of Lycanthropy /19-20) and +1 Flaming Whip +29/+24 Melee (1d4+4 plus 1d6 fire plus entangle)&lt;br /&gt;
| full_at3=[[SRD:Greataxe|Greataxe]] +29//+24/+19/+14 melee (1d12+15/x3)&lt;br /&gt;
| space=5 ft. | reach=5 ft. &lt;br /&gt;
| space2=10 ft. | reach2=10 ft. (20 ft. with Flaming Whip)&lt;br /&gt;
| space3=10 ft. | reach3=10 ft.&lt;br /&gt;
| sa=— &lt;br /&gt;
| sa2=Curse of lycanthropy, Death Throes, Entangle, Spell-like Abilities, Summon Demon, Vorpal Sword&lt;br /&gt;
| sa3=&lt;br /&gt;
| sq=[[SRD:Alternate Form|Alternate form]], Demon Empathy&lt;br /&gt;
| sq2=[[SRD:Alternate Form|Alternate form]], Demon Empathy, [[SRD:Damage Reduction|damage reduction]] 15/(Cold Iron + Good, or Silver) , Dark Vision 60 ft., Flaming Body, Immunity to (Electricity, Fire, and Poison), Resistance Acid&amp;amp;Cold 10, Spell Resistance 28, Telepathy 100 ft., True Seeing&lt;br /&gt;
| sq3=[[SRD:Alternate Form|Alternate form]], Demon Empathy, [[SRD:Damage Reduction|damage reduction]] 10/Silver&lt;br /&gt;
| fort=+15 | ref=+14 | will=+14 &lt;br /&gt;
| fort2=+20 | ref2=+17 | will2=+14 &lt;br /&gt;
| fort3=+20 | ref3=+17 | will3=+14&lt;br /&gt;
| str=18 | dex=14 | con=17 | int=10 | wis=14 | cha=12&lt;br /&gt;
| str2=30 | dex2=21 | con2=27 | int2=10 | wis2=14 | cha2=12 &lt;br /&gt;
| str3=30 | dex3=21 | con3=27 | int3=10 | wis3=14 | cha3=12&lt;br /&gt;
| skills=[[SRD:Bluff Skill|Bluff]] +15, [[SRD:Concentration Skill|Concentration]] +16, [[SRD:Diplomacy Skill|Diplomacy]] +10, [[SRD: Disguise Skill|Disguise]] +10 (+12 acting), [[SRD:Hide Skill|Hide]] +10, [[SRD:Intimidate Skill| Intimidate]] +22, [[SRD:Knowledge Skill|Knowledge (Any two)]] +10, [[SRD:Listen Skill|Listen]] +10, [[SRD:Move Silently|Move Silently]] +10, [[SRD:Search Skill|Search]] +10, [[SRD:Sense Motive Skill|Sense Motive]] +15, [[SRD:Spellcraft Skill|Spellcraft]] +14 (+14 Scrolls), [[SRD:Spot Skill|Spot]] +10, [[SRD:Survival Skill|Survival]] +10 (+12 following tracks), [[SRD:Use Magic Device Skill|Use Magic Device]] +10 (+12 Scrolls)&lt;br /&gt;
| skills2=[[SRD:Bluff Skill|Bluff]] +15, [[SRD:Concentration Skill|Concentration]] +16, [[SRD:Diplomacy Skill|Diplomacy]] +10, [[SRD: Disguise Skill|Disguise]] +10 (+12 acting), [[SRD:Hide Skill|Hide]] +10, [[SRD:Intimidate Skill| Intimidate]] +22, [[SRD:Knowledge Skill|Knowledge (Any two)]] +10, [[SRD:Listen Skill|Listen]] +10, [[SRD:Move Silently|Move Silently]] +10, [[SRD:Search Skill|Search]] +10, [[SRD:Sense Motive Skill|Sense Motive]] +15, [[SRD:Spellcraft Skill|Spellcraft]] +14 (+14 Scrolls), [[SRD:Spot Skill|Spot]] +10, [[SRD:Survival Skill|Survival]] +10 (+12 following tracks), [[SRD:Use Magic Device Skill|Use Magic Device]] +10 (+12 Scrolls)&lt;br /&gt;
| skills3=[[SRD:Bluff Skill|Bluff]] +15, [[SRD:Concentration Skill|Concentration]] +16, [[SRD:Diplomacy Skill|Diplomacy]] +10, [[SRD: Disguise Skill|Disguise]] +10 (+12 acting), [[SRD:Hide Skill|Hide]] +10, [[SRD:Intimidate Skill| Intimidate]] +22, [[SRD:Knowledge Skill|Knowledge (Any two)]] +10, [[SRD:Listen Skill|Listen]] +10, [[SRD:Move Silently|Move Silently]] +10, [[SRD:Search Skill|Search]] +10, [[SRD:Sense Motive Skill|Sense Motive]] +15, [[SRD:Spellcraft Skill|Spellcraft]] +14 (+14 Scrolls), [[SRD:Spot Skill|Spot]] +10, [[SRD:Survival Skill|Survival]] +10 (+12 following tracks), [[SRD:Use Magic Device Skill|Use Magic Device]] +10 (+12 Scrolls)&lt;br /&gt;
| feats=[[SRD:Improved Initiative|Improved Initiative]], [[SRD:Iron Will|Iron Will]], [[SRD:Power Attack|Power Attack]], [[SRD:Cleave|Cleave]], Weapon Focus (longsword), Two Weapon Fighting, Improved Two Weapon Fighting, Quicken Spell-like Ability (Telekinesis)&lt;br /&gt;
| feats2=(same as humanoid form) &lt;br /&gt;
| feats3=(same as humanoid form)&lt;br /&gt;
| env=As Base Creature&lt;br /&gt;
| env2=As Base Creature&lt;br /&gt;
| env3=As Base Creature&lt;br /&gt;
| org=Solitary&lt;br /&gt;
| org2=Solitary&lt;br /&gt;
| org3=Solitary&lt;br /&gt;
| cr=18&lt;br /&gt;
| cr2=18&lt;br /&gt;
| cr3=18&lt;br /&gt;
| treas=Standard coins; double goods; standard items&lt;br /&gt;
| treas2=Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip&lt;br /&gt;
| treas3=Standard coins; double goods; standard items&lt;br /&gt;
| align=As Base Creature&lt;br /&gt;
| align2=Always [[SRD:Chaotic Evil|Chaotic Evil]]  &lt;br /&gt;
| align3=As Base Creature&lt;br /&gt;
| adv=As Base Creature&lt;br /&gt;
| adv2=As Base Creature&lt;br /&gt;
| adv3=As Base Creature&lt;br /&gt;
| la=+18 &lt;br /&gt;
| la2=+18 &lt;br /&gt;
| la3=+18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''The paladin standing before you screams under the full moon, &amp;quot;Get away! PLEASE!! I DON'T WANT THIS!!!&amp;quot;. His body sizzles and pops as the scent of brimstone fills the air. Screams of agony, pain, and despair fill the forest as his skin turns a dark red, and his body bursts into flames. An evil presence surrounds you as a large 12 ft. tall winged, horned beast rises up from the fetal position the paladin was once in. &amp;quot;Now&amp;quot;, You hear, &amp;quot;Let's see how many I can kill, before my time is up.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''Combat'''==&lt;br /&gt;
&lt;br /&gt;
===Special Abilities===&lt;br /&gt;
&lt;br /&gt;
'''Curse of Lycanthropy:''' Unlike normal Lycanthropes, a Werebalor passes on the Curse of Lycanthropy with it's vorpal sword. Creatures struck by a werebalor's vorpal sword must make a DC 15 Fortitude save or become cursed with Werebalor Lycanthropy. If the victim is not within one&lt;br /&gt;
size category of the monstrous lycanthrope’s monster form (for example, a hill giant bitten by a weresprite), the victim cannot contract lycanthropy from that creature.&lt;br /&gt;
&lt;br /&gt;
'''Death Throes:''' When killed in Balor form, a werebalor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 28 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.&lt;br /&gt;
&lt;br /&gt;
'''Entangle:''' A werebalor that shifts to balor form has a +1 flaming whip summoned to it's hand. It entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the werebalor immediately make opposed Strength checks; if the werebalor wins, it drags the target against its flaming body (see below). The target remains anchored against the werebalor’s body until it escapes the whip.&lt;br /&gt;
&lt;br /&gt;
'''Spell-like Abilities:'''  At will— blasphemy (DC 18), dominate monster (DC 20), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 18), power word stun, telekinesis (DC 16), unholy aura (DC 19); 1/day—fire storm (DC 19), implosion (DC 20). Caster level 20th. The save DCs are Charisma-based.&lt;br /&gt;
&lt;br /&gt;
'''Summon Demon:''' Once per day a werebalor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell. The creatures summoned treat the werebalor as a normal Balor while it's in Balor form, but may become hostile to it once it shifts to normal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
'''Vorpal Sword:''' When a werebalor shifts to Balor form, whether willingly or by full moon, a large +1 Vorpal Longsword appears in one of it's hands. A werebalor that lost control guards it's sword carefully, as it's the only way it can pass on the curse. The werebalor's sword vanishes when the werebalor shifts back to normal or hybrid form. If the sword breaks, a new one will appear next time the werebalor shifts to Balor form.&lt;br /&gt;
&lt;br /&gt;
===Special Qualities===&lt;br /&gt;
&lt;br /&gt;
'''Alternate Form:''' Werebalors can shift between their forms as a standard action, if the succeed the normal Control Shape check, just as normal lycanthropes. Werebalors that shift to Balor form become chaotic evil during this time, even if it was done on purpose with a Control Shape check. Werebalors must resist the urge to shift on a full moon, as normal, but certain experiences may also cause a change. It falls on the DM whether or not a scenario is gruesome enough to possibly force a change. Normally scenes of intense evil, bloodshed, or anger can cause a werebalor to change form. Especially if the werebalor is directly involved in it.&lt;br /&gt;
&lt;br /&gt;
'''Demon Empathy:''' Werebalors have a +4 to charisma based checks when dealing with evil outsiders, and a -4 to charisma based checks with good outsiders.&lt;br /&gt;
&lt;br /&gt;
'''Flaming Body:''' The body of a werebalor in Balor form is wreathed in flame. Anyone grappling a werebalor takes 6d6 points of fire damage each round.&lt;br /&gt;
&lt;br /&gt;
'''True Seeing:''' A werebalor in Balor form has a continuous true seeing ability, as the spell (caster level 20th).&lt;br /&gt;
&lt;br /&gt;
==Typical Physical Characteristics==&lt;br /&gt;
&lt;br /&gt;
Werebalors in normal form have an appearance similar to tieflings. When a creature becomes a werebalor this change in appearance is gradual, taking place over several weeks. Werebalors in hybrid form grow long horns, and wickedly sharp teeth. Their skin turns a darker red, similar to a half-fiend in many ways. Medium sized wings sprout from it's back, allowing flight. Werebalors in Balor form always become chaotic evil, taking on a terrifying destructive persona. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:'''&lt;br /&gt;
&lt;br /&gt;
The difference between a normal Lycanthrope and a Werebalor, is the drastic change in alignment. Werebalors in Balor form always become chaotic evil, regardless of their prior alignment. Many Werebalors are good, because of the difference in becoming a werebalor from normal Lycanthropes.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
Becoming a werebalor is a terrible thing, especially for good characters. Usually any creature that becomes a werebalor was cursed by a similar demon. Werebalors learn of their affliction on the next full moon, just as normal lycanthropes. Many werebalors have described the experience as an evil one, and that they felt a pure malevolence wash over them before blacking out. All werebalors are afflicted, meaning that they cannot control their form without a successful Control Shape check. Werebalors that shift into full form by failing the Control Shape check loose themselves, and take on a demonic and destructive personality. Werebalors can pass on their affliction by striking a creature with their vorpal longsword.&lt;br /&gt;
&lt;br /&gt;
==For Player Characters==&lt;br /&gt;
&lt;br /&gt;
The Werebalor creature was made using the Monstrous Lycanthrope template created by Green Ronin Publishing, found in the Advanced Bestiary.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR18]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Shapechanger Subtype]]&lt;br /&gt;
[[Category:Evil Subtype]]&lt;br /&gt;
[[Category:Demon Subtype]]&lt;br /&gt;
[[Category:Medium Size]]&lt;br /&gt;
[[Category:Large Size]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
[[Category:Lycanthrope]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Titan_Disciple_(3.5e_Prestige_Class)</id>
		<title>Titan Disciple (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Titan_Disciple_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:46:53Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Finished. Needs sample encounter.&lt;br /&gt;
|editing= PLEASE DO NOT EDIT&lt;br /&gt;
|type=Combat Focused, Barbarian, Spellcasting&lt;br /&gt;
|desc=Titan's are powerful beings of emotion and magic. A Titan Disciple is someone that taps into a Titan ancestry to gain power. &lt;br /&gt;
|len=10&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Titan Disciple==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
| Dammit! Forget it! I'll take them on myself!!&lt;br /&gt;
|orig=Gregory, Human Titan Disciple&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Titan Disciples are similar to Dragon Disciples, as they both get power from their particular ancestry, but Titan Disciples draw their abilities from the powerful and emotional Titan outsiders. These chaotic beings have many back stories. Some say they were created by the gods first, and others say theyre the original humans and all sub-races are descended from them. One thing that is known about Titans is that they have fearsome strength, and they have dangerous emotional tendencies. Titans are said to enter fits of rage that shake mountains, and fall into a depression that can last for lifetimes. Many Titan Disciples tend to focus on the rage aspect of it, however.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Titan Disciple===&lt;br /&gt;
&lt;br /&gt;
Barbarians with a Titan ancestry may find the Titan Disciple a good class to level in. Physically powerful, and magic to back it up, the Titan Disciple offers a variety of offensive abilities. Strength is important to a Titan Disciple, and Charisma supports their magical abilities and Titan Rage ability. Constitution would be the next key ability modifier, as high health is helpful to a Titan Disciple.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Only Chaotic.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Iron Will, Battle Hardened, Endurance, Diehard.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must be able to go into a Rage at least 2/day.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Titan Disciple}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d10&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Spell-like Abilities per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Titan Rage 1/day, Damage Reduction&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2 || 1 || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Oversized Weapons&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2 || 1 || — || — || — || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Titan Rage 2/day&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 3 || 2 || 1 || — || — || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Fast Movement&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 3 || 2 || 1 || — || — || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Titan Rage 3/day, Spell Resistance 10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 4 || 3 || 2 || 1 || — || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +6/+1 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 4 || 3 || 2 || 1 || — || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +7/+2 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Titan Rage 4/day&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 5 || 4 || 3 || 2 || 1 || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +8/+3 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 5 || 4 || 3 || 2 || 1 || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +9/+4 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Titan Rage 5/day&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 4 || 3 || 2 || 1 || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +10/+5 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Titan Rage, Spell Resistance 20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 4 || 3 || 2 || 1 || — || — || — || — &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Heal, Intimidate, Jump, Knowledge, Listen, Perform (Oratory), Sense Motive, Search, Spellcraft, Spot, Survival, Swim.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spell-like Abilities}}:''' To cast a particular spell, you must have a Charisma score of at least 10 + the spell's level.  Your bonus spells are based on your Charisma.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).&lt;br /&gt;
&lt;br /&gt;
You cast spells as a Cleric does. A Titan Disciple possess spell-like abilities. Meaning they need no verbal, somatic, material, focus, or XP components. Also, a Titan Disciple's Spell-like Abilities cannot be counterspelled, nor can they be used to counterspell. A Titan Disciple's caster level is equal to his Titan Disciple level. A Titan Disciple must prepare his spell-like abilities by meditating on his emotions similar to a cleric praying to his Deity.  An epic Titan Disciple’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list (All spells are taken from the Player's Handbook and The Spell Compendium):&lt;br /&gt;
&lt;br /&gt;
0&amp;amp;mdash;''Detect Magic'', ''Prestidigitation'', ''Electric Jolt'', ''Sonic Snap'', ''Launch Item'', ''Stick'', ''Cure Minor Wounds'', ''Know Direction'', ''Light'', ''Purify Food and Drink''.&lt;br /&gt;
&lt;br /&gt;
1st&amp;amp;mdash;''Longstrider'', ''Speak With Animals'', ''Close Wounds'', ''Produce Flame'', ''Anarchic Water'', ''Protection From Law'', ''Obscuring Mist'', ''Nimbus of Light'', ''Magic Missile'', ''Enlarge Person''.&lt;br /&gt;
&lt;br /&gt;
2nd&amp;amp;mdash;''Flaming Sphere'', ''Scorching Ray'', ''Bull's Strength'', ''Zeal'', ''Lesser Spell Immunity'', ''Levitate'', ''Binding Winds'', ''Strength of Stone'', ''Ice Knife'', ''Cure Light Wounds''.&lt;br /&gt;
&lt;br /&gt;
3rd&amp;amp;mdash;''Dispel Magic'', ''Fireball'', ''Lightning Bolt'', ''Cure Moderate Wounds'', ''Magic Circle Against Law'', ''Chaos Hammer'', ''Capricious Zephyr'', ''Great Thunderclap'', ''Sound Lance'', ''Shadow Binding''.&lt;br /&gt;
&lt;br /&gt;
4th&amp;amp;mdash;''Cure Serious Wounds'', ''Dispel Law'', ''Flame Strike'', ''StoneSkin'', ''Polymorph'', ''Charm Monster'', ''Ice Storm'', ''Wall of Chaos'', ''Eye of the Hurricane'', ''Planar Tolerance''.&lt;br /&gt;
&lt;br /&gt;
5th&amp;amp;mdash;''Cure Critical Wounds'', ''Greater Dispel Magic'', ''Hold Monster'', ''Telekinesis'', ''Chain Lightning'', ''Dismissal'', ''Call Lightning Storm'', ''Death Throes'', ''Righteous Might'', ''Zone of Revelation''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Titan Rage:''' Titan Disciples can fly into a rage a certain number of times a day. During this time they are very volatile, and dangerous. Titan Disciples in a rage gain a bonus to Strength, Dexterity, and Constitution equal to their Charisma modifier, and a bonus to their damage reduction equal to their Charisma modifier. Titan Disciples that fly into a rage have trouble controlling it. Once in a rage, a Titan Disciple will chase down the nearest enemy and attack it. If an enemy flees, it will give chase until no longer able. Only once all enemies are defeated, a Titan Disciple gets three attempts at a will save (DC 10 + # of rounds enraged + Cha Mod), once a round, in order to calm down. If the Titan Disciple fails three times, then it stays enraged for 1 hour. Titan Disciples in a rage have a penalty to all charisma based checks equal to their Titan Disciple level.&lt;br /&gt;
&lt;br /&gt;
'''Damage Reduction:''' A Titan Disciple gains Damage Reduction equal to half their level, that can be bypassed by Lawful aligned weapons.&lt;br /&gt;
&lt;br /&gt;
'''Oversized Weapons:''' Titan Disciples of second level, learning from their Titan ancestors, gain the ability to use weapons one size category larger then normal without penalty. This ability stacks with other abilities and feats that allow a creature to wield larger weapons.&lt;br /&gt;
&lt;br /&gt;
'''Fast Movement:''' Titan Disciples can move faster then other creatures. All of a Titan Disciples movement speeds are increased by 10 ft. This ability does not stack with other extraordinary abilities that increase movement speed.&lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance:''' Titan Disciples gain Spell Resistance 10 at level 5, and Spell Resistance 20 at level 10.&lt;br /&gt;
&lt;br /&gt;
'''Greater Titan Rage:''' Titan Disciples of 10th level enter a stronger Titan Rage. Theyre Spell Resistance is increased by their Charisma modifier, and they gain a Natural Armor bonus equal to their Charisma modifier. The Will Save DC for exiting the rage increases by 5.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Titan Disciples====&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Titan Disciples are primarily barbarians, and can fit a Barbarian role very well. If a group is lacking magic, they can assist with that as well, but their spell list is fairly limited. The fact that a Titan Disciple gains spell-like abilities instead of spells make it a formidable foe, even when subdued or grappled. Titan Disciples are rash, quick to act, and think headed.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Titan Disciples count as spellcasters for some prestige classes, allowing them to further their magical talents. Most Titan Disciples enter another Barbarian based class after completing this one however.&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' Titan Disciples are powerful Barbarians, and may have allies in Barbarian tribes or bandit groups.&lt;br /&gt;
&lt;br /&gt;
====Titan Disciples in the World====&lt;br /&gt;
&lt;br /&gt;
Titan Disciples follow the personality traits of a Titan. They can be of any personality, but their emotions are amplified. They're quick to anger, but they're also easy to entertain, if they arnt angry. A depressed Titan Disciples can stay that way for months, and usually forgoes combat for awhile, living as a hunter or spending his savings in the city.&lt;br /&gt;
&lt;br /&gt;
{{quote|Why am I angry so much? My blood comes from Titans, boy! If I was angry, you would know it.|4=Rook, Human Titan Disciple}}&lt;br /&gt;
&lt;br /&gt;
Titan Disciples are barbarians, plain and simple. While they have magic abilities, their emotions and Titan Rage ability always fall back to a Barbarian background.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' A Titan Disciple in a group will seem like a barbarian, one that acts before thinking and causes trouble for the group. Its only obvious this barbarian is something else when he starts flinging fireballs. Most barbarians don't mind sharing who they are, though. Many boast about being descended from the great Titans.&lt;br /&gt;
&lt;br /&gt;
====Titan Disciple Lore====&lt;br /&gt;
&lt;br /&gt;
While many Titan Disciples brag about their heritage, it is possible to find out more using a Knowledge(Planes) check.&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge(Planes) can research Titan Disciples to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | Titan Disciples are barbarians.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | Titan Disciples are descended from Titans.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | Titan Disciples meditate on their emotions to harness spell-like abilities, that they can cast as easily as monsters can.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | Information on a specific Titan Disciple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Titan Disciples in the Game====&lt;br /&gt;
&lt;br /&gt;
Titan Disciples can fill in the role of barbarians quite easily.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' Titan Disciples are descended from Titans. If you do not have Titans in your game, or for some reason Titans cant produce offspring in your game, then abandon the idea of being descended from a Titan altogether. Titan Disciples meditate on emotions to harness their power, so just use that as the information for the class. &lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:'''&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/The_Immunist_(3.5e_Prestige_Class)</id>
		<title>The Immunist (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/The_Immunist_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:46:43Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=immunist.jpg&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=480 px&lt;br /&gt;
|imgcaption= Hidan, A level 6 Cleric, level 4 Fighter, level 10 Immunist&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Skilled&lt;br /&gt;
|desc= A person who slowly becomes imune to most things, even the sphere of annihilation.&lt;br /&gt;
|len= 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Immunist==&lt;br /&gt;
&lt;br /&gt;
--[[User:AboveJester|AboveJester]] ([[User talk:AboveJester|talk]]) 01:10, 21 February 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|*Sighs* Aah, I'm finally free.&lt;br /&gt;
|orig= Darik, Human Immunist&lt;br /&gt;
|src= Words spoken by him, when released from a sphere of annihilation.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An Immunist is a complex class to level into. Certain requirements must be met at some levels before you can level in the class again (More details below). An Immunist becomes nigh unkillable near the end of this class.&lt;br /&gt;
&lt;br /&gt;
===Becoming an Immunist===&lt;br /&gt;
&lt;br /&gt;
Any character that meets the requirements can enter this class, but usually only spellcaster's have the arcane ability to fully level in the class. The most important ability to the Immunist is Intelligence, but very few of his powers actually use abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Non-lawful.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +8.&lt;br /&gt;
|-&lt;br /&gt;
! Race:&lt;br /&gt;
| Any non outsider or undead.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Toughness, Cast Iron Stomach, Diehard, Fierce, Brew Potion.&lt;br /&gt;
|-&lt;br /&gt;
! Spells:&lt;br /&gt;
| Must be able to cast at least one spell of third level. Divine or Arcane.&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must have been raised from the dead by either Resurrection or True Resurrection. Or a similar spell that brought him back to life.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Immunist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d10&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level Up Requirements&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +1 || +0 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mind Shield&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +0 || +2 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Resistance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Potion (See below)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +2 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Reduction&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +1 || +3 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Resistance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Potion (See below)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +1 || +3 || +2 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Freedom&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +2 || +4 || +2 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Immortality&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ritual (See Below)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +2 || +4 || +2 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Reduction&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +3 || +5 || +3 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perfect Freedom&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Potion (See below)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +3 || +5 || +3 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perfect Reduction&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +4 || +6 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perfect Life&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ritual (See below)  &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Autohypnosis, Craft (Genesis), Craft, Knowledge (All skills taken individually).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
''Level Up Requirements:'' Certain levels of The Immunist need requirements to attain. If you gain a level, you must do certain things at some levels (Drink a Potion, Complete Ritual, Etc) to level up in this class. If you do not have the items needed then you cant level in this class (See Ex-Immunist).&lt;br /&gt;
&lt;br /&gt;
'''Mind Shield:''' The first thing an Immunist does is get into the mindset of being immune to everything. This gives him a number of an advantages right off the bat. The Immunist gains immunity to Mind Affects and Magic Sleep. This also affects his body, and he gains immunity to Death Effects, Critical Hits, and Massive Damage. However, he can still be affected by coup de grace's and vorpal affects.&lt;br /&gt;
&lt;br /&gt;
'''Resistance:''' At 2nd level, an Immunist gains a number of resistances. He gains Power Resistance and Spell Resistance equal to his level plus his Int modifier. He also gains Element Resistance (Fire, Cold, Acid, Elec) and Energy Resistance (Positive and Negative) equal to half his level plus his Int mod. He may control all of his resistances, while concious, in order to recieve magical healing or etc.&lt;br /&gt;
:: ''Potion:'' In order to level to second level, a Immunist must prepare a potion once he gains enough experience to reach the next level. The potion costs 1,000 gp to make, and requires a full arcane lab. It takes 2 days to brew the potion, where he will then gain the level.&lt;br /&gt;
&lt;br /&gt;
'''Reduction:''' At 3rd level, an Immunist gains physical resistances. You gain Damage Reduction 5 + Your Int modifier/-.&lt;br /&gt;
&lt;br /&gt;
'''Greater Resistance:''' An Immunist's resistances increase at 4th level. His Power and Spell Resistance increase to his level + his actual Int Score, and his Element and Energy Resistance increase to his level + his Int Mod. He may still control the resistances.&lt;br /&gt;
::''Potion:'' Another potion is required at 4th level, it follows the same rules except costs 2,000 gp to create.&lt;br /&gt;
&lt;br /&gt;
'''Freedom:''' At 5th level an Immunist becomes harder to hold down. He is immune to being grappled or held down, an can wriggle through tight spaces as if he was a size smaller. He can no longer be affected by spells and powers that constrict him. Likewise, he is immune to spells such as &amp;quot;Trap the Soul&amp;quot; and &amp;quot;Magic Jar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Immortality:''' At 6th level, an Immunist no longer ages. He does still die when his time is up, but he only reaches that time if he is affected by &amp;quot;ageing&amp;quot; affects, such as a Time Dragon's Cone of Ageing. So if a 6th level Immunist is 89, and he would've died normally at 92, then he dies if he's &amp;quot;forced&amp;quot; to age 3 or more years, but not if he actually lives 3 or more years. Also at 6th level an Immunist no longer needs to eat, sleep, or breath.&lt;br /&gt;
::''Ritual:'' Leveling to level 6 of Immunist takes a complex ritual. Costing 9,500 gp, 4 days, and requires a full alchemist laboratory.&lt;br /&gt;
&lt;br /&gt;
'''Greater Reduction:''' At 7th level, an Immunist's Damage Reduction increases to DR 10+Int Mod. He also becomes incredibly resistant to physical attacks, and gains &amp;quot;Physical Resistance&amp;quot; 5+Int Mod. This resistance applies to all mundane and magical weapons, but has no affect on spells or magical weapon affects. It also stacks with any damage reduction he has, whether from this class or not.&lt;br /&gt;
&lt;br /&gt;
'''Perfect Freedom:''' At 8th level, an Immunist gains his first Perfect Immunity. He can no longer be affected by ANYTHING that holds him down. This includes spells like &amp;quot;Imprisonment&amp;quot; and even the epic spell &amp;quot;Fixed to the Sky&amp;quot;. Spells and Relics that do damage based on transporting the Immunist else-where do not hurt the Immunist. For example, the Sphere of Annihilation completely annihilates the victum, by transporting them and their soul to anither dimension. Instead of being affected by a Sphere of Annihilation, an Immunist is sucked inside of it, to a world inbetween wherever it takes you. His image can be seen waiting inside the sphere, banging on it or playing cards, etc, and he can only be freed if the sphere is destroyed via rod of cancellation.&lt;br /&gt;
::''Ritual:'' This ritual is difficult, taking 1 week to complete, 15,000 gp to do, and requiring 3 fully stocked Alchemist laboratories.&lt;br /&gt;
&lt;br /&gt;
'''Perfect Reduction:''' At 9th level, an Immunist gains his second Perfect Immunity. His Physical Resistance increases to 15+Int Mod. At 9th level Immunist's rarely take damage from physical attacks, forcing enemies to try to bypass his Power and Spell Resistance. He also starts resisting more powerful abilities. He gains Force Resistance 10 + his level.&lt;br /&gt;
&lt;br /&gt;
'''Perfect Life:''' At 10th level, an Immunist gains Perfect life, and all his abilities increase. He gains Immunity to Fire, Cold, Elec, Acid. At this level a type of &amp;quot;phylactery&amp;quot; is formed for the Immunist, similar to a lich's phylactery. The phylactery is meta-physical, and doesn't exist on the plane the Immunist is on. Instead it exists on a small demi-plane, that constantly coexists with the Immunist. When the Immunist dies, his body is reformed else-where within 4d4 hours, unless he's brought to life by other means, and his soul can not be restrained by any soul trapping spells or abilities. Any spell that animates an Immunist's body automaticlly fails. Also, when an Immunist reaches his least amount of hit points (-10 for this example) and &amp;quot;dies&amp;quot; he instead continues fighting. When he reaches -10 hp or lower, he can continue taking 1 standard action each round. An Immunist &amp;quot;dies&amp;quot; by inflicting nonlethal damage equal to his total hit points plus 10, and then inficting lethal damage equal to his total hit points plus 10. At this point the Immunist finally dies and comes back via phylactery unless a wish spell is cast to keep him dead, but even then he can still return as a ghost or etc. He just looses his ability to return to life, and can't be resurrected, except by wish or miracle. At 10th level, an Immunist gains Regeneration 5+Int Mod. Which he can turn on and off as he wishes.&lt;br /&gt;
::''Ritual:'' This ritual is very hard to finish. It requires the immunist have the Craft Wondorous Item feat, which will allow him to create a potion through the ritual. The Immunist contacts an outsider of his alignment (Celestial, Devil, or Slaad) and uses a sample of their essence (Usually taken without the outsider's permission) to create a potion. The Ritual costs 20,000 gp, takes 3 fully stocked Arcane labs, someone casting the spell &amp;quot;Summon Monster V&amp;quot;, and takes 4 days to complete. The potion costs an additional 6,000 gp to create, takes 3 more days, along with another fully stocked lab.&lt;br /&gt;
&lt;br /&gt;
====Ex-Immunist====&lt;br /&gt;
&lt;br /&gt;
There are normally no &amp;quot;Ex-Immunists&amp;quot;, but if a Immunist levels in a class without finishing level up requirements, he gains none of the abilities of that level and can only level again if he finishes the requirement and is affected by an &amp;quot;Atonement&amp;quot; spell. He then becomes a normal Immunist again, gaining the abilities of his level.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a Immunist====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imunists in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Immunist Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Immunist in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Starburst_Striker_(3.5e_Prestige_Class)</id>
		<title>Starburst Striker (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Starburst_Striker_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:46:19Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type=Combat Focused, Skilled&lt;br /&gt;
|desc=A warrior who focuses on hitting the enemy as many times as possible.&lt;br /&gt;
|len=&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Starburst Striker==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Faster. Just a little faster. FASTER!!&lt;br /&gt;
|orig=Kirito, Human Starburst Striker&lt;br /&gt;
|src=Recorded by a women watching the young warrior take down a Gleam Eyes Demon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Starburst Striker don't worry about tactics, or skill. They use speed to their advantage. They train themselves to hit hard and accurately, as fast as possible with their melee weapons. Very few Starburst Strikers leave home without some sort of enchanted weapon.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Starburst Striker===&lt;br /&gt;
&lt;br /&gt;
Starburst Strikers focus on Dexterity, but high Strength and Constitution also help a Starburst Striker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| +6 Balance, +6 Tumble.&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Weapon Finesse, Two Weapon Fighting (Or Multi-Weapon Fighting).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Starburst Striker}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +1 || +0 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Enhanced Finesse&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +0 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ac Burst&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Two Weapon Fighting&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +4 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +5/+1 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dexterous Fighting&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +6/+2 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Two Weapon Fighting&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +7/+3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +8/+4 || +2 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +9/+5 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perfect Two Weapon Fighting&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +10/+6 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Starburst Stream&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Climb, Jump, Tumble.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Finesse:''' A Starburst Striker can wield any weapon they're proficient with and add their Dexterity mod to attack rolls instead of Strength. If the Starburst Striker is wielding a shield, then the shield's armor penalty applies to the Starburst Striker's attack rolls. &lt;br /&gt;
&lt;br /&gt;
'''Ac Burst:''' A Starburst Striker can add 1d6 to their attack rolls on any given attack, by taking half the bonus as a penalty to the damage done. The amount they can increase the attack roll increases with level (1d6 at level 2, 1d8 at level 4, 1d10 at level 6, 1d12 at level 8, and 1d20 at level 10.).&lt;br /&gt;
&lt;br /&gt;
'''Improved Two-Weapon Fighting:''' At 3rd level the Starburst Striker gains the &amp;quot;Improved Two Weapon Fighting&amp;quot; Feat, even if they do not have the prerequisites for it. This feat may be exchanged for Improved Multi-Weapon Fighting, provided the Starburst Striker already has Multi-Weapon Fighting as one of it's feats. At 6th level the Starburst Striker gains Greater Two-Weapon Fighting (Or Greater Multi-Weapon Fighting), and at 9th level gains Perfect Two-Weapon Fighting (Or Perfect Multi-Weapon Fighting), in the same fashion.&lt;br /&gt;
&lt;br /&gt;
'''Dexterous Fighting:''' A Starburst Striker of 5th level can take a penalty to their Dexterity Bonus to Ac (If any) up to their Starburst Striker level for one round, to gain an equivalent bonus on a number of attack rolls equal to their Dexterity modifier for one round. Also, a Starburst Striker does not take the normal -5 penalty for each additional attack made with it's main hand (-5/-10/-15/etc). Instead, they take a -4 Penalty.&lt;br /&gt;
&lt;br /&gt;
'''Starburst Stream:''' A number of times per day equal to the Starburst Striker's Dexterity modifier, the Starburst Striker can forgo it's defenses to make a barrage of attacks against one enemy as a Full Round Action. The Starburst Striker doesn't take the normal -4 penalty for each attack made with it's main hand, instead, it takes a -1 penalty each new set of attacks (So the BAB would be 10/9/8/7/6/etc). For a number of rounds after, equal to the Starburst Striker's Dexterity modifier, the Starburst Striker becomes exhausted, and the Starburst Striker looses all Natural Armor, Armor, Shield, and Dexterity bonuses to Ac, and takes a -10 penalty to Ac.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Soul_Meister_(3.5e_Prestige_Class)</id>
		<title>Soul Meister (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Soul_Meister_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:46:11Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Good Guy, Combat Focused, Moderate Spellcasting, Tag Team&lt;br /&gt;
|desc= A fighter that transforms another person into a weapon to wield.&lt;br /&gt;
|len=10&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Soul Meister==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|A sound soul dwells within a sound mind and a sound body.&lt;br /&gt;
|orig=Maka Albarn, Human Soul Meister&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Soul Meister is someone that partners with a deathscythe, a willing team-mate that holds a bond with the Soul Meister, and becomes her weapon. A Soul Meister hunts witches, kishin, and other evil beings. While Soul Meisters act diffrentlly in combat, they are a valuble member of any team, adding spellcasting and melee combat.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Soul Meister===&lt;br /&gt;
&lt;br /&gt;
Soul Meisters have the ability to sense souls, use spells and special abilities similar to that of spellcasters and warlocks. A Soul Meister bonds with another individual, and that individual becomes a weapon for him to use in combat, known as a Death Scythe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Concentration 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| [http://www.dandwiki.com/wiki/Improved_Aid_Another_(3.5e_Feat) Imp. Aid Another], Weapon Focus (Selected Weapon).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must choose one creature to become a death scythe. The selected weapon for the weapon focus feat is what your death scythe becomes.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Soul Meister}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Soul Perception&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Death Scythe Damage&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Perception, Death Scythe&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 20ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Resonance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 20ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +2 || +2 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 30ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +2 || +2 || +2 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Resonance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 30ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +2 || +2 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Witch Hunter, Greater Soul Perception&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 40ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +3 || +3 || +3 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Resonance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 40ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +3 || +3 || +3 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 50ft &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +4 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Resonance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 50ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +4 || +4 || +4 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Menace&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 60ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +5 || +4 || +4 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Resonance, Demon Hunter&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 60ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2d10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Concentration, Climb, Diplomacy, Knowledge(Religion), Spellcraft, Tumble.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''''Soul Perception:''''' Soul Perception is a Soul Meister's inate ability to sense the soul around them. While some unfocused Soul Meisters have difficulty with this technique, it is a skill learned by all Soul Meisters. The Soul Meister gains a type of blindsense, which works only with creatures that have a soul, so it is unaffective against undead, plants, and some other creatures.&lt;br /&gt;
&lt;br /&gt;
'''''Death Scythe:''''' Upon taking this class the Soul Meister gains the ability to gain a Death Scythe. A Death Scythe is a person or creature the Soul Meister transforms into a weapon of his choosing. Once the Soul Meister chooses a Death Scythe he cannot gain a new one, unless the Death Scythe dies. Creatures becoming a Death Scythe must have a bond with the wielder, and cannot have a malicious intent towards the Soul Meister. When the Death Scythe is chosen, the Death Scythe gains the ability to transform into a weapon that was chosen by the Soul Meister and Death Scythe before-hand, as a move action. The weapon, regardless of type, inflicts the damage listed above. A Death Scythe, by making a Concentration DC of 25, can transform into a hybrid form of the weapon and creature. The transformation is considered a free action, and transforming back is considered a separate action for the purpose of free actions per round. The creature may change its limb into a blade, and deal the weapon damage of above, or make an unarmed attack while in weapon form. When in weapon form and making an unarmed attack, the Death Scythe incurs a -4 penalty to the Soul Meister. A Death Scythe is considered masterwork, and cannot be enchanted.&lt;br /&gt;
&lt;br /&gt;
'''''Soul Resonance:''''' At 2nd, 4th, 6th, 8th, and 10th level, the Soul Meister gains a Soul Resonance. A Soul Resonance is when a Soul Meister and a Death Scythe in weapon form match their wave-lengths to create powerful effects. At 2nd level, a Soul Meister chooses any second level spell, power, invocation or etc of 1st level or lower to be a Soul Resonance. At 4th level he chooses a 3rd level ability or lower, at 6th level he chooses a 5th level ability or lower, at 8th level he chooses a 7th level ability or lower, and at 10th level he gains a 9th level ability or lower. As before, all Soul Resonances can be chosen from any ability list, as long as it follows the levels 1 through 9 format. All Soul Resonances follow the casting time and etc of the spell, power, or etc chosen. Soul Resonances use the weapon as a replacement for material and focus componants. XP componants do not apply. A Soul Meister can use a number of Soul Resonances a day equal to his Charisma modifier, to a maximum of his Soul Meister level.&lt;br /&gt;
&lt;br /&gt;
'''''Greater Soul Perception:''''' At 5th level, a Soul Meister can take a full round to focus, doubling his blindsense radius for as long as he continues to focus. The Soul Meister can also take a full round and roll a Concentration dc of 20 to locate a specific creature within x4 his blindsense radius, and affect the creature with an ability similar to the spell status. Or he can take a free action and roll a dc of 25 to affect himself with Nondetection and Undetectable Alignment, as the spells. The CL of these abilities equals the Soul Meister's level, and cannot be dispelled.&lt;br /&gt;
&lt;br /&gt;
'''''Witch Hunter:''''' Witch Hunter is a ability used similar to Soul Resonance, except that its result alters the Death Scythe itself. Witch Hunter allows the Death Scythe to alter his form to greatly affect certain enemies. First, a Death Scythe affected by Witch Hunter bypasses damage reduction. Second, Witch Hunter gives a bonus to hit and damage against evil aligned creatures equal to half the Soul Meister's level, a Soul Meister can use Witch Hunter a number of times a day equal to his charisma modifier, to a maximum of half his Soul Meister level. Witch Hunter lasts for a number of rounds equal the Soul Meister's level + his Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
'''''Soul Menace:''''' Soul Menace is a technique that Soul Meister's use on their own. It involves altering one's own soul wavelength to be incompatible with another creature's, causing injuries with physical contact. This is an unarmed attack, that deals damage equal to the Soul Meister's Death Scythe's damage. If a creature is struck by Soul Menace, they must roll a Fort save (DC 10+Soul Meister level+Cha mod) or be stunned for one round. A Soul Meister can use Soul Menace a number of times a day equal to his Cha modifier, to maximum of half his Soul Meister level. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.&lt;br /&gt;
&lt;br /&gt;
'''''Demon Hunter:''''' Demon Hunter is an advanced form of Witch Hunter. Demon Hunter has all the abilities of Witch Hunter except Demon Hunter carries an &amp;quot;Evil-Repelling Wavelength&amp;quot;. Evil Aligned creatures struck by Demon Hunter must succeed a Fort save (DC 10+Soul Meister level+Cha mod) or be pushed back 10ft and knocked prone. Evil aligned creatures that are '''reduced to -10hp''' by Demon Hunter have their souls destroyed, and cannot be ressurrected. A Soul Meister can use Demon Hunter a number of times a day equal to half his Charisma modifier, to a maximum of half his Soul Meister level. Demon Hunter lasts a number of rounds equal to the Soul Meister's level + his Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
====Ex-Soul Meister====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Prestige Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Shaman_King_(3.5e_Prestige_Class)</id>
		<title>Shaman King (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Shaman_King_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:45:59Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=ShamanKing.JPG&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=Yoh, A Shaman King&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Nearly Finished&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type= Moderate Spellcaster&lt;br /&gt;
|desc= A shaman king is someone who gains powers with a spirit.&lt;br /&gt;
|len= 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shaman King==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
| Spirit Unity!&lt;br /&gt;
|orig= Yoh, Human Shaman King&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Shaman King is a person that bonds with a spirit to form an amazing team and gain power.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Shaman King===&lt;br /&gt;
&lt;br /&gt;
Shaman Kings are people who team up with spirits to grow in power. While many varations of shamans exist, the basic Shaman King uses a ghost as his &amp;quot;guardian spirit&amp;quot;. The prime ability for the Shaman King is Wisdom, but there are multiple abilities that rely on Charisma and Intelligence as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Necromantic Presence.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| To become a Shaman King, the player must have made some form of peacefull contact with an undead, elemental, or outsider.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Shaman King}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Spirit Points&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Guardian Spirit, Necromantic Presence, &lt;br /&gt;
Spirit Presence, Spirit Sight&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 14&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +0 || +0 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 20&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 26&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 32&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +3 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 38&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 44&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +4 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 50&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +5 || +2 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 56&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +6/+1 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 62&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +6/+1 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 68&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || +7/+2 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 74&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || +8/+3 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 80&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || +9/+4 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 86&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || +9/+4 || +4 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 90&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || +10/+5 || +5 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Apothesis&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 96&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Knowledge(Nature), Balance, Use Magic Device.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''''Necromantic Presence:''''' Any feats the Shaman King has that affect undead under his control, but not ones that affect undead at their creation, also affect a Shaman King's guardian spirit. As long as your spirit is an undead.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Sight:''' A Shaman King can easily see incorporeal creatures, and as long as he has them within his line of sight, he can make out what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Guardian Spirit:''' At 1st level, or after if necessary, a Shaman King must find a ''Guardian Spirit''. The guardian spirit must be of the same alignment. A Shaman King can choose from a variety of undead, elemental, or outsider, but the basic choice is a ghost, as being incorporeal is very beneficial. The guardian spirit is treated mostly as a cohort, once it becomes the guardian spirit. The guardian spirit's Hit Dice must be no more then the Shaman Kings Hit Dice. The guardian spirit levels as a cohort, and goes into any class available to it. The guardian spirit must have an Intelligence of at least 8. Some Shaman Kings wait untill higher levels before taking on a guardian spirit, as this allows them to take on more powerfull beings.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Presence:''' When a Shaman King is within 40ft of his Guardian Spirit, both the Shaman King and his guardian spirit gain a bonus to hit and damage equal to the Shaman King's wisdom modifier. &lt;br /&gt;
&lt;br /&gt;
'''Spirit Power:''' At 2nd level and every two levels after, the Shaman King gains a Spirit Power. These spirit powers may have requirements, such as what powers you already have or what type of guardian spirit you have. The list of possible spirit powers are below. The most basic being ''Spirit Unity''.&lt;br /&gt;
&lt;br /&gt;
''Spirit Unity:'' The Shaman King's guardian spirit dematerializes and merges with the shaman. This process takes a full round action, and the Shaman King's guardian spirit must be in an adjacent square. The Shaman King gains a bonus to hit and damage equal to his widom modifier, and gains half the spirit's speed (Min of 10ft, rounded down) to his base speed. The Shaman King and his guardian spirit can talk telepathiclly. This power uses 1 spirit point a round. When the Shaman King ends the unity or falls unconscious, the guardian spirit rematerializes in an adjacent square.&lt;br /&gt;
&lt;br /&gt;
''Greater Spirit Unity:'' '''Requires: Spirit Unity.''' Greater Spirit Unity works the same as Spirit Unity, except you also add your Shaman King level to hit and damage, and you gain your spirit's movement speeds, or keep your own, whatevers higher. This power costs 3 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
''Spirit Control:'' '''Requires: Spirit Unity.''' Similar to Spirit Unity, the Shaman King's guardian spirit dematerializes and merges with an item in the Shaman King's possesion. Activating this spirit power takes a full round action. This item is usually a weapon or shield. The item gains a Fly speed equal to the spirit's base land or fly speed, with perfect maneuverability. It has a bonus to hit and damage equal to the Shaman King's wisdom modifier if it's a weapon. If it's a shield, the shield has a deflection bonus equal to the Shaman King's wisdom modifier or the guardian spirit's natural armor/natural deflection, whichever is stronger. If it's an item, it gains a fly speed equal to double the guardian spirit's base land or fly speed, whichever is highest. The guardian spirit controls all movement, and can communicate telepathiclly with the Shaman King. The item, weapon, or shield can only be of medium size or smaller, plus one size category per 2 levels of Shaman King. This power costs 1 spirit point per round.&lt;br /&gt;
&lt;br /&gt;
''Greater Spirit Control:'' '''Requires: Spirit Control, Greater Spirit Unity.''' Greater Spirit Control allows you to form your spirit into a weapon and shield. You choose what form your guardian spirit takes, but you choose when you take this ability and you can't change it later. The rules for weapons and shields from Spirit Control are the same here, except you take the original shield and add your level to it. Meaning a large steel shield created via Greater Spirit Control by a level 8 Shaman King has a +2 to Ac, and a +8 Deflection bonus. You divide your level between your bonus to hit and damage, and your bonus to Ac. So you can have a +0 to hit and damage in order to have a shield with the full bonus, or you can have a full bonus to hit and damage with no shield bonus. Unlike normal Spirit Control, the weapon and shield you create are locked to your body, and cannot be disarmed. You may switch the bonuses around as a swift action for a cost of 6 spirit points. Greater Spirit Control cost 2 spirit points a round to use.&lt;br /&gt;
&lt;br /&gt;
''Perfect Spirit Control:'' '''Requires: Greater Spirit Control.''' With Perfect Spirit Control, the Shaman King uses his spirit to make a weapon of medium size. This weapon appears small, but is affected by &amp;quot;keen&amp;quot;. It deals double damage, including double damage from Spirit Control Specialty is you have it, and then gains a bonus to hit and damage just as Greater Spirit Control. It also gives you a Armor Bonus equal to your level. This power costs 6 spirit points a round to use. &lt;br /&gt;
&lt;br /&gt;
''Spirit Merge:'' '''Requires: Perfect Spirit Control.''' You gain all the power of Perfect Spirit Control and Spirit Fusion. This changes your form to resemble your spirit. This power costs 6 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
''Spirit Control Speciality:'' '''Requires: Spirit Control.''' With Spirit Control Specialty, a Shaman King's spirit possession is powered up. The Speciality increases the cost of Spirit Possession by 1 spirit point per round, but gains 1d6+half the Shaman King's level in damage. The damage is of a chosen element, which must be chosen when you gain this spirit power.&lt;br /&gt;
&lt;br /&gt;
''Spirit Fusion:'' '''Requires: Greater Spirit Unity.''' With Spirit Fusion, instead of merging minds with your spirit, you fuse completely. This gives the normal benefits of Greater Spirit Control, but it gives you other benefits as well. You gain temporary hp equal to your guardian spirit's Hit Dice. You gain your guardian spirit's movement speeds, if they're faster, and then the speeds are doubled. Any feats your guardian spirit has, you can also use. This power costs 6 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
''Giant Spirit Form:'' '''Requires: Greater Spirit Control.''' You manifest your guardian spirit in a giant form. Your spirit grows to Gargantuan size, and all of it's abilities increase accordingly. As long as you are within 40ft of your spirit, you may use Greater Spirit Control or Greater Spirit Unity without dematerializing your spirit. This power costs 5 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
''Spirit Strike:'' '''Requires: Spirit Unity.''' While using Spirit Unity or Spirit Control, the Shaman King lashes out with a weapon, shield, or item, sending out a blast of energy. The blast is appropriate to the weapon or item used, and also changes based on if Spirit Control is used. If Spirit Control is used and the Shaman King has Spirit Possession Specialty, then the blast does the same elemental damage as Spirit Control. The blast deals damage equal to (1d6/per Shaman King level + Wisdom Modifier), plus damage from Spirit Presence. This spirit power costs 6 points to use, and has a range of 10ft+10ft/Shaman King level.&lt;br /&gt;
&lt;br /&gt;
''Omega Spirit Strike:'' '''Requires: Spirit Strike.''' The Shaman King sends out a wave of spirit energy. This attack works the same as Spirit Strike, except, it deals damage equal to (2d8/per Shaman King level + Wisdom Modifier). This attack is a wave, it affects one 10ft by 10ft square/per Shaman King level. Any inside the square get a Reflex save for half damage (DC 10+Shaman King Level+Wisdom Modifier). This power is a greater power, and costs 5 spirit points per two Shaman King Levels.&lt;br /&gt;
&lt;br /&gt;
''Shikigami:'' You animate a number of Tiny sized spirits. These spirits are brought out of small rocks or leaves, and you can summon as many as 2 times your wisdom modifier. The spirits are too weak to do any damage, but they can clean and move things around for you. They also make good target dummies. This spirit power cost 1 point to use.&lt;br /&gt;
&lt;br /&gt;
''Shikigami Kooni:'' '''Requires: Shikigami.''' You summon a swarm of Shikigami. The Shikigami Swarm has swarm traits, with a swarm attack. It has 30 hp, Ac 18, and a grapple equal to your Wisdom modifier + your level. This swarm lasts for a number of rounds equal to your Wisdom modifiers. It costs 6 spirit points to summon.&lt;br /&gt;
&lt;br /&gt;
''Greater Shikigami:'' '''Requires: Spirit Unity, Shikigami.''' You summon a Greater Shikigami. It's statistics are given below, and it lasts a number of rounds equal to 2 times your charisma score. It costs 10 spirit points to summon, and you can only summon 2 at a time, max.&lt;br /&gt;
&lt;br /&gt;
''Servant Spawn:'' '''Requires: Zombie, Ghoul, or Skeleton-like Guardian Spirit.''' The Shaman King controls a number of spawn, of the same type as his guardian spirit, which he can summon to his aid at will. The creatures under the Shaman King's control must have an ECL 4 under the Shaman King's ECL. The spawn serves the Shaman King to it's best ability. The Shaman King controls a number of spawn equal to his Charisma Modifier. The Shaman King can summon the spawn as a Full Round Action, and they disperse when the Shaman King chooses, or after 1 hour. The cost of summoning these spawn is 1 per spawn.&lt;br /&gt;
&lt;br /&gt;
''Servant Spawn Army:'' '''Requires: Servant Spawn.''' You bring forth a large amount of servants, these servants last for a number of rounds equal to 2 times your charisma score. You summon a number equal to your charisma score. This spirit power otherwise works the same as ''Servant Spawn''.&lt;br /&gt;
&lt;br /&gt;
''Summon Giant Spirit:'' '''Requires: Servant Spawn.''' The Shaman King summons a Huge sized version of a servant spawn. This creature is otherwise the same. It lasts for a number of rounds equal to your charisma score, and costs 15 spirit points to use.&lt;br /&gt;
&lt;br /&gt;
''Vampiric Specialty:'' '''Requires: Spirit Unity, Vampiric Spirit Guardian.''' You channel your vampiric guardian spirit into yourself, gaining vampiric qualities. You gain your guardian spirit's Blood Drain and Damage Reduction. The Shaman King gains immunity to crits, massive damage, mind affects, and ability damage/drain. You loose the damage reduction in sunlight. This power costs 1 spirit point a round.&lt;br /&gt;
&lt;br /&gt;
''Lich Specialty:'' '''Requires: Spirit Unity, Lich or Dracolich Spirit Guardian, Caster level 8.''' While using Spirit Unity, you gain the ability to cast any spells that your Lich can cast as he can, and you gain immunity to criticals. Your normal Spell Unity aura appears to be ghastly while using this power, as your channeling a very powerful undead. This power costs an additional 3 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
''Dracolich Specialty:'' '''Requires: Lich Specialty.''' The epitome of the Shaman king, a Dracolich based Shaman King is a terror to behold, and is obviously a feat only aquired by epic level characters. You gain the Frightfull Presence and Breath Weapon of your spirit guardian. You can also cast any spells your guardian spirit can cast just as &amp;quot;Lich Specialty&amp;quot;. You gain Crit immunity, and Massive Damage Immunity. This spirit power cost 8 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Apothesis:''' Once a day, for a number of rounds equal to 2 times your Wisdom Score, you and your guardian spirit merge completely. You take on a form thats combined with your spirit. You can use any of your spirit's abilities, such as spellcasting and feats. You gain half your spirit's hp as temporary hp, and you gain their natural armor, or natural deflection bonus. You can activate Spirit Unity while in this form. When the form ends you and your spirit take half the damage you took while in the form.&lt;br /&gt;
&lt;br /&gt;
====A Shaman King's Guardian Spirit====&lt;br /&gt;
&lt;br /&gt;
For all purposes, the guardian spirit of a Shaman King must be friendly with the shaman. This means, for example, if the spirit is a ghost, then it's &amp;quot;reason&amp;quot;, or &amp;quot;unfinished business&amp;quot;, for being a ghost has been finished. Or, if the spirit is a zombie, it's intelligence must be 8 or higher, which can be difficult. The spirit must also be free, if created as a spawn or etc. Spawned beings that are made specificlly to be spawn, such as ''vampire spawns'', cannot be used as guardian spirits.&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature |creature=Shikigami Kooni |size=Tiny |type=Magical Beast (Swarm) |hd=4d12 |hp=24 |init=3 |speed=20ft, Fly 30ft (Perfect) |ac=15 |touch=15 |flat=12 |bab=+4 |grapple=- |at= Swarm (1d6-3,x2) |full_at= Swarm (1d6-3,x2) |space=- |reach=- |sa=Distraction(Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.). |sq=Swarm Traits, Imune to piercing and slashing |fort=+4 |ref=+7 |will=+3 |str=4 |dex=16 |con=- |int=6 |wis=14 |cha=4 |feats= - |env= Any |org= Solitary |cr= 2 |treas= None |align= Neutral |adv= - |la= - }}&lt;br /&gt;
&lt;br /&gt;
===='''Greater Shikigami'''====&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature |creature=Greater Shikigami |size=Huge |type=Magical Beast |hd=8d12 |hp=43 |init= |speed=40ft, Fly 60ft (Perfect) |ac=18 |touch=12 |flat=14 |bab=8 |grapple=16 |at=Slam(2d10+9,x2) |full_at=Slam(2d10+9,x2)|space=15ft |reach=15ft |sa= Powerful Charge(+3d6+12 damage) |sq= DV 60ft., Low-light vision, Crit and Massive Damage Immunity |fort=8 |ref=8 |will=8 |str=22 |dex=18 |con=- |int=14 |wis=18 |cha=6 |skills=- |feats=Monkey Grip, Run, Quick Draw |env= Any |org= Solitary or Pair |cr=6 |treas= None |align= Neutral |adv=- |la=- }}&lt;br /&gt;
&lt;br /&gt;
====Ex-Shaman King====&lt;br /&gt;
&lt;br /&gt;
When a Shaman King's Guardian Spirit is killed, or leaves, he becomes an Ex-Shaman King. As an Ex-Shaman King you cannot take new levels of Shaman King, nor can you use any Shaman King abilities. You can become a full Shaman King again by the &amp;quot;atonement&amp;quot; spell, and then you can gain a new guardian spirit.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Prestige Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Soul_Eater_(3.5e_Prestige_Class)</id>
		<title>Soul Eater (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Soul_Eater_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:45:46Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing=&lt;br /&gt;
|type= Bad Guy&lt;br /&gt;
|desc= A being that feasts on the souls of others.&lt;br /&gt;
|len=&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Soul Eater==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
| Hahahaa! That tasted delicious~&lt;br /&gt;
|orig=Diamond, Gray Jester Soul Eater&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul Eater are terrifying individuals, capable of ripping out and devouring a person's soul. This is one of the darkest of paths, only followed by some of the evilest creatures in the world. The Soul Eater way was originally discovered by an evil fey, named Diamond, a Gray Jester that found the taste of souls to be delightful. Fey find it easy to fulfill the prerequisites of this class. Mortal creatures have a harder time entering it, but there have been instances. Normally any mortal that becomes a Soul Eater did so via demonic pact or magic.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Soul Eater===&lt;br /&gt;
&lt;br /&gt;
Soul Eaters need a high Charisma modifier. While ripping out a soul appears physical, having a dominate personality helps the Soul Eater overpower the target's souls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any Evil, Nonlawful.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Race:&lt;br /&gt;
| The character either must be fey, part fey, or have an ability that makes them similar to fey.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Daunting Presence (Libris Mortis), Fey Kissed (Complete Mage), Snatch Trophy (Champions of Ruin).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| If the character doesn't meet the race prerequisite, he can be brought into the class by being taught by a fey or by someone who has been taught by fey. A book written by such on how to join the class may also suffice.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| The Character must remove and eat a portion of his own soul. This can be done by himself through magic or done to him by a mentor Soul Eater.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Soul Eater}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +0 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Consume Soul, Soul Sense&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Vibrations&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +2 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +2 || +2 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Devour Soul&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Move Silently, Hide, Sleight of Hand, Tumble.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Consume Soul:''' At 1st level, a Soul Eater learns how to consume a creature's soul. The creature must have a soul, meaning it must have a Charisma of 6 or higher, and isnt an Animal, Construct, or Undead. There may be exceptions to this, such as ghosts. At first level the Soul Eater can only remove souls from creatures that are helpless. The Soul Eater makes a Coup de Grace (No Coup de Grace feats can be applied to this) and adds his Soul Eater level to damage. If the Coup de Grace is successful then the Soul Eater plunges is hand into the victim's chest, and rips out his soul. The Soul Eater must then take another standard action to eat the soul, or it will dissipate. Whether the Soul Eater eats the soul or it dissipates, a successful Coup de Grace means that the victim's soul is dispersed, and a Wish or Miracle is needed to resurrect the creature. If the Soul Eater eats the soul he gains temporary hit points equal to the victim's hit dice, and a +1 to Strength and Dexterity per 10 hit dice, which lasts for a number of rounds equal to his Soul Eater level + his Charisma modifier. Should the soul be grabbed from the Soul Eater and placed back onto the body of it's owner, the victim may survive. Otherwise the soulless body enters a comatose, vegetable-like state.&lt;br /&gt;
&lt;br /&gt;
'''Soul Sense:''' A Soul Eater can sense souls. He gains a Soul Sense ability that detects any creature with a soul within 20ft + 10ft per Soul Eater level.&lt;br /&gt;
&lt;br /&gt;
'''Soul Vibrations:''' At 3rd level, a Soul Eater learns how to attack a person's soul directly. A Soul Eater can attempt to attack a creature's soul as a standard action with a melee touch attack. Doing so causes 1d8 Force damage per Soul Eater level. The creature must make a Will save (DC 20+Soul Eater Level+Charisma Modifier) or be paralyzed and helpless for 1 round. &lt;br /&gt;
&lt;br /&gt;
'''Devour Soul:''' The ultimate Soul Eater ability. The Soul Eater learns how to absorb a soul into himself when he eats it. Doing so gives the Soul Eater access to all of the Extraordinary abilities the victim had before he died, for a number of rounds equal to the Soul Eater's level plus his Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Schism_(3.5e_Template)</id>
		<title>Schism (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Schism_(3.5e_Template)"/>
				<updated>2013-06-18T07:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Schism ==&lt;br /&gt;
&lt;br /&gt;
{{ImageNeeded|align=left}}&lt;br /&gt;
&lt;br /&gt;
[[3e Summary::A being with two, or more, souls in it's body.]]&lt;br /&gt;
&lt;br /&gt;
A Schism is a creature with two souls in its body. This is more common in elves, but it isnt isolated to elves. Low level characters that happen to be Schisms appear to simply have some sort of Multiple Personality disorder, but higher level characters learn that theyre something completely different. When I fighter drops his sword, looks stunned, and then fires a fireball towards the enemy, it becomes more obvious something is up. To put it simply, from an enemy's perspective there is only one creature, but in reality there is one body with two people living inside it. They either vie for power or they work in tandem, decimating the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Schism ===&lt;br /&gt;
&lt;br /&gt;
This template is usually an inherited template, but it is possible for it to be acquired, in rare circumstances. Inherited and Acquired versions of this template work differently.&lt;br /&gt;
&lt;br /&gt;
If the base creature is born with two souls and two consciousnesses, then the creature has one set amount of experience. This is the most common scenario. The two consciousnesses level up once each when their experience reaches the next level.&lt;br /&gt;
&lt;br /&gt;
If the base creature somehow acquired a new soul or consciousness in its body, then the creature has two separate sets of experience. However this is very rare. The dominate consciousness is awarded full experience while the other gets half its full experience. Both consciousnesses have the same LA, but may not have the same level.&lt;br /&gt;
&lt;br /&gt;
==== Size and Type ====&lt;br /&gt;
&lt;br /&gt;
Size and Type does not change.&lt;br /&gt;
&lt;br /&gt;
==== Hit Dice ====&lt;br /&gt;
&lt;br /&gt;
The creature gain no hit dice, however, hit points act differently. Each consciousness has its own hit die, and its own hit points. Both consciousnesses take the same amount of damage when theyre struck. When one reaches 0 hit points, he falls unconscious, and the one with remaining hit points takes over. One consciousness wont die if the other survives, making a fighter/sorcerer combo very effective.&lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
&lt;br /&gt;
Speed does not change.&lt;br /&gt;
&lt;br /&gt;
==== Armor Class ====&lt;br /&gt;
&lt;br /&gt;
Armor Class does not change.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
As base creature.&lt;br /&gt;
&lt;br /&gt;
==== Full Attack ====&lt;br /&gt;
&lt;br /&gt;
As base creature.&lt;br /&gt;
&lt;br /&gt;
==== Special Attacks ====&lt;br /&gt;
&lt;br /&gt;
As base creature.&lt;br /&gt;
&lt;br /&gt;
==== Special Qualities ====&lt;br /&gt;
&lt;br /&gt;
Dual Souls: Schism's almost always have different extraordinary abilities, or abilities granted from feats. The dominant consciousness uses its abilities as normal, while the other only has limited actions it can do. The consciousness that isnt dominant can telepathically speak with the other soul on the dominant soul's turn, and can see and hear what the dominant soul can. The soul that isnt dominant can attempt to force dominance over the other to gain control, as a standard action at the end of the dominant soul's turn. The dominance check is a Charisma check. If the dominant soul is successful then nothing happens, if it fails then the other soul gains control of the body, and can use its own extraordinary abilities, feats, and spells. If the consciousnesses decide to switch dominance, they can do so as a free action.&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Schism's have one set of physical ability scores (Str, Dex, and Con), and one set of mental ability scores (Int, Wis, and Cha) per consciousness. An inherited Schism rolls strength, dexterity, and constitution normally, but then rolls its intelligence, wisdom, and charisma as if the player was rolling two separate characters.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
As base creature. Each consciousness has its own skill list and skill points.&lt;br /&gt;
&lt;br /&gt;
==== Feats ====&lt;br /&gt;
&lt;br /&gt;
As base creature. Each consciousness has its own feat list.&lt;br /&gt;
&lt;br /&gt;
==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Any.&lt;br /&gt;
&lt;br /&gt;
==== Organization ====&lt;br /&gt;
&lt;br /&gt;
Solitary. Schisms are rare and are never with others of their kind, but they may travel with other characters.&lt;br /&gt;
&lt;br /&gt;
==== Challenge Rating ====&lt;br /&gt;
&lt;br /&gt;
As base creature +4. Inherited Schisms have one challenge rating. Acquired Schisms have one CR for each consciousness. Use the highest when determining experience.&lt;br /&gt;
&lt;br /&gt;
A schism with more then two consciousnesses is rare, but not unheard of. +7 for 3 consciousnesses, +11 for 4 consciousness. 5 consciousnesses are unheard of.&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
&lt;br /&gt;
As base creature. Schisms may carry separate items. Such as two waterskins. Schisms that realize what they are like to remember that they are separate beings, so they will wear different clothing and wield different weapons then their counterpart. &lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
&lt;br /&gt;
As base creature. Schisms may have consciousnesses of different alignment, resulting in arguments and inner conflict.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
As base creature.&lt;br /&gt;
&lt;br /&gt;
==== Level Adjustment ====&lt;br /&gt;
&lt;br /&gt;
As base creature +4. A schism with more then two consciousnesses is rare, but not unheard of. +7 for 3 consciousnesses, +11 for 4 consciousness. 5 consciousnesses are unheard of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
[[Category:LA+4]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Sacred_Blacksmith_(3.5e_Prestige_Class)</id>
		<title>Sacred Blacksmith (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Sacred_Blacksmith_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:45:29Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img= Blacksmith.jpg&lt;br /&gt;
|imgloc= bottom&lt;br /&gt;
|imgsize= 280px&lt;br /&gt;
|imgcaption= A Sacred Blacksmith with a newly crafted sword.&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Ready to Play&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type= Spontaneous Spellcaster, Skilled&lt;br /&gt;
|desc= A Sacred Blacksmith is a forger and crafter that has mastered his work.&lt;br /&gt;
|len=15&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sacred Blacksmith==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Give me a second, I'll forge a vorpal sword.&lt;br /&gt;
|orig=Mickey Adams, Human Sacred Blacksmith&lt;br /&gt;
|src=Mickey Adams group facing a hydra.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Becoming a Sacred Blacksmith===&lt;br /&gt;
&lt;br /&gt;
A Sacred Blacksmith is the epitome of smithing, the master crafter, the legendary weapon forger. He is the king of his craft. A Sacred Blacksmith can forge swords that are temporary, but take no time to make. Or he can craft masterfully made weapons and armor, that have magical properties even though theyre made normally. A Sacred Blacksmith's key ability is his Intelligence score, because he must always perform the appropriate craft check, and then his Charisma score for his magic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| 14 total skill points in Craft (Weapon Smithing, Blacksmithing, Bow Making, or Armor Smithing).&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Skill Focus Craft:(Weapon Smithing, Bow Making, or Armor Smithing).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must have crafted a set of armor, or a weapon of masterwork quality.&lt;br /&gt;
|-&lt;br /&gt;
! Level:&lt;br /&gt;
| [http://www.dandwiki.com/wiki/Blacksmith Blacksmith] level 4 or higher, or Expert level 4 or higher.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Sacred Blacksmith}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Spells Per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 3 || 1 || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +0 || +0 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 4 || 2 || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 4 || 2 || 1 || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +1 || +1 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Quick Craft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 5 || 3 || 2 || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +1 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 5 || 3 || 2 || 1 || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +2 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Magic Forge&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 5 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +3 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 4 || 3 || 2 || 1 || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +3 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Craft Magic&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 4 || 3 || 3 || 1 || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +4 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 4 || 4 || 3 || 2 || 1 || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +4 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 4 || 4 || 3 || 3 || 2 || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot; &lt;br /&gt;
| 11th || +5 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 4 || 4 || 3 || 2 || 1 || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Quick Craft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 4 || 4 || 3 || 3 || 2 || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || +6 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || +6 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Detonate Forge&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Master Craft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || —&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft (Armorsmithing), Craft (Bowmaking), Craft (Weaponsmithing), Craft (Varies).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' At each level, you gain new spells per day and an increase in caster level. To cast a particular spell, you must have a Charisma score of at least 10 + the spell's level.  Your bonus spells are based on your Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).&lt;br /&gt;
&lt;br /&gt;
You cast spells as a cleric does, and you must prepare your spells from the list below. An epic Sacred Blacksmith’s number of [[SRD:Spells|spells]] per day does not increase after 15th level. Choose your spells from the following list:&lt;br /&gt;
&lt;br /&gt;
0&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Arrow%27s_Flight_(3.5e_Spell) Arrow's Flight], [http://www.dandwiki.com/wiki/Deafening_Pop_(3.5e_Spell) Deafening Pop], [http://www.dandwiki.com/wiki/%C3%9Cberball_(3.5e_Spell) Uberball], [http://www.dandwiki.com/wiki/Common_Knowledge_(3.5e_Spell) Common Knowledge], [http://www.dandwiki.com/wiki/SRD:Arcane_Mark Arcane Mark], [http://www.dandwiki.com/wiki/Force_Bolt_(3.5e_Spell) Force Bolt], [http://www.dandwiki.com/wiki/Gloves_(3.5e_Spell) Gloves], [http://www.dandwiki.com/wiki/SRD:Mage_Hand Mage Hand], [http://www.dandwiki.com/wiki/SRD:Mending Mending], [http://www.dandwiki.com/wiki/SRD:Open/Close Open/Close], [http://www.dandwiki.com/wiki/Zap_(3.5e_Spell) Zap], [http://www.dandwiki.com/wiki/SRD:Touch_of_Fatigue Touch of Fatigue]''.&lt;br /&gt;
&lt;br /&gt;
1st&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Almost_Hit_(3.5e_Spell) Almost Hit], [http://www.dandwiki.com/wiki/Alter_Accuracy_(3.5e_Spell) Alter Accuracy], [http://www.dandwiki.com/wiki/Call_Armor_(3.5e_Spell) Call Armor], [http://www.dandwiki.com/wiki/Call_Weapon_(3.5e_Spell) Call Weapon], [http://www.dandwiki.com/wiki/Force_Skin_(3.5e_Spell) Force Skin], [http://www.dandwiki.com/wiki/SRD:Animate_Rope Animate Rope], [http://www.dandwiki.com/wiki/Ell%27s_Handy_Homunculus_(3.5e_Spell) Ell's Handy Homunculus], [http://www.dandwiki.com/wiki/Detect_Heat_(3.5e_Spell) Detect Heat], [http://www.dandwiki.com/wiki/SRD:Mage_Armor Mage Armor], [http://www.dandwiki.com/wiki/SRD:Magic_Weapon Magic Weapon], [http://www.dandwiki.com/wiki/SRD:Shield Shield], [http://www.dandwiki.com/wiki/Summon_Guided_Anvil_(3.5e_Spell) Summon Guided Anvil]''.&lt;br /&gt;
&lt;br /&gt;
2nd&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Barrier_Trap Barrier Trap], [http://www.dandwiki.com/wiki/Block_(3.5e_Spell) Block], [http://www.dandwiki.com/wiki/Energy_Arrow_(3.5e_Spell) Energy Arrow], [http://www.dandwiki.com/wiki/Explosive_Arrow_(3.5e_Spell) Explosive Arrow], [http://www.dandwiki.com/wiki/SRD:Entropic_Shield Entropic Shield], [http://www.dandwiki.com/wiki/SRD:Flame_Blade Flame Blade], [http://www.dandwiki.com/wiki/Bouncy_Jelly_Boots_(3.5e_Spell) Bouncy Jelly Boots], [http://www.dandwiki.com/wiki/Bound_Weapon_(3.5e_Spell) Bound Weapon], [http://www.dandwiki.com/wiki/Search_Light_(3.5e_Spell) Search Light], [http://www.dandwiki.com/wiki/Unseen_Craftsman_(3.5e_Spell) Unseen Craftsman], [http://www.dandwiki.com/wiki/SRD:Make_Whole Make Whole], [http://www.dandwiki.com/wiki/SRD:Shield_Other Shield Other], [http://www.dandwiki.com/wiki/SRD:Protection_from_Arrows Protection From Arrows], [http://www.dandwiki.com/wiki/SRD:Spiritual_Weapon Spiritual Weapon]''.&lt;br /&gt;
&lt;br /&gt;
3rd&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Armor_Piercing_(3.5e_Spell) Armor Piercing], [http://www.dandwiki.com/wiki/Arrows_of_Blasting_(3.5e_Spell) Arrows of Blasting], [http://www.dandwiki.com/wiki/SRD:Flame_Arrow Flame Arrow], [http://www.dandwiki.com/wiki/Force_Binding_(3.5e_Spell) Force Binding], [http://www.dandwiki.com/wiki/Medical_Pond_(3.5e_Spell) Medical Pond], [http://www.dandwiki.com/wiki/Nondimensional_Pocket_(3.5e_Spell) Nondimensional Pocket], [http://www.dandwiki.com/wiki/Razor_Trap_(3.5e_Spell) Razor Trap]''.&lt;br /&gt;
&lt;br /&gt;
4th&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Acidic_Shield_(3.5e_Spell) Acidic Shield], [http://www.dandwiki.com/wiki/Barrier_(3.5e_Spell) Barrier],[http://www.dandwiki.com/wiki/Disarmament_(3.5e_Spell) Disarmament], [http://www.dandwiki.com/wiki/Lance_of_Foulness_(3.5e_Spell) Lance of Foulness], [http://www.dandwiki.com/wiki/Dragonfly_(3.5e_Spell) Dragonfly], [http://www.dandwiki.com/wiki/Ice_Darts_(3.5e_Spell) Ice Darts], [http://www.dandwiki.com/wiki/SRD:Rusting_Grasp Rusting Grasp], [http://www.dandwiki.com/wiki/Transmute_Solid_(3.5e_Spell) Transmute Solid]''.&lt;br /&gt;
&lt;br /&gt;
5th&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Annihilate_Common_Matter_(3.5e_Spell) Annihilate Common Matter]'', [http://www.dandwiki.com/wiki/SRD:Fabricate Fabricate]'', [http://www.dandwiki.com/wiki/Holy_Blade Holy Sword]'', [http://www.dandwiki.com/wiki/Common_Forging_(3.5e_Spell) Common Forging]'', [http://www.dandwiki.com/wiki/SRD:Secret_Chest Secret Chest]'', [http://www.dandwiki.com/wiki/SRD:Stoneskin Stoneskin]'', [http://www.dandwiki.com/wiki/SRD:Break_Enchantment Break Enchantment]'', [http://www.dandwiki.com/wiki/SRD:Permanency Permanency]''.&lt;br /&gt;
&lt;br /&gt;
6th&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Defencelessness_(3.5e_Spell) Defencelessness], [http://www.dandwiki.com/wiki/Glassteel_(3.5e_Spell) Glassteel], [http://www.dandwiki.com/wiki/Dopple_Arms_(3.5e_Spell) Dopple Arms], [http://www.dandwiki.com/wiki/Io%27s_Tears_(3.5e_Spell) Io's Tears], [http://www.dandwiki.com/wiki/SRD:Hardening Hardening], [http://www.dandwiki.com/wiki/SRD:Ironwood Ironwood], [http://www.dandwiki.com/wiki/SRD:Repel_Wood Repel Wood], [http://www.dandwiki.com/wiki/Arcane_Whip_(3.5e_Spell) Arcane Whip], [http://www.dandwiki.com/wiki/SRD:Guards_and_Wards Guards and Wards]''.&lt;br /&gt;
&lt;br /&gt;
7th&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Auto-Repair_(3.5e_Spell) Auto Repair], [http://www.dandwiki.com/wiki/SRD:Animate_Objects Animate Objects], [http://www.dandwiki.com/wiki/Eldritch_Enemy_(3.5e_Spell) Eldritch Enemy], [http://www.dandwiki.com/wiki/SRD:Earthquake Earthquake], [http://www.dandwiki.com/wiki/Veles_Missile_(3.5e_Spell) Veles Missile], [http://www.dandwiki.com/wiki/SRD:Instant_Summons Instant Summons], [http://www.dandwiki.com/wiki/SRD:Mage%27s_Sword Modenkainen's Sword], [http://www.dandwiki.com/wiki/SRD:Transmute_Metal_to_Wood Transmute Metal to Wood],[http://www.dandwiki.com/wiki/Transmute_Metal_to_Jelly_(3.5e_Spell) Transmute Metal to Jelly]''. &lt;br /&gt;
&lt;br /&gt;
8th&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Mystic_Forging_(3.5e_Spell) Mystic Forging], [http://www.dandwiki.com/wiki/Rithaniels_Revert_(3.5e_Spell) Rithaniel's Revert], [http://www.dandwiki.com/wiki/Svarog%27s_Sword_(3.5e_Spell) Svarog's Sword], [http://www.dandwiki.com/wiki/Vorpal_Spray_(3.5e_Spell) Vorpal Spray], [http://www.dandwiki.com/wiki/Warrant_(3.5e_spell) Warrant], [http://www.dandwiki.com/wiki/Perun_Bolt_(3.5e_Spell) Perun Bolt], [http://www.dandwiki.com/wiki/SRD:Iron_Body Iron Body], [http://www.dandwiki.com/wiki/SRD:Repel_Metal_or_Stone Repel Metal or Stone]''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quick Craft:''' A Sacred Blacksmith can forge items faster then the average blacksmith. Starting at 4th level, a Sacred Blacksmith can craft anything in 3/4 the amount of time it normally takes.&lt;br /&gt;
&lt;br /&gt;
'''''Magic Forge:''''' The magical forge is the Sacred Blacksmith's art. He creates a 3ft wide sphere of fire that doesn't burn him. Anyone that enters the square the forge is in takes 1d6/level of fire damage. The forge forms directly in front of the Sacred Blacksmith, and requires him to focus on it completely. Creating the forge is a full round action. Once the forge is created, the Sacred Blacksmith can craft anything as a standard action, as long as he makes the craft dc. Anything forged inside the magic forge however is held together by magic, and only lasts a number of rounds equal to his Sacred Blacksmith level, plus 2 times his Intelligence modifier. It is mainly used to craft weapons, or misc. items.&lt;br /&gt;
&lt;br /&gt;
If the Sacred Blacksmith has the &amp;quot;Craft Magic&amp;quot; Ability, he can create magic weapons, armors, shields, and items using his forge. Doing so requires him to roll to create the item masterwork, then another craft check equal to crafting the same item normally using the &amp;quot;Craft Magic&amp;quot; ability.&lt;br /&gt;
&lt;br /&gt;
'''Craft Magic:''' At 8th level, a Sacred Blacksmith learns how to create magical weapons and armor through forging. Any weapon or armor created in this way must be masterwork, and a seperate craft check must be made, similar to crafting a masterwork item. The Dc for crafting a magical item in this way is 25+5 for each magical enhancement. Meaning a +1 Vorpal sword (+6 enhancement) has a craft DC of 55 for a Sacred Blacksmith. It is possible to add enchantments onto a weapon that is already magical, but doing so adds the base enhancement to the crafting. Adding Vorpal to a +3 blade costs the same as making a +8 magic item, DC 65. Crafting a magical weapon or armor in this way works similar to crafting a normal weapon or armor, see below. Enhancing a weapon, suit of armor, or shield uses up raw materials costing one-half of it's total price. &lt;br /&gt;
&lt;br /&gt;
To determine how much time and money it takes to add magical enhancements, follow these steps.&lt;br /&gt;
&lt;br /&gt;
'''1.''' Find the price of the magic enhancement your crafting. Or the total enhancement of the weapon or armor, if it already has an enhancement or enchantment. &lt;br /&gt;
&lt;br /&gt;
'''2.''' Pay one-half of the enhancement's price for the cost of raw materials. &lt;br /&gt;
&lt;br /&gt;
'''3.''' Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result times the DC equals the price of the enhancement, then you have completed the item. (If the result times the DC equals double or triple the price of the enhancement, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result times the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the enhancement's price.&lt;br /&gt;
&lt;br /&gt;
If you fail a check by 4 or less, you make no progress this week. &lt;br /&gt;
If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.&lt;br /&gt;
The +1 Enhancement from being Masterwork doesn't add into the magical enhancement to determine the price or dc.&lt;br /&gt;
&lt;br /&gt;
'''Greater Quick Craft:''' A Sacred Blacksmith of 12th level can craft items at 1/2 the normal crafting time.&lt;br /&gt;
&lt;br /&gt;
'''Detonate Forge:''' At 14th level, a Sacred Blacksmith learns to use his magic forge as a weapon. He must still create it as normal, and can only use it if he stands next to it and concentrates. However now he may concentrate to move the forge 10ft, Concentration DC 20. Doing so is considered a move action, and provokes an attack of opportunity. He may detonate the forge as a standard action, causing it to explode with a swell of magic. Doing so causes 1d8/level fire damage to all those within 20ft of the forge, Reflex DC 10+Level+Cha modifier for half damage.&lt;br /&gt;
&lt;br /&gt;
'''Master Craft:''' At 15th level, a Sacred Blacksmith no longer needs to roll to create an item masterwork. Anytime he succeeds on a craft check, the item is automaticlly masterwork, furthermore, the DC for any craft check the Sacred Blacksmith rolls is decreased by his Intelligence modifier. If this lowers the DC to 5 or lower, he creates the item as a standard action.&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Kender_Ninja_(3.5e_Prestige_Class)</id>
		<title>Kender Ninja (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Kender_Ninja_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:45:01Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=Kenderninja.jpg&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=A fleeing Kender Ninja&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please do not edit&lt;br /&gt;
|type= Combat Focused, Skilled&lt;br /&gt;
|desc= The Kender Ninja, one of the deadliest warrior forces known to man. Said to move like ghosts and kill quietly like assassins, the Kender Ninja are dangerous foes.&lt;br /&gt;
|len= 10&lt;br /&gt;
|minlvl= --&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Kender Ninja==&lt;br /&gt;
&lt;br /&gt;
--[[User:AboveJester|AboveJester]] ([[User talk:AboveJester|talk]]) 01:10, 24 August 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
| &amp;quot;....hehe...&amp;quot;&lt;br /&gt;
|orig= Balba, Kender, Rogue Kender Ninja}}&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;The Shadowed Ones&amp;quot; or &amp;quot;The Hidden Guardians&amp;quot; by the kender, Kender Ninja are the highest ranking soldiers of what the kender would consider their military. Kender Ninja are loved and admired by the people, their mastery of being useen and picking pockets is incredible compared to the average kender. They dress in black ninja robes, which covers their [http://www.dandwiki.com/wiki/Kender_Mithral_(3.5e_Equipment) Kender Mithral] and any weapons they weild.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Kender Ninja===&lt;br /&gt;
&lt;br /&gt;
Aspiring kenders dream of becoming part of the Kender Ninja. Loved by Kender society, the Kender Ninja are silent guardians, and sometimes kender soldiers. There have been stories, of raids on vaults of enemy nations. None of which were ever confirmed, mainly because anyone who saw the kender didn't see enough, or they died mysteriously the night of the raid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
! Race:&lt;br /&gt;
| Any Kender&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| +4 Jump, +4 Climb, +4 Balance, +6 Sleight of Hand, +6 Tumble&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Run, Spring Attack&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Sneak Attack or Ninja Strike +3d6 (Or similar), Evasion&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Kender Ninja}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ac Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed Increase&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ac Bonus, Fast Movement, Luck Jutsu&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +0ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Sneak Attack+1d6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +10ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Shadowed+2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +20ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Sneak Attack+2d6, Luck Jutsu&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +20ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Hide In Plain Sight, Poison Use&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +30ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +6 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Shadowed+4, Sneak Attack+3d6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +40ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Luck Jutsu&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +40ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +8 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Sneak Attack+4d6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +50ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +9 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Shadowed+6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +60ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +10 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Sneak Attack+5d6, Luck Jutsu&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +60ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Class Skills: Tumble, Jump, Climb, Balance, Swim, Spellcraft Open Lock, Disable Device, Autohypnosis, Sleight of Hand, Spot, Listen, Escape Artist.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Kender Ninja are trained in using all simple weapons and the Kama, Katana, Kusari-Gama, Ninja-to, Nekoda, Nunchaku, Sai, Shortbow, Shuriken, and Tonfa. They're also trained in the use of all Kender weapons (Ex. Hoopak), including Kender Mithral Armor and Kender Mithral weapons.&lt;br /&gt;
&lt;br /&gt;
'''AC Bonus:''' Kender Ninja gain Ac bonus as a monk, except, Kender Ninja use their Charisma modifier and not their Wisdom modifier. Also, Kender Ninja get this bonus when wearing no armor, light armor, or Kender Mithral armor.&lt;br /&gt;
&lt;br /&gt;
'''Fast Movement:''' A Kender Ninja gains a speed increase when wearing no armor, light armor, or Kender Mithral Armor.&lt;br /&gt;
&lt;br /&gt;
'''''Luck Jutsu:''''' A mysterious set of techniques known by Kender Ninja. Luck Jutsu's refer to a Kender ninja's ability to maniputlate luck magic. Instead of gaining spells per day, a Kender Ninja gains a small amount of Spell-Like Abilities as class abilities. A Kender Ninja gains one Luck Jutsu of it's choosing at 1st level and every 3 levels after (1st, 4th, 7th, and 10th). A Kender Ninja can a number of Luck Jutsu a day equal to his newly changed charisma modifier (Adding in Shadowed and any other bonuses).&lt;br /&gt;
&lt;br /&gt;
'''Hide In Plain Sight:''' A Kender Ninja gains the Hide In Plain Sight, as a 17th level Ranger, at 5th level. If, for whatever reason, the Kender Ninja already has, or gains, Hide In Plain Sight, then it gains a +8 bonus to hide checks.&lt;br /&gt;
&lt;br /&gt;
'''Poison Use:''' A Kender Ninja gains the ability to apply poisons to his blade or arrows without dangering himself. (He also doesn't risk poisoning himself when poisoning a drink or etc).&lt;br /&gt;
&lt;br /&gt;
'''Shadowed:''' Kender Ninja are one with the dark and the night. When wearing a black ninja outfit, as they often do, a Kender Ninja gains a bonus to charisma (+2 at 3rd lvl, +4 at 6th lvl, +6 at 9th lvl). This bonus increases their Ac Bonus. When a Kender Ninja is wearing a black ninja's outfit at night ,or in complete darkness, this bonus increases by 2.&lt;br /&gt;
&lt;br /&gt;
'''Sneak Attack:''' A Kender Ninja gains a sneak attack, as a rogue, at 2nd level. This Sneak Attack stacks with any other sneak attack (Or Sudden Strike, Or Etc).&lt;br /&gt;
&lt;br /&gt;
====Luck Jutsu List====&lt;br /&gt;
&lt;br /&gt;
'''''Passwall:''''' For a number rounds equal to your current charisma modifier + your class level, you become semi-incorporeal. You pass through walls as if they arn't there. You also can move through non-living beings as they wern't there, but they can still attack you and you can attack them (You both have a 40% miss chance however). You gain a +8 on move silently checks. You won't fall through objects unless you want to, and if your knocked unconcious the Jutsu ends.&lt;br /&gt;
&lt;br /&gt;
'''''Grand Leap:''''' For a number of rounds equal to your current charisma modifier, you gain +20 on jump checks. You have no limit on your jumps based on height or size, and you are considered to have 30ft running start for each jump. You also take no falling damage from 10ft/level of falling.&lt;br /&gt;
&lt;br /&gt;
'''''Death Attack:''''' By learning this Jutsu the Kender Ninja gains a ''death attack'', just as an Assassin does, except the Fortitude save changes (DC 10+Kender Ninja Level+New Charisma Modifier). The ''death attack'' is still considered a Jutsu, and using the ''death attack'' counts as one use on the Kender Ninja's Jutsu's Per Day.&lt;br /&gt;
&lt;br /&gt;
'''''Body Clone:''''' This Jutsu allows you to make copies of your self, equal to your charisma modifier. The Copies have an Ac equal to 10+Your Dexterity Modifier+Any Ac bonuses from your class. You don't &amp;quot;control&amp;quot; the copies, but they are you and the player would play as them. You can't communicate with the clones, but when one of them dies you absorb all of their memories sense you made them. A clone appears as you, and has your skill list, but can't attack. The clone has no HP, so when it's struck by an attack it disappears. The clones also only exist a number of minutes equal to 2 times your charisma score. You can only use this Jutsu when you don't already have clones out. You can force any number of clones to vanish as a swift action.&lt;br /&gt;
&lt;br /&gt;
'''''Flaming Projectile:''''' The character takes a thrown weapon and imbues it with the power of explosive power. As a move action, you take a thrown weapon or projectile, a kunai, shuriken, or arrow, and you add 1d6 fire damage/every two levels (min of 1d6). It explodes with a 20ft radius, and everyone inside is set on fire (Ref Dc 10+Your Level+New Cha Mod).&lt;br /&gt;
&lt;br /&gt;
'''''Body Flicker:''''' The character teleports a short distance. You can't bring people with you, but you can't accidently teleport into a wall. You can teleport to a maximum distance of 20ft/level.&lt;br /&gt;
&lt;br /&gt;
'''''Life Drain:''''' The character's natural attacks damage the enemy's physical abilities. When you hit with a natural attack, you do 1d4 Str, Dex, or Con (Your choice) damage to your enemy. (Fort Dc 10+Class Level+New Cha Mod). All your natural attacks do this for a number of rounds equal to your new charisma modifier.&lt;br /&gt;
&lt;br /&gt;
'''''Shadow Beast:''''' The character summons a being made of shadow that serves him. Activating this Jutsu takes (15-your new charisma modifier) rounds. You summon a creature, it's hit dice must be 4 less then your own, or less. It's intelligence, wisdom, and charisma drops to 6 or stays the same if it's lower. It also cannot use any intelligent based abilities or cast spells. It's a shadow beast, meaning that it's a copy of the actual creature. It serves you completely, and you can give it a new order as a standard action. Even though it's intelligence is low it will understand any order given to it. It has half the normal hp but gains a miss chance of 40%. The summoning lasts for a number of minutes equal to your new charisma modifier.&lt;br /&gt;
&lt;br /&gt;
'''''Invisibility:''''' You become invisible as the spell ''Greater Invisibility''. It lasts for a number of minutes equal to 2 times your new charisma modifer. &lt;br /&gt;
&lt;br /&gt;
'''''Regeneration:''''' As a full round action, you focus your body to a point where it heals itself. You gain regeneration, equal to your new charisma modifier. This last for a number of minutes equal to twice your charisma modifier.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Kender Ninja====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Kender Ninja tend to fill in for any fighter or rogue. They hit hard and move fast.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' With the high Charisma at the end of this class, an obvious choice would have to be to gain a few levels in sorceror.&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' Kender Ninja make up the higher ranks of the Kender military. Kender Ninja work in groups as strike teams, raid teams, and support teams. If working with the Kender military, a Kender Ninja can always expect backup. Otherwise the only help they'll get is from a passing Kender Ninja, which is unlikely.&lt;br /&gt;
&lt;br /&gt;
====Kender Ninja in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|I found some gold. I took it from those guys after I knocked them out, hehe.|4=Jack, Kender Ninja}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Planetouched_(Goroth)_(3.5e_Creature)</id>
		<title>Planetouched (Goroth) (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Planetouched_(Goroth)_(3.5e_Creature)"/>
				<updated>2013-06-18T07:44:48Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Planetouched (Goroth) ==&lt;br /&gt;
&lt;br /&gt;
Goroth are the descendants of Titans. The chaotic outsiders of tremendous size and strength. Somewhere in their ancestry lies one of these great beings. Goroth are quick to anger, and tend to be rash and sometimes foolish. Goroth are emotional creatures, just like Titans themselves, and angering one is not wise. They enjoy heavy armor and large weapons, making them good Fighters or Barbarians.&lt;br /&gt;
&lt;br /&gt;
===For Player Characters===&lt;br /&gt;
&lt;br /&gt;
Goroth tend to have loud and boastful personalities. They tower over other humanoids, as a 6 ft. tall Goroth would be considered short. Theyre sometimes mistaken for Half-Giants, but after getting to know them it becomes more obvious that this is not the case.&lt;br /&gt;
&lt;br /&gt;
Almost all Goroth are Chaos aligned. Goroth tend to enjoy fighting, partying, and all around messing around. Every Goroth has an angry side that they have trouble controlling. Even good-aligned Goroth, when angered, are a terror to behold. Many non-evil Goroth do things they regret when angered. Goroth have few physical characteristics that are noticeably different from humans. They appear to be the tallest, most beautiful creatures of their race, and some emanate an aura that makes nearby creatures feel anxious. Typical Goroth are nearly 7 ft. tall. Occasionally a Goroth will fall into a deep depression when something upsetting happens, but this is rare.&lt;br /&gt;
&lt;br /&gt;
* +2 Strength, +2 Constitution&lt;br /&gt;
* Outsider(Native)&lt;br /&gt;
* [[Medium]] Size&lt;br /&gt;
* A Goroth's base land speed is 30 ft.&lt;br /&gt;
* '''Weapon and Armor Proficiency:''' Goroth are proficient in all simple and martial weapons, all light, medium, and heavy armor, and all shields.  &lt;br /&gt;
* Goroth gain DR 2/ Law and have Spell Resistance 5.&lt;br /&gt;
* +4 to [[Intimidate]]&lt;br /&gt;
* [[Automatic Languages]]: Common and Giant. [[Bonus Languages]]: Abyssal, Celestial, and Draconic.&lt;br /&gt;
* [[Favored Class]]: Barbarian&lt;br /&gt;
* [[Level adjustment]]: +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creatures CR1}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR1]]&lt;br /&gt;
[[Category:Outsider Type]]&lt;br /&gt;
[[Category:Medium Size]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Narrator_(3.5e_Prestige_Class)</id>
		<title>Narrator (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Narrator_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:44:39Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{April Fools}}&lt;br /&gt;
{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Skilled, Buffer&lt;br /&gt;
|desc= A Narrator is a bard that gives power by describing peoples actions.&lt;br /&gt;
|len=10&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Narrator==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Then he dodged to the left! Easily moving around the foe's attacks!&lt;br /&gt;
|orig= Humnar, Gnome Narrator&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Narrators are perfect bard additions to any party, if they can be tolerated. just like many groups, having a constant vocal companion can be hard to enjoy at times, but having one that voices over your actions and narrates you can be even more intolerable. A Narrator is a bard that focuses on a specific bard talent. The ability to assist others. Narrators can do very little by themselves, unlike a powerful wizard or fighter, but partner a Narrator with a Fighter of the same level and it makes the fighter twice as strong.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Narrator===&lt;br /&gt;
&lt;br /&gt;
Like the Bard, a Narrator's prime ability score is Charisma. This amplifies his narrating skills and any other abilities he has. Narrators should focus on Intelligence, and place as many skill points as possible into his Perform skill, which governs his abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Nonlawful.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Perform (Act) 10 or Perform (Oratory) 8 or Perform (Sing) 10.&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Skill Focus (The Perform skill that you fulfill the prerequisites for above) &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| You must have assisted someone verbally, in some scenario. Whether telling them to duck, for example, or using a bardic music ability.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Narrator}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +0 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +2 || +1 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +5, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +7, Bestow Failure&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +4 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +5 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +9&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +6/+1 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +7, Narration of Time&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +6/+1 || +3 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Diplomacy, Bluff, Sense Motive, Forgery, Decipher Script.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Narration''' (Su): A Narrator with 3 or more ranks in a listed Perform skill can use his Narration to aid his allies in combat. The Narrator narrates his actions as a free action. The allies must be within 30ft of the Narrator. The ally must hear the Narrator and the Narrator must be able to see the target. A Narrator can affect a number of allies a round as half his Narrator level, but the Narration bonus is divided between the affected targets. This narration bestows the bonus listed to saving throws against fear and charm affects, and a morale bonus to attack and damage rolls. Narration is a mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
'''Inspire Competence''' (Su): A Narrator of 2nd level or higher with 6 or more ranks in a listed Perform skill can use his narration to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Narrator. The Narrator must also be able to see the ally. The ally gets the competence bonus on skill checks with a particular skill as long as he or she continues to hear the Narrator’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Narrator concentrates, up to a maximum of 2 minutes. A Narrator can’t inspire competence in himself. Inspire competence is a mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
'''Bestow Failure''' (Su): A Narrator of 5th level can use his narrating skills to fault his enemies. This is a mind affect. The Narrator can use this ability as a free action, but only when not using his Narration ability, otherwise it's a standard action. This can be used on several targets, but the penalty is divided between the targets. The Bestow Failure penalty bestows a luck penalty to attack and damage equal to the Narrator's level plus his Charisma modifier. The targets get a Will Save, DC 10+Narrator level+Cha mod, to resist the affect.&lt;br /&gt;
&lt;br /&gt;
'''Narration of Time''' (Su): A Narrator of 8th level learns the ultimate narration ability. By taking a standard action, a full round action if using his other narration abilities, he can ''slow'' his enemies and ''haste'' himself and his allies. This ability bypasses spell resistance. Targets affected by the slow ability get a will save, DC 10+Narrator level+Cha mod. The Narrator can affect a number of targets with the Narration of Time ability equal to his Charisma modifier. The targets must be within 30ft, must be able to hear the Narrator, and the Narrator must be able to see the targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:April Fools]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Lion_Warrior_(3.5e_Prestige_Class)</id>
		<title>Lion Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Lion_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:44:30Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=Field.jpg&lt;br /&gt;
|imgloc=Bottom&lt;br /&gt;
|imgsize=480px&lt;br /&gt;
|imgcaption=Don't think there's nothing hunting you, just because you rolled a high spot check.&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Finished&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type=Combat Focused&lt;br /&gt;
|desc=The Lion Warriors of the Southern Isles are fierce hunters that follow the path of the lion.&lt;br /&gt;
|len=&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lion Warrior==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|&amp;quot;Just as I thought we had outran them, I turned and there they were. The beasties were terrifying! All I saw was tall grass at first, and then I saw their eyes in the fields, but that was all. They were like ghosts! You'll never catch me on one'a them islands again!&amp;quot;&lt;br /&gt;
|orig=A old sailor recounting his trip to the Southern Isles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Lion Warriors of the Southern Isles are master hunters. They stalk like the mightiest lion, and track even better then the most skilled ranger. Many Lion Warriors are scattered throughout the Southern Isles that they call home. They protect nature from poachers, wild fires, and other threats. There is no alignment restriction to becoming a Lion Warrior, however, if a possible candidate is evil it makes it all that less likely that he'll be able to pass the test required to become a Lion Warrior. &lt;br /&gt;
&lt;br /&gt;
===Becoming a Lion Warrior===&lt;br /&gt;
&lt;br /&gt;
Most Lion Warriors come from a ranger background. There a some very few exceptions, sometimes a druid or barbarian will some how be trained in the ways of the Lion Warrior. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Non-Chaotic&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Hide +6, Survival +6, Knowledge(Nature) +8, Knowledge(Geography) +6&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Track&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Characters wishing to become a Lion Warrior must learn the secrets and stealth from someone that is considered a master (Lion Warrior level 10) of the class already. This usually involves traveling to the Southern Isles. Lion Warriors put possible candidates through a test. The candidate must feed a lion, if the lion deems the candidate as acceptable then it will eat the food and leave, if it doesnt, then it will attack the candidate. The lions are quick to dismiss evil candidates, but this does not mean evil creatures cannot become Lion Warriors, but evil creatures must at least revere nature to become one.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Lion Warrior}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +2, Lion Empathy&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +0 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Health +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +2 || +1 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +3, Lion's Stealth&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Health +4, Lion's Roar&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +4 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +5 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +6, Call Lions&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +6/+1 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Health +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +7, Lion Companion&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +8, Lion Master&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Climb, Jump, Hide, Survival.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Lion's Strength:''' Lion Warriors gain increases to their Strength score based on their level.&lt;br /&gt;
&lt;br /&gt;
'''Lion's Health:''' Lion Warriors gain increases to their Constitution score based on their level.&lt;br /&gt;
&lt;br /&gt;
'''Lion Empathy:''' A Lion Warrior can improve the attitude of lions. This ability functions just like a Diplomacy check to improve the attitude of a person. The Lion Warrior rolls 1d20 and adds his Lion Warrior level and his Charisma bonus to determine the lion empathy check result.  To use wild empathy, the Lion Warrior and the lion must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing a lion in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Lion Warrior can also use this ability on other creatures that are similar to lions, but if the creature has an Int of 3 or higher, the Lion Warrior takes a -4 penalty.&lt;br /&gt;
&lt;br /&gt;
'''Lion's Stealth:''' Lion Warriors of 3rd level begin practicing the art of stealth. Lion Warriors add (Lion Warrior level + 4) to their hide and move silently checks.&lt;br /&gt;
&lt;br /&gt;
'''Lion's Roar:''' Lion Warriors use the Lion's Roar as a war cry to confuse the animal companions of whoever they happen to be hunting. The Lion's Roar mimics the roar of a lion, and the direction of the Lion Warrior cannot be pinpointed when it is used. Using the Lion's Warrior is a standard action, and affects all creatures with Lion Warrior levels within 100 ft. Creatures within the radius must roll a will save DC(10+Lion Warrior level+Cha modifier) or become shaken for 1d6 rounds. Lions are unaffected by the Lion's Roar. Animals with an Int score of 1 or 2 become panicked for 1d6 rounds instead.&lt;br /&gt;
&lt;br /&gt;
'''Call Lions:''' A Lion Warrior of 7th level has earned the trust of lions from all nations. He may call any lions with 400 ft. of him by letting out a loud roar similar to the Lion's Roar. Lions called in this way see the Lion Warrior as another Lion, and will aid him faithfully but will not follow his commands unless he uses his Lion Empathy ability. A Lion Warrior that uses this ability reveals his general location to all those within 200 ft.&lt;br /&gt;
&lt;br /&gt;
'''Lion Companion:''' At 9th level a Lion Warrior may take a lion as a faithful animal companion. Unlike other animal companions, a Lion Warrior's lion companion does not advance in hit die, and does not gain special abilities. A Lion Warrior can only take on a lion if the lion's hit dice is lower then his own hit dice. Significantly powerful Lion Warriors have been known to take on Dire Lions, or even Legendary Lions, as their lion companion once they reach a high enough level. If a Lion Warrior's lion dies, or if he releases it from his command, the Lion Warrior can gain a new lion companion after 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Lion Master:''' Lion Warriors of 10th level can train other creatures to become Lion Warriors. Also, Lion Warriors of this level gains a scent and rake ability. If a Lion Warrior charges a foe, he may make two rake attacks with whatever weapon he is holding (Rake, +4 to hit, +1d8 damage). &lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Lion Warrior====&lt;br /&gt;
&lt;br /&gt;
Lion Warriors make good replacements for Rangers or Barbarians.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Lion Warriors are the hunter. They track down the enemy, and rely on stealth to set up an ambush.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Many Lion Warriors, if they havnt already, go into druid or ranger if they havnt already.&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' Lion Warriors are always welcome among the Lion Warrior tribes of the Southern Isles. Identification isnt necessary, Lion Warriors have a knack for identifying others of their kind.&lt;br /&gt;
&lt;br /&gt;
====Lion Warriors in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|We all have our different reasons for being here, little cub. Many come to learn how to survive on these islands, others come to honor nature. There are even a few here that learn the way of the lion to take advantage of the innocent. I did it because I love the lions, and now I am their eternal ally.|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The Lion Warriors of the Souther Isles are feared by the common people. Theyre seen as barbarians, but usually all they do is scare people off their island.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Druids and rangers understand the Lion Warriors, but other classes, mostly npc classes, will feel slightly uneasy around lion warriors.&lt;br /&gt;
&lt;br /&gt;
====Lion Warrior Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge(Nature) can research Lion Warriors to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ Knowledge(nature)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | You have heard of the Lion Warriors. While they are known as a terrifying tribe, they only do what they can to defend the island the live on.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | While Lion Warriors raise their own to become members of the tribe, they also take outsiders to join their ranks, provided they can pass a test.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | Not only do you know of the test to become a Lion Warrior, but you know where you need to go to take it.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | You know about specific, higher up members of the Lion Warriors, and you know how to get around the test to become a lion warrior. A high level &amp;quot;hide from animals&amp;quot; and a &amp;quot;undetectable alignment&amp;quot; spell can mask you enough to pass the test and not be caught by the other Lion Warriors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Kender_(3.5e_Cleric_Domain)</id>
		<title>Kender (3.5e Cleric Domain)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Kender_(3.5e_Cleric_Domain)"/>
				<updated>2013-06-18T07:43:58Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Kender Domain ===&lt;br /&gt;
&lt;br /&gt;
===== Granted Powers =====&lt;br /&gt;
&lt;br /&gt;
All Kender who can have a domain, have access to this domain. Regardless of what deity they worship. Anyone who selects this domain gains a constant +6 to Sleight of Hand checks.&lt;br /&gt;
&lt;br /&gt;
==== Kender Domain Spells ====&lt;br /&gt;
&lt;br /&gt;
# Sticky Fingers (Spell Compendium)&lt;br /&gt;
# Entice Gift (Spell Compendium)&lt;br /&gt;
# Treasure Scent (Spell Compendium)&lt;br /&gt;
# Dimension Door&lt;br /&gt;
# Secret Chest&lt;br /&gt;
# Mislead&lt;br /&gt;
# Ethereal Jaunt&lt;br /&gt;
# Moment of Prescience&lt;br /&gt;
# Miracle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Cleric Domains Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Spell]]&lt;br /&gt;
[[Category:Domain]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Giant_(3.5e_Cleric_Domain)</id>
		<title>Giant (3.5e Cleric Domain)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Giant_(3.5e_Cleric_Domain)"/>
				<updated>2013-06-18T07:43:48Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Giant Domain ===&lt;br /&gt;
&lt;br /&gt;
===== Granted Powers =====&lt;br /&gt;
&lt;br /&gt;
'''Rock Catching:''' A Cleric with this domain can catch Sling Bullets, small rocks, and medium rocks. Once per round a Cleric with this domain normally hit by a rock may roll a reflex save to catch the rock. Reflex DC (10 for Sling, 15 for Small Rocks, and 20 for Medium Rocks). If the projectile has a magical enhancement, the DC is increased by that amount. The Cleric must be ready and aware in order to catch the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Giant Domain Spells ====&lt;br /&gt;
&lt;br /&gt;
# Enlarge Person&lt;br /&gt;
# Iron Silence (Spell Compendium)&lt;br /&gt;
# Fell The Greatest Foe (Spell Compendium)&lt;br /&gt;
# Enlarge Person, Mass&lt;br /&gt;
# Righteous Might&lt;br /&gt;
# Tensor's Transformation&lt;br /&gt;
# Bite of the Werebear (Spell Compendium)&lt;br /&gt;
# Earthquake&lt;br /&gt;
# Shapechange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Spell]]&lt;br /&gt;
[[Category:Domain]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Flesh_Grafter_(3.5e_Prestige_Class)</id>
		<title>Flesh Grafter (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Flesh_Grafter_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:43:39Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Skilled, Bad Guy&lt;br /&gt;
|desc= A Flesh Grafter is someone who masters the art of attaching grafts to living people.&lt;br /&gt;
|len=&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Flesh Grafter==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Don't worry, I'm just going to remove your heart and replace it with a beholder's. Should be good as new!&lt;br /&gt;
|orig=Johnson, Human Flesh Grafter.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Flesh Grafter is the master of their craft. They learn to take apart all species and put those parts onto different creatures. Flesh Grafters will often be seen as normal people, but many hold hidden abilities. Such as a Morg's tongue or a Red Dragons arm, some even have a skin graft from the scalp of a Medusa.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Flesh Grafter===&lt;br /&gt;
&lt;br /&gt;
Most often this class is entered by wizards, as it requires spellcasting ability and a high Intelligence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Heal 14 ranks.&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Graft Flesh (Any One)&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Must be able to cast spells of 3rd level or higher.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must have grafted a graft at some point or another.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Flesh Grafter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d4&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Spellcasting&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +0 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Graft Flesh&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +1 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Graft Flesh&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing arcane spell casting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Graft Flesh, Quick Graft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +1 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Graft Flesh&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing arcane spell casting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +2 || +2 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Graft Flesh, Perfect Graft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft(Alchemy), Spellcraft, Heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Graft Flesh:''' At every level, a Flesh Grafter gains a new &amp;quot;Graft Flesh&amp;quot; feat.&lt;br /&gt;
&lt;br /&gt;
'''Quick Graft:''' At 3rd level, a Flesh Grafter can create and prepare a graft in half the normal time, and can apply a graft in 10 minutes in a comfortable setting.&lt;br /&gt;
&lt;br /&gt;
'''Perfect Graft:''' A Flesh Grafter of 5th level is a master of his art. He can create any craft at half the normal price.&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Flesh Grafter====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Falcon_(3.5e_Prestige_Class)</id>
		<title>Falcon (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Falcon_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:43:29Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable, needs some information&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type=Combat Focused, Lawful&lt;br /&gt;
|desc=A Falcon is a class used to give powers similar to Captain Falcon, from F-zero.&lt;br /&gt;
|len=10&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Falcon==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|FALCON PUNCH!!&lt;br /&gt;
|orig=Captain Falcon, Human Falcon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Falcons fight for justice, in some way or form. Well known Falcons, like Captain Falcon, are Lawful Good. Evil Falcons are rare, but they do exist. Falcons gain powerful abilities, mixing a monk's flurry of blows with intense elemental strikes. Captain Falcon used mainly fire, but Falcons can deal different kinds of elemental damage. A Falcon gains a flurry of blows, just as a monk. However a Falcon favors the chance to score a lucky hit (critical) over accuracy and damage, and as such the flurry of blows offer more strikes with a higher penalty.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Falcon===&lt;br /&gt;
&lt;br /&gt;
Falcons are melee fighters, so Strength and Dexterity are important. Their elemental abilities are drawn from within, and are based on Constitution, while their Ac Bonus is based off of Wisdom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Always lawful.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Improved Unarmed Strike, Weapon Focus (Unarmed Strike), Power Attack, Improved Bull Rush&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Falcon}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d12&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ac Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fast Movement&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Flurry of Blows&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Unarmed Damage, Ac bonus, Fast Movement, Flurry of Blows&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +0ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -1/-1/-1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Raptor Boost&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +0ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +0/+0/+0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Falcon Kick&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +0ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1/+1/+1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Falcon Dive&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +10ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +2/+2/+2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +10ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +3/+3/+3/+0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +6/+1 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Falcon Rush&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +10ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +5/+5/+5/+2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +7/+2 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +20ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +6/+6/+6/+3/+0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +8/+3 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Falcon Punch&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +20ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +7/+7/+7/+4/+1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +9/+4 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +20ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +8/+8/+8/+5/+2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +10/+5 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knee Of Justice&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +30ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +9/+9/+9/+6/+3/+0&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-skill points-&amp;gt; + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Climb, Jump, Tumble, Swim.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Unarmed Damage:''' A Falcon does more damage with his unarmed attacks then the normal person. The amount of damage he deals increases as he levels. A Falcon can choose to deal nonlethal or lethal damage with his strikes. When a Falcon begins gaining his elemental abilities, instead of dealing bludgeoning damage with his strikes he may deal damage of the same element as any of his abilities, but this is always lethal damage.&lt;br /&gt;
&lt;br /&gt;
'''Ac Bonus:''' When a Falcon is wearing light or no armor, he gains an insight bonus to Ac, equal to the bonus plus his Wisdom modifier. This bonus applies even when the Falcon is caught flat-footed. &lt;br /&gt;
&lt;br /&gt;
'''Fast Movement:''' When wearing light or no armor, a Falcon can move faster, and gains a bonus to all his base speeds.&lt;br /&gt;
&lt;br /&gt;
'''Flurry of Blows:''' A Falcon's flurry is different from a monk's. A Falcon can only use his Flurry of Blows with an unarmed strike, but in exchange he has less penalties. The Falcon gets three attacks at his highest base attack bonus, with a -2 penalty that lasts one round. This penalty decreases to -1 at level 6. When a Falcon uses his Flurry of Blows the normal -5 penalty after each BAB doesn't apply. After the first three strikes, the Falcon's takes a -3 penalty each additional attack, and may attack till his BAB equals 0. Meaning a level 5 Fighter/level 10 Falcon with a BAB of 15, would have a Flurry of Blows of +14/+14/+14/+11/+8/+5/+2.&lt;br /&gt;
&lt;br /&gt;
'''Raptor Boost:''' The earliest of a Falcon's elemental abilities. At level 2 a Falcon learns Raptor Boost. As a standard action the Falcon charges up to 15ft forward and uppercuts an adjacent foe with an unarmed strike. This attack deals damage equal to 1d4 elemental damage every two levels and elemental damage equal to the Falcon's strength modifier. If the attack hits, the Falcon and the target roll opposed bull rush checks. If the Falcon wins the target is thrown half the normal distance upwards, and then lands prone, possibly taking falling damage. The Falcon can also choose to use this attack if he is in aerial combat (Over 10ft off the ground) with the target. The target is instead bull rushed downward for twice the normal distance, and takes twice as much falling damage. The Falcon must choose what type of elemental damage this attack does when he levels, and it cannot be changed later.&lt;br /&gt;
&lt;br /&gt;
'''Falcon Kick:''' At level 3 the Falcon masters ''Falcon Kick''. As a standard action the Falcon launches himself up to 20ft towards the target, foot first. This elemental attack does the same type of elemental damage as the Falcon's Raptor Boost, and deals 1d4 elemental damage plus the falcon's Strength modifier in elemental damage. It may be used in aerial combat, but only at a 45 degree angle downward.&lt;br /&gt;
&lt;br /&gt;
'''Falcon Dive:''' At level 4 the Falcon learns ''Falcon Dive''. As a standard action the Falcon may dash and latch on to an adjacent foe without a grapple check. The foe may be up to 15ft in the air, as long as he is still with 5ft horizontally of the Falcon. The Falcon then bursts off of the target with an explosion of elemental power, the damage is the same as the Falcon's Raptor Boost. It deals damage equal to 1d6 elemental damage every two levels.&lt;br /&gt;
&lt;br /&gt;
'''Falcon Rush:''' At level 6 a Falcon learns to channel his strength in his attacks. After a Full Round Attack, even a flurry of blows, the Falcon may bull rush the target as a free action. This bull rush takes a -8 penalty, but if successful it throws the target twice the normal distance. The Falcon may not follow the target after the bull rush.&lt;br /&gt;
&lt;br /&gt;
'''Falcon Punch:''' The most well known Falcon attack. The Falcon Punch is a 5ft cone of elemental power that propels its victims outward. The Falcon Punch is a Full Round Attack that provokes an attack of opportunity. If any attacks land on the Falcon he must make a concentration check, DC 15+damage inflicted, for each attack to continue the Falcon Punch. If the Falcon succeeds his fist explodes and bull rushes the targets in a single direction. The Falcon Punch deals 1d8 damage per level of Falcon, this damage deals the same elemental damage as Raptor Boost. The Falcon Punch has a bull rush affect, which gives a bonus equal to the amount of damage inflicted with the Falcon Punch. Targets hit by this attack fall prone.&lt;br /&gt;
&lt;br /&gt;
'''Knee of Justice:''' The Knee of Justice is the ultimate falcon move. It deals elemental damage, which can be the same as Raptor Boost or deal a new elemental type. First, the Falcon must succeed a jump check equal to the target's Ac. A 15ft running start bestows a +4 bonus to the jump check. If the Falcon fails he lands prone in front of the target. If he succeeds the Falcon rolls percentile dice. There is 70% chance that the Knee of Justice deals normal, unarmed strike damage. If the Falcon rolls over 70% then the Falcon knees the target directly in the face, and sends them flying a massive distance. This attack deals 1d12 elemental damage per Falcon level, plus the Falcon's str modifier. The target is bull rushed by the Falcon, with a bonus equal to the damage inflicted, and the target flies twice the normal distance. This attack deals double damage to creatures chaotically aligned. &lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Dragon_Infused_(3.5e_Template)</id>
		<title>Dragon Infused (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Dragon_Infused_(3.5e_Template)"/>
				<updated>2013-06-18T07:42:52Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Infused ==&lt;br /&gt;
&lt;br /&gt;
--[[User:AboveJester|AboveJester]] ([[User talk:AboveJester|talk]]) 01:07, 24 August 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
[[File:6.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[3e Summary::When a dragon dies, it's possible it may give it's soul to another living being.]]&lt;br /&gt;
&lt;br /&gt;
Normally, when a dragon begins to die, it will leave to a dragon graveyard. Thats what usually happens, but some dragons, who have knowledge of an ancient art, will infuse their soul into another living being. The dragon will take what he can get a times, but usually will choose a specific individual to be the host. When the dragon is ready to pass on, the willing individual steps inside the dragons mouth, and it is closed behind him. After a few seconds he emerges, his soul mixed with the dragon's soul. This process is quick, and comes with several pro's and con's.&lt;br /&gt;
&lt;br /&gt;
The first person to be infused with a dragon soul was a young man by the name of Steven. Prefering Lord Steven, he gained this ability when an elderly Gold Dragon needed a host, and he was the only one there.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Dragon Infused ===&lt;br /&gt;
&lt;br /&gt;
This is an aquired template, that can be applied to any willing individual of small to large size. It cannot be applied to a dragon, elemental, construct, or undead.&lt;br /&gt;
&lt;br /&gt;
==== Size and Type ====&lt;br /&gt;
&lt;br /&gt;
The creature's type changes to dragon. It's subtype does not change. Recalculate any racial Hit Dice, but not BAB, Saves, or Etc.&lt;br /&gt;
&lt;br /&gt;
==== Hit Dice ====&lt;br /&gt;
&lt;br /&gt;
Change all racial Hit Dice to d12's. Gains 2 Hit Dice.&lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
&lt;br /&gt;
Increase base speed by 10ft.&lt;br /&gt;
&lt;br /&gt;
==== Armor Class ====&lt;br /&gt;
&lt;br /&gt;
The base creature's natural armor increases by 6.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
The base creature retains the ability to use manufactured weapons and any natural weapons it already had. If it didnt have a claw attack, it gains one. (1d4 for small, 1d6 for medium, 1d8 for large).&lt;br /&gt;
&lt;br /&gt;
==== Special Attacks ====&lt;br /&gt;
&lt;br /&gt;
A Dragon Infused retains all of the base creature's special attacks, and gains the following.&lt;br /&gt;
&lt;br /&gt;
Breath Weapon: The Dragon Infused gains a Breath weapon. The breath weapon should be of the base dragon's breath weapons, and of a certain age category of that dragon. For Small use Wyrmling, for Medium use Very Young, For Large use Young.&lt;br /&gt;
&lt;br /&gt;
==== Special Qualities ====&lt;br /&gt;
&lt;br /&gt;
The Dragon Infused retains all of the base creature's special qualities, and gains the following.&lt;br /&gt;
&lt;br /&gt;
Darkvision 60ft.&lt;br /&gt;
&lt;br /&gt;
Spell Resistance (Equal to 10+the base creature's Hit Dice).&lt;br /&gt;
&lt;br /&gt;
Damage Reduction 5/magic&lt;br /&gt;
&lt;br /&gt;
Elemental Resistance (15 to one element, usually an element the base dragon is imune to).&lt;br /&gt;
&lt;br /&gt;
Manifestation: Should the Dragon Infused drop below 20% HP, then the Dragon Infused must roll a will save (DC equal to the base dragon's frightfull presence DC). While the base creature's soul is mixed with the dragon's, it doesn't mean that they've become one. The base dragon's soul lingers on, and should it's host ever fail to meet what it sees as requirements (Stay above 20% HP), it manifests inside the Dragon Infused, forcing a horrifying rage. The Dragon Infused becomes covered in scales, and it's eye color changes to red. He grows a tail, but cannot use it. He also gains wings, and a fly speed equal to double the Dragon Infused's base land speed, with good manueverability. The range and damage of the Dragon Infused's breath weapon is doubled, and his DR increases by 5, and he gains Regeneration 2. He gains a Frightfull Presence, with a range of 60ft (Will DC 10+Cha Modifier+Hit Dice). However, he is in an unquellable rage. He must attack everything he see's, and the closest being he sees becomes his new enemy. When it appears the Dragon Infused can no longer win, while enraged, it flees as fast as possible. After that it starts doing what a normal beserking dragon would do. He searches for food and attacks small villages. Once the Dragon Infused's HP heals to above 60%, he stops beserking, and all the abilities listed here disappear. The Dragon Infused is unconscious after this.&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Str+6, Dex-4, Con+6, Int+4, Wis+4, Cha+4&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
Dragon Infused gain a +8 to Bluff, Search, Spot, Sense Motive, and Spellcraft.&lt;br /&gt;
&lt;br /&gt;
==== Feats ====&lt;br /&gt;
&lt;br /&gt;
The Dragon Infused gains Imp. Initiative and Eschew Materials as bonus feats.&lt;br /&gt;
&lt;br /&gt;
==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Same as base creature.&lt;br /&gt;
&lt;br /&gt;
==== Organization ====&lt;br /&gt;
&lt;br /&gt;
Solitary or Pair. Gangs (3-5) are rare, but not impossible.&lt;br /&gt;
&lt;br /&gt;
==== Challenge Rating ====&lt;br /&gt;
&lt;br /&gt;
As base creature +6&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
&lt;br /&gt;
Standard, double coins.&lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
&lt;br /&gt;
Alignment is of the base creature, but will usually shift one step towards the base dragon's alignment.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
By Character Class.&lt;br /&gt;
&lt;br /&gt;
==== Level Adjustment ====&lt;br /&gt;
&lt;br /&gt;
+6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creature Templates Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
[[Category:Dragon Type]]&lt;br /&gt;
[[Category:LA6]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Disintegration_Mage_(3.5e_Prestige_Class)</id>
		<title>Disintegration Mage (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Disintegration_Mage_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:42:41Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Just Starting&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Epic Spellcasting&lt;br /&gt;
|desc= A Mage who forgoes normal magic, and gains the ability to disintegrate creatures at will.&lt;br /&gt;
|len= 5&lt;br /&gt;
|minlvl= 20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Disintegration Mage==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|What are you doing on my island?&lt;br /&gt;
|orig=Zeref, Human Disintegration Mage&lt;br /&gt;
|src=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Disintegration Mages are powerful spellcasters, that amplify and focus the disintegrate spell. While some believe that these spellcasters simply master the disintegration spell, but in reality Disintegration Mages focus their magic to such a point, that it's sheer power rips beings asunder.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Disintegration Mage===&lt;br /&gt;
&lt;br /&gt;
Disintegration Mages are powerful offensive mages. They have no defensive abilities, but they still make use of any spells they knew before-hand. While Disintegration Mages have a high Int requirement, it's usually sorcerors that follow this path, as the Disintegration Mage's key ability is Charisma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Abilities:&lt;br /&gt;
| Int +20 or higher&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Spellcraft +26&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Spell Focus (Transmutation), Greater Spell Focus (Transmutation), Epic Spell Focus (Transmutation), Spell Focus (Necromancy)&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Must be able to cast at least two level 9 spells per day. Must be able to cast disintegrate.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must be a spell caster of at least 21st level. These levels may be divided into different spellcasting classes. Must have disintegrated at least 10 creatures with the disintegrate spell.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Disintegration Mage}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d4&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Spellcasting&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Disintegrate&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +0 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Multiple Disintegration&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +1 || +2 || +2 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Material Disintegration&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +1 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Wave of Destruction&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-list of class skills-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Spellcasting:''' A Disintegration Mage gains additional spells per day and spells known in an existing spellcasting class, as if he had just leveled in that class. He doesnt, however, gain any feats or extraordinary abilities that he would normally gain if he had leveled in it. The DC for any spells &amp;quot;sacrificed&amp;quot; for disintegrate spells, see below, are determined by Charima as your key modifier.&lt;br /&gt;
&lt;br /&gt;
'''Greater Disintegrate:''' Greater Disintegrate is the simplest Disintegration Mage technique. It amplifies the disintegrate spell, to obliterate an enemy. With Greater Disintegrate, a Disintegration Mage can sacrifice any 3rd level or higher spell to cast a disintegrate spell. From now on, anytime a Disintegration Mage cast disintegrate, it affects all creatures. Creatures immune to death effects are affected normally, and creatures immune to anything requiring a fortitude save must make a will save instead. In addition, all disintegrate spells cast by the Disintegration Mage has a range of &amp;quot;Long&amp;quot;, (400ft +40ft per caster level), and the dc for all disintegrate spells cast by the mage increases by his Disintegration Mage level. Greater Disintegrate has a maximum damage of 50d6, instead of 40d6.&lt;br /&gt;
&lt;br /&gt;
'''Multiple Disintegration:''' Multiple Disintegration allows a Disintegration Mage to target multiple beings with disintegrate. Whenever he sacrifices a 5th level or higher spell to cast Disintegrate, he may choose to have the ray spread out to target a number of creatures, to a maximum number equal to his Disintegration Mage level. It has the normal medium range, but retains the bonus to the dc. It also bypass immunities as Greater Disintegrate.&lt;br /&gt;
&lt;br /&gt;
'''Material Disintegration:''' With Material Disintegration, a Disintegration Mage can obliterate twice as much non-living matter as normal. This has no affect on disintegrate spells cast on creatures. Material Disintegration allows the caster to disintegrate Artifacts and Relics, although the object gets a Fortitude save equal to the normal save.&lt;br /&gt;
&lt;br /&gt;
'''Wave of Destruction:''' Wave of Destruction is a burst attack, centered on the Disintegration Mage. Wave of Destruction is a short range burst (10ft radius + 10ft per caster level) which essentially casts Disintegrate on everything within the burst. This causes a terrifying scene to behold, as the grass and trees in the area turn to ash, as the black wave of energy washes over everything. The disintegrate affect is as Greater Disintegrate, except it has a +10 dc. Its used by sacrificing a 7th level spell or higher. The wave bypasses immunities.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Epic Prestige Class]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Dire_Hummingbird_(3.5e_Creature)</id>
		<title>Dire Hummingbird (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Dire_Hummingbird_(3.5e_Creature)"/>
				<updated>2013-06-18T07:42:28Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dire Hummingbird ==&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Dire Hummingbird&lt;br /&gt;
|size=Diminutive |type=Animal&lt;br /&gt;
|hd=1/2 d8 |hp=1&lt;br /&gt;
|init=3&lt;br /&gt;
|speed=0 ft., Fly 40 ft. (Perfect)&lt;br /&gt;
|ac=18 |touch=14 |flat=14&lt;br /&gt;
|bab=+0 |grapple=-10&lt;br /&gt;
|at= +5 Bite (1 dam, Blood Drain)&lt;br /&gt;
|full_at= +5 Bite (1 dam, Blood Drain)&lt;br /&gt;
|space= |reach=&lt;br /&gt;
|sa=Blood Drain, Hover&lt;br /&gt;
|sq=Low-Light Vision, Perfect Evasion&lt;br /&gt;
|fort=-1 |ref=+3 |will=+1&lt;br /&gt;
|str=1 |dex=16 |con=8 |int=1 |wis=12 |cha=8&lt;br /&gt;
|skills=[[Escape Artist]]+12, [[Listen]]+4, [[Spot]]+4&lt;br /&gt;
|feats=---&lt;br /&gt;
|env=Warm Climate&lt;br /&gt;
|org=Solitary, Party (1+1d4-1), or Flock (4d8), Death Flock (14d10)&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|treas=None&lt;br /&gt;
|align=True Neutral&lt;br /&gt;
|adv=---&lt;br /&gt;
|la=---&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Perfect Evasion:''' Dire Hummingbirds are incredibly quick. They don't take damage from anything needing a reflex save for half damage. They also do not provoke attack of opportunities from moving into an opponent's square.&lt;br /&gt;
&lt;br /&gt;
'''Blood Drain:''' Unlike normal hummingbirds, a Dire Hummingbird has a craving for human blood. Anytime they successfully hit an opponent with a bite attack, they draw blood. The opponent gets a fortitude save (DC 14) or they take 1d3 points of constitution drain. If the creature is smaller then Tiny size, they take 1d6 blood drain. The save DC is Constitution based.&lt;br /&gt;
&lt;br /&gt;
'''Hover:''' Dire hummingbirds must hover in one place to attack. That is, they cannot perform a fly-by attack or any other aerial attacks, even though they have a perfect flying.&lt;br /&gt;
&lt;br /&gt;
Dire Hummingbirds are a rare and far more formidable version of hummingbirds. They are dangerous and ruthless pack hunters. While only found in deep jungles, many adventurers have fallen prey to these seemingly harmless creatures.  &lt;br /&gt;
&lt;br /&gt;
===Strategies and Tactics===&lt;br /&gt;
&lt;br /&gt;
Dire Hummingbirds will only attack if they believe they have the advantage. Sometimes, a single Dire Hummingbird will attack a single adventurer, but this is rare. A group far more likely to encounter 5 or 6 Dire Hummingbirds then just one. A death flock is a terror to behold, and normally is divided up into several flocks. A death flock will sweep over a village or small city and kill all it's residents.&lt;br /&gt;
&lt;br /&gt;
===Ecology===&lt;br /&gt;
&lt;br /&gt;
'''Environment:'''Dire Hummingbirds fly through jungles, and mainly stay inside them. During migratory season, it is possible, but rare, for Dire Hummingbirds to take flight to a different location, even though they have no need to.&lt;br /&gt;
&lt;br /&gt;
'''Typical Physical Characteristics:''' Dire Hummingbirds are barely a foot tall. They appear as larger hummingbirds, but still flutter around just as gracefully as their smaller cousins. When readying to attack, Dire Hummingbirds will zig-zag and flutter violently. This usually serves as a short warning to peasants to flee.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' While many think Dire Hummingbirds are evil, they are not. They are associated with demons, and plagues, but Dire Hummingbirds only act on instinct, and have no actual malevolent intent.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR1/2]]&lt;br /&gt;
[[Category:Animal Type]]&lt;br /&gt;
[[Category:Diminutive Size]]&lt;br /&gt;
[[Category:Warm Climate]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Deity_(3.5e_Racial_Paragon_Class)</id>
		<title>Deity (3.5e Racial Paragon Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Deity_(3.5e_Racial_Paragon_Class)"/>
				<updated>2013-06-18T07:42:16Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Racial Paragon Class Infobox&lt;br /&gt;
|img=Noroch2.jpg&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=480px&lt;br /&gt;
|imgcaption=Noroch, Dragon Deity of Fire and Sky&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Finished. Let me know if you think it needs work.&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Roleplay, Deity&lt;br /&gt;
|desc= A better format for creating and redoing previous deities. Salient Divine Abilities need to be altered to use the class.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Deity Paragon Class==&lt;br /&gt;
&lt;br /&gt;
Deities and Demigods shows no real way to how deities actually work. It defines them, but many of the deity rules break the normal rules for Dnd 3.5. This Paragon class is a better, simpler way for characters to become deities, and also changes how deities were made before. &lt;br /&gt;
&lt;br /&gt;
===Becoming a Deity===&lt;br /&gt;
&lt;br /&gt;
Deities are extremely powerful beings of divine power. They gain their power from their worshipers, or in some rare cases other sources. Deities have little weak points, and are very hard to surprise. Most of theyre abilities are high, and they usually have multiple levels in other classes before becoming a deity. Deities can have a challenge rating of anything between 21 and 90. Anything over that is an over-deity, and is usually never encountered in dnd, but will be discussed below.&lt;br /&gt;
&lt;br /&gt;
'''Prerequisites'''&lt;br /&gt;
&lt;br /&gt;
Class: Deities are very powerful, and never have below 20 class levels. Theoretically a person can become a deity below epic level, but this is very rare and needs DM approval.&lt;br /&gt;
&lt;br /&gt;
Worshipers: Becoming a deity requires worshipers. Before even taking a level in this paragon class you must have at least 300 worshipers. A certain amount of worshipers is required for every level in this class, and you cannot continue leveling if you dont have the required worshipers. Once a character becomes a deity, once they meet the worshiper requirement for the next level they MUST level in this class when they gain enough experience.&lt;br /&gt;
&lt;br /&gt;
Special: Based on the campaign setting, and the DM, there may be other requirements to becoming a deity. Sometimes a person can only become a deity if he is ascended by another god. Or maybe it only takes devote worshipers to ascend. So campaign settings even require players to steal divinity by killing a deity to ascend. Players must always infer with the DM about what is required to become a deity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table:Deity}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Worshipers&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Maximum Hit Points, Divine Speed, Divine Armor, Immunities, Salient Divine Abilities, Domain Powers, Divine Smite, Godly Realm, Divine Action, Craft Magic Items, Divine Aura&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 300&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 600&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 900&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th|| class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1,200&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th|| class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1,500&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th|| class=&amp;quot;left&amp;quot; | +6 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Immunities, Domain Powers, Divine Action&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th|| class=&amp;quot;left&amp;quot; | +7 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th|| class=&amp;quot;left&amp;quot; | +8 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 10,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th|| class=&amp;quot;left&amp;quot; | +9 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 14,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th|| class=&amp;quot;left&amp;quot; | +10 || +12 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 18,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th|| class=&amp;quot;left&amp;quot; | +11 || +12 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Divine Perfection, Domain Powers, Immunities&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 30,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th|| class=&amp;quot;left&amp;quot; | +12 || +14 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 50,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th|| class=&amp;quot;left&amp;quot; | +13 || +14 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 100,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th|| class=&amp;quot;left&amp;quot; | +14 || +16 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 250,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th|| class=&amp;quot;left&amp;quot; | +15 || +16 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 500,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th|| class=&amp;quot;left&amp;quot; | +16 || +18 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Divine Perfection 2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 750,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th|| class=&amp;quot;left&amp;quot; | +17 || +18 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1,000,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th|| class=&amp;quot;left&amp;quot; | +18 || +20 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1,500,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th|| class=&amp;quot;left&amp;quot; | +19 || +20 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2,000,000&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th|| class=&amp;quot;left&amp;quot; | +20 || +22 || +22 || +22&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Divine Ascension&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 3,000,000&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
5 Skills chosen at first level count as class skills.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Divine Being:''' Deities are more powerful then other epic creatures. Deities gain the base attack bonuses and base saves listed even if they are epic level when they level in this class.&lt;br /&gt;
&lt;br /&gt;
'''Item Proficiency:''' Deities have a greater understanding of all things. Theyre proficient in all simple, martial, and exotic weapons and armor. They can also use items as if they had the appropriate proficiency, if one is needed.   &lt;br /&gt;
&lt;br /&gt;
'''Salient Divine Abilities:''' Deities gain 1 Salient Divine Ability each level. Salient Divine Abilities need to be altered if taken from Deities and Demigods, they have prerequisites that are impossible to meet.&lt;br /&gt;
&lt;br /&gt;
'''Maximum Hit Points:''' Deities receive maximum hit points for each class level. This includes previous levels in other classes. Deities do not age.&lt;br /&gt;
&lt;br /&gt;
'''Divine Speed:''' Deities are fast. Very fast. For the most part the speed increase works the same in Deities and Demigods, under &amp;quot;Divine Characteristics&amp;quot;. Deities of medium size have a 60ft speed, if theyre bipedal. This changes the base land speed, meaning that deities with levels in Monk or Barbarian still benefit from the &amp;quot;Fast Movement&amp;quot; extraordinary ability, and any other ability that increases speed. Deities have the ability to &amp;quot;Teleport Without Error&amp;quot; at will as a 20th level caster, but may only carry 100 pounds per deity level with them. Deities of 6th level or higher can &amp;quot;Plane Shift&amp;quot; at will in the same way.&lt;br /&gt;
&lt;br /&gt;
'''Divine Armor:''' Deities have a Divine Armor, that they can bring up or dismiss as a immediate action. It provides a deflection bonus to Ac equal to 5+Deity Level+Cha bonus. Deities also have a constant Damage Reduction 15+Level/+4. &lt;br /&gt;
&lt;br /&gt;
'''Domain Powers:''' Deities normally have three domains that their clerics can choose from. A deity sends his clerics divine power, but can only cast a few of these domain spells. At 1st, 6th, and 10th level, a deity chooses a domain he grants that he can cast spells from at will. The deity's caster level is 10+Deity Level, and the DC for these spells is 10+Spell Level+Cha bonus+Deity Level. Deities can use the granted powers of his domains as normal, but can do so a number of times per day equal to his Deity level.&lt;br /&gt;
&lt;br /&gt;
'''Divine Smite:''' Deities have a bonus to attack and damage equal to half their Deity Level against all non-deities. Deities deal epic damage with all natural attacks and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Divine Senses:''' Deities vision and hearing have double the normal &amp;quot;range&amp;quot; of mortals. They gain a +10 bonus to Listen and Spot. Deities also have a remote sensing ability. They can detect view any of their holy sites or worshipers with Greater Scrying (No Sensor is used, see spell) as a standard action. They can also use this ability on anyone that has spoken their name or titles for up to one hour. The distance they can sense using the Greater Scrying is one mile per deity level. A deity of a higher level can block the sensing of a lower level deity as an immediate action.&lt;br /&gt;
&lt;br /&gt;
'''Godly Realm:''' Deities can create a Godly Realm. A deity can create his realm on an outer plane. If he does it has a range of 100ft/rank at 1st level, 1 mile at 6th level, 10 miles at 11th level, and 100 miles at 16th level. He cant alter the plane's traits, but he can change the temperature up to 20 degrees and alter the amount of light in the area. Any Realms built on Outer Planes must have the environment changed as per the plane's traits. So castles and towers must be built by hand or magic. Godly Realms can also be built on isolated demi-planes. When done in this fashion the deity has the same powers as above, but at the planes creation the deity can form the planar traits and landscape any way he likes. He may also bar planar travel to any creature. Deities cannot force a creature to come to, or exit, their demi-plane. When done in this fashion a deity's Godly Realm can only be 100ft per deity level. Deities can travel directly to their Godly Realm as a free action. A Deity has constant awareness of what goes on in his realm, and can discern the location of any items or creatures in his realm as a Immediate Action. When a Deity is killed (See Divine Ascension if 20th level) the Deity's Godly Realm collapses after 1 minute, and all objects and creatures still inside are destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Craft Magic Items:''' Deities crafting magic items works the same as it does in the Deities and Demigods book. Nothing is changed.&lt;br /&gt;
&lt;br /&gt;
'''Divine Aura:''' A Deity's Divine Aura works the same as it does in the Deities and Demigods book. Nothing is changed.&lt;br /&gt;
&lt;br /&gt;
'''Divine Action:''' A deity of 6th level chooses 3 skills from his class skills. He may do these skills without any special tools (A deity with Craft (Weaponsmithing) can create a sword without a forge). Also he chooses 1 of these skills, and can complete any action 1 step faster (A deity with Diplomacy can do a diplomacy check as a Full-round Action instead of taking one whole minute).&lt;br /&gt;
&lt;br /&gt;
'''Immunities:''' Deities are considered Outsiders, unless under special circumstances (Such as Vecna being an Undead). They do not need to eat, sleep, or breath. Deities of 1st level are immune to Transmutation, Energy Drain, Ability Drain, Ability Damage, Massive Damage, and Mind Affects. They also have a Fire Resistance equal to 10+Deity level and a Spell Resistance equal to 20+Deity level. Deities of 6th level are immune to Cold, Electricity, Acid, Sonic damage. Deities of 11th level are immune to being bound (Binding, Hold Person, Dimensional Anchor, Maze), other then physical ways.&lt;br /&gt;
&lt;br /&gt;
'''Divine Perfection:''' Deities never automatically fail a dice roll on a natural 1.&lt;br /&gt;
&lt;br /&gt;
'''Divine Perfection 2:''' Deities of 16th level always maximize their rolls. They always roll nat 20 on attacks and skill checks, and their damage is maximized for melee/ranged attacks, spells, psionics, and any other time the deity has to roll dice.&lt;br /&gt;
&lt;br /&gt;
'''Divine Ascension:''' Deities of 20th level are very powerful. With millions of worshipers. Deities of this level are filled with divine energy. They can only be killed permanently in their Godly Realm. When they are killed outside their Godly Realm they are resurrected inside their realm 1d6 rounds later. During these few rounds all the deity's abilities cease to function. Anyone can enter or exit a Deity's realm while the Deity is dead.&lt;br /&gt;
&lt;br /&gt;
====Ex-Deities====&lt;br /&gt;
&lt;br /&gt;
Ex-Deities are a rare and unusual occurrence. Deities that loose all their worshipers are normally killed by someone in the process. If a deity looses worshipers to a point where he no longer has the amount needed to meet the prerequisites for his level, he looses a level in Deity, and his experience goes down accordingly. If a Deity looses all his worshipers, he looses his last level in Deity and then rolls a Fortitude save (DC ECL+Highest Deity Level) or fade away into nothingness. If he succeeds he becomes mortal.&lt;br /&gt;
&lt;br /&gt;
===Over-Deities===&lt;br /&gt;
&lt;br /&gt;
Over-Deities are deities above Divine Rank 20. It is unknown how a deity ascends to this level, even by the deities themselves. Very few deities ever reach over Divine Rank 20, and the few that do simply vanish. It is up to your DM to decide what happens to these beings.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
===Playing a Deity===&lt;br /&gt;
&lt;br /&gt;
Deities are very powerful and omnipotent beings. They look at the large scale of things. As such they normally stay away from unimportant problems and quests.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Prior to popular belief, a deity can worship another deity. This is mostly as a result of a blind faith before a character becomes a deity.&lt;br /&gt;
&lt;br /&gt;
===Deity Encounters===&lt;br /&gt;
&lt;br /&gt;
Deities rarely battle personally. If a group of warriors actually defeats whatever the Deity throws at them (Monsters, Clerics, Avatars) then the Deity will battle them personally. Cinematic descriptions are encouraged by the DM. The world is greatly affected by divine power, and the players should understand the gravity of the battle. If a Deity actually does begin to loose in battle, more then likely it will flee. A Deity will usually then call in allies, sometimes other deities to assist him. A Player's best bet to kill a deity is to somehow overpower them. The Deity needs to either be stopped from fleeing or at least from calling for help. Deities normally can hear about someone planning to battle them, and players can bet on legions of clerics and monsters coming after them just from mentioning attacking a specific deity.&lt;br /&gt;
&lt;br /&gt;
====Deities in the World====&lt;br /&gt;
&lt;br /&gt;
Deities almost never interfere with mortal beings. Only appearing when something is happening at a larger scale. Consult your DM for more information on your campaign pantheon.&lt;br /&gt;
&lt;br /&gt;
{{quote|It's alright little fledgling. You need not be afraid. Salvation is here, for you and your people. |orig= Pemoroth, Elf Druid Deity}}&lt;br /&gt;
&lt;br /&gt;
Deities don't talk to mortals on a regular basis. Its really up to the character. Usually deities follow some sort of personal goal or mission.&lt;br /&gt;
&lt;br /&gt;
'''Worldly Affect:''' Deities are beings of great divine power. The DM is encouraged to be cinematic in their appearance. The earth shakes, storms gather overhead, as the very world quivers in the presence.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Mortals, especially low level mortals, are fearful and worshiping of deities. High level deities are easily picked out in a crowd if not disguised, making normal interaction difficult.&lt;br /&gt;
&lt;br /&gt;
====Deific Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Religion) can research Deities to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs. A specific deity may know when youre researching them, because of their senses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge(Religion)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Knowledge of common religion.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Knowledge of specific temple.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Knowledge of specific Deity.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Knowledge of specific Deity's location.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30 || class=&amp;quot;left&amp;quot; | Knowledge of a specific Deity's weaknesses.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Deities in the Game====&lt;br /&gt;
&lt;br /&gt;
Players playing a deity to some with difficulty. They no longer fit into the game. Its important that when a character decides to become a deity, then his place as a PC is coming to an end. Eventually a deity PC gets too many chores that dont involve combat or story-line, and while the rest of the party must move on, the Deity must stay behind.&lt;br /&gt;
&lt;br /&gt;
'''Killing a Deity:''' Players that kill a deity should gain bonus experience. Besides the insurmountable number of enemies at the Deity's command, killing a deity comes with great difficulty. If bonus experience is awarded often, then a lot should be given after combat. Player's should easily level twice, regardless of level, after such a battle. As always it is still up to the Dm, of course. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Racial Paragon Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Racial Paragon Class]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blink_Blade_(3.5e_Prestige_Class)</id>
		<title>Blink Blade (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blink_Blade_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:41:41Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=BlinkBlade.jpg&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=580px&lt;br /&gt;
|imgcaption= A Blink Blade, dicing up some enemies.&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Playable&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type=Combat Focused&lt;br /&gt;
|desc=A Blink Blade uses the skills of spring attack to it's fullest potential.&lt;br /&gt;
|len= 10&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Blink Blade==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|If you can hit me, I'll let you pass, but trust me, hehe, you wont hit me.&lt;br /&gt;
|orig=Unknown, Human Blink Blade&lt;br /&gt;
|src=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Blink Blade is a person who uses spring attack and other feats to their full potential. Disappearing into combat and then suddenly surrounded by corpses, Blink Blades can be terrible foes.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Blink Blade===&lt;br /&gt;
&lt;br /&gt;
Fighters and Rogues tend to become Blink Blades. The most important ability for a Blink Blade is dexterity, which gives him more attacks of opportunity. The next abilities would be Strength then Constitution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +3.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Tumble +6.&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Combat Reflexes, Spring Attack, Deft Opportunist, Tumbling Feint.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Blink Blade}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fast Movement&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +1 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blink Attack, Fast Movement&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +10ft &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +1 || +2 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tumbler&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +20ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +2 || +3 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +20ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +2 || +2 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blur&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +30ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +3 || +5 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Blink Attack, Greater Dodge, Greater Dexterity&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +30ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +3 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +40ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +3 || +4 || +7 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Tumbler&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +40ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +4 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +50ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +4 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Blur&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +50ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +5 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perfect Reflexes&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +60ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Climb, Jump, Swim, Tumble.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Fast Movement:''' A Blink Blade gains increased speed, wearing any armor.&lt;br /&gt;
&lt;br /&gt;
'''Blink Attack:''' A Blink Blade can use the feat &amp;quot;Spring Attack&amp;quot; more effectively. He no longer needs a 5ft start to use Spring Attack, and can still use this feet while wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
'''Tumbler:''' A Blink Blade is an avid tumbler, and doesn't invoke attacks of opportunity when tumbling through an enemy square.&lt;br /&gt;
&lt;br /&gt;
'''Blur:''' At 4th level, a Blink Blade appears blurry, because of his incredible speed. This grants him a 20% miss chance as long as he isn't flat-footed.&lt;br /&gt;
&lt;br /&gt;
'''Greater Blink Attack:''' At 5th level, a Blink Blade increases his expertise in attacking while moving. He can now attack up to 3 times when doing a spring attack.&lt;br /&gt;
&lt;br /&gt;
'''Greater Dodge:''' Also at 5th level, a Blink Blade gains a +2 to ac from his &amp;quot;Dodge&amp;quot; Feat. He can also designate multiple targets, as long as they are all with 20ft.&lt;br /&gt;
&lt;br /&gt;
'''''Greater Dexterity:''''' At 5th level a Blink Blade adds half his Blink Blade level to his dexterity, rounded down. A Blink Blade looses this enhancement while wearing heavy armor however.&lt;br /&gt;
&lt;br /&gt;
'''Greater Tumbler:''' At 7th level, a Blink Blade no longer invokes attacks of opportunities when tumbling through an enemy square. Instead, he gains an attack of opportunity on a creature when he tumbles through their space. This still counts against the Blink Blade's attacks of opportunity per round.&lt;br /&gt;
&lt;br /&gt;
'''Greater Blur:''' At 9th level, a Blink Blade's &amp;quot;Blur&amp;quot; effect increases to 40%.&lt;br /&gt;
&lt;br /&gt;
'''Perfect Reflexes:''' At 10th level, a Blink Blade can do double his normal amount of attacks of opportunity each round. This also doubles the amount of attacks of opportunities from the feat &amp;quot;Combat Reflexes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blast_Mage_(3.5e_Prestige_Class)</id>
		<title>Blast Mage (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blast_Mage_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:41:31Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=Blastmage.jpg&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=480px&lt;br /&gt;
|imgcaption=A Master Blast Mage&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Finishing Up&lt;br /&gt;
|type= Strong Spellcasting&lt;br /&gt;
|desc= A spellcaster who uses raw power to mimic spells&lt;br /&gt;
|len= 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Blast Mage==&lt;br /&gt;
&lt;br /&gt;
--[[User:AboveJester|AboveJester]] ([[User talk:AboveJester|talk]]) 01:10, 21 February 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
| I don't need your help. I'm a Blast Mage, I don't need anyone's help.&lt;br /&gt;
|orig=Lord Steven, Aasimar Blast Mage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Blast Mage is a powerfull spellcaster, that harnesses magical power and morphs it into an evocation of his chosing. He stops practicing base spells, and learns more about the raw power of magic. Blast Mages arn't well liked by most mages, the only spellcasters that will tolerate their presence are warlocks and sorcerors, or other classes that don't study to gain magic power.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Blast Mage===&lt;br /&gt;
&lt;br /&gt;
If a spellcaster has realized that all he wants is more evocations then this is the class for him. It sacrifices learning the other schools of magic to focus solely on evocations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Explosive Spell, Maximize Spell.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Must know at least 8 evocations, Must be able to cast 3rd level arcane spells.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| If the spellcaster uses a spell book, he must relinquish using those spells. He can still use scrolls, and etc, but he can never study spells or create new ones in a lab.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Blast Mage}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Blast Magic pts&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Spellcasting &lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast Magic&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +0 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast Metamagic&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 25&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +2 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 35&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Force Magic&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 46&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +3 || +2 || +2 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 58&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 72&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +4 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Double Magic&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 88&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +4 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 106&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +5 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Epic Magic, Bonus Feat&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 126&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing spellcasting class&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Spellcraft, Knowledge(Arcana), Use Magic Device&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''''+1 of existing Spell Level:''''' A Blast Mage gains new spells known and spells per day in one of his previous spellcasting classes. This cannot be a class that the Blast Mage has to renounce upon becoming a Blast Mage however. Essentially, treat the previous class as being a number of levels higher, for the purpose of spellcasting, equal to the Blast Mage's level.&lt;br /&gt;
&lt;br /&gt;
'''Blast Magic:''' A Blast Mage uses Blast Magic. He uses a number of points a day to create evocations which deal damage. By spending one point, he sends out a spell that deals 1d6 damage. By adding points, he can increase the damage to a maximum of his Blast Mage level. He chooses an element (Fire, cold, acid, electricity), and then he chooses the type of attack it is (Touch, 30ft cone with saving throw, Ray[100ft+10ft/level] ranged touch attack, 15ft burst with saving throw, or a line[100ft+10ft/level] with a burst radius[5ft/level] with a saving throw). Any spell made in this way takes a standard action to cast. A Blast Mage can mimic any evocation spell with a spell level equal to his Caster level. He can do this from any spell list.&lt;br /&gt;
&lt;br /&gt;
'''Blast Metamagic:''' At 3rd level, a Blast Mage learns to use metamagic feats with his spells. Doing so increases the point cost by 2 times the number the metamagic would normally increase the spell level. Meaning that a spell that deals 6d6 damage cast by a Blast Mage, thats quickened, costs 14 points (6 for the spell level and 8 for the metamagic).&lt;br /&gt;
&lt;br /&gt;
'''Force Magic:''' At 5th level, a Blast Mage can cast spells that deal force damage, just as he can normal spells.&lt;br /&gt;
&lt;br /&gt;
'''Double Magic:''' At 8th level, a Blast Mage can cast two spells at the same time as a full round action. The point cost for both spells is increased by 5 each (10 total). The damage of these two spells is cast together for the purposes of bypassing damage reduction and etc.&lt;br /&gt;
&lt;br /&gt;
'''Epic Magic:''' At 10th level, A Blast Mage can now cast spells that deal epic damage, instead of fire damage or etc.&lt;br /&gt;
&lt;br /&gt;
====Ex-Blast Mage====&lt;br /&gt;
&lt;br /&gt;
A Blast Mage that once again begins using spells from a spellbook can no longer level in Blast Mage. He also takes a -2 Caster Level for his Blast Mage spells. This can be fixed by burning the spellbook the Blast Mage used, or by using an ''&amp;quot;Atonement&amp;quot;'' spell. If the spellbook that was burned is returned to it's form (By mending or etc) then the Blast Mage once again becomes an Ex-Blast Mage.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Prestige Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Miner_(3.5e_Prestige_Class)</id>
		<title>Battle Miner (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Miner_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:41:19Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Just Started&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type= Combat Focused&lt;br /&gt;
|desc= A miner that combats the creatures of the Underdark.&lt;br /&gt;
|len= 5&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Battle Miner==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|I'm no stranger to the ways of mining. You don't have to fear the monsters and raiders of the Underdark, if you know how to deal with them.&lt;br /&gt;
|orig=Steve, Human Battle Miner&lt;br /&gt;
|src= Journal Entry&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Battle Miners are commoners that work the mines. They delve deeper then most, mining precious metals from deep in the Underdark. They don't fear the oozes, drow, and other monsters. They gain abilities not only to help them mine, but also to help them in combat.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Battle Miner===&lt;br /&gt;
&lt;br /&gt;
Battle Miners value strength and constitution. Both are needed to be an effective miner and warrior. Most often this class is taken on by Npc commoners who work deep in the mines. Its something you have to learn down there, in the dark.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Profession (Miner) +6 &lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Skill Focus (Profession[Miner]), Martial Weapon Pro (Or Proficient with just the Heavy Pick)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must have gone mining deep in the Underdark.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Battle Miner}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +1 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Low-light Vision, Weapon Focus (Heavy Pick)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Weapon Specialization (Heavy Pick)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dark Vision 60ft, Favored Enemy&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +4 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Weapon Focus (Heavy Pick)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +5 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Underdark Master, Greater Weapon Specialization (Heavy Pick)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Profession(Miner), Knowledge(Dungeoneering), Knowledge(Geography).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Heavy Pick Focus:''' The Battle Miner gains Weapon Focus(Heavy Pick) at 1st level, Weapon Specialization(Heavy Pick) at 2nd level, Greater Weapon Focus(Heavy Pick) at 4th level, and Greater Weapon Specialization(Heavy Pick) at 5th level. Even if he does not fulfill the prerequisites. &lt;br /&gt;
&lt;br /&gt;
'''Low-light Vision:''' The Battle Miner gains low-light vision at 1st level.&lt;br /&gt;
&lt;br /&gt;
'''Dark Vision:''' At 3rd level the Battle Miner gains Dark Vision 60 ft. If the Battle Miner already has some sort of Dark Vision, then it is increased by 30 ft.&lt;br /&gt;
&lt;br /&gt;
'''Favored Enemy:''' At 3rd level the Battle Miner also gains a favored enemy, usually one native to the area he mines. The Battle Miner gains a +4 on Hide, Listen, Spot, Move Silently, and Survival checks against creatures of it's chosen type. Likewise, he gains a +2 bonus on attack against such creatures. The Battle Miner must choose his favored enemy type from the following list.&lt;br /&gt;
*Aberration&lt;br /&gt;
*Humanoid(Elf)&lt;br /&gt;
*Ooze&lt;br /&gt;
*Plant&lt;br /&gt;
*Vermin&lt;br /&gt;
&lt;br /&gt;
'''Underdark Master:''' At 5th level a Battle Miner has grown so accustomed to the Underdark, it all looks completely normal to him. He gains a Blindsense of 30 ft. He also gains a +2 to Hide, Listen, Spot, Move Silently, and Survival while in the Underdark. Battle Miners of this level can no longer become lost in the Underdark. They gain a &amp;quot;Natural Cunning&amp;quot; ability similar to that of a Minotaur. They also know where they are while in the Underdark, and know where which passage will take them, provided they have been there before.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Badass,_Variant_(3.5e_Prestige_Class)</id>
		<title>Badass, Variant (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Badass,_Variant_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:41:05Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Combat Focused, Roleplay Oriented&lt;br /&gt;
|desc=Men who have been pushed too far, one too many times.&lt;br /&gt;
|len=5&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Badass==&lt;br /&gt;
&lt;br /&gt;
--[[User:AboveJester|AboveJester]] ([[User talk:AboveJester|talk]]) 01:10, 21 February 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|It's finally come to this. You killed my family and now I'm finally strong enough to take my revenge.&lt;br /&gt;
|orig=Mysterious Man, Human Badass&lt;br /&gt;
|src=Recorded by onlookers as a mysterious man confronts Nerull, God of Death.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Badass is someone who was pushed too far. Whether he be the fallen hero or the villain that fell too many times, his pride is gone and that fills him with the power of vengeance.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Badass===&lt;br /&gt;
&lt;br /&gt;
Characters can't &amp;quot;try&amp;quot; to become a badass, and they can't be taught to become one. Being a Badass is something you're born with, something dormant inside you that awakens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Forsaken[Quest Feat] or special (See below)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| If you start playing a character that used to be a cohort to someone, that gained said cohort via the Blood Kin quest feat, you make take this class. As long as the person that took the Blood Kin quest feat died in some way that would fill you with vengeance, such as being murdered.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Badass}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d12&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +1 || +1 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Forged By Pain, Forsaken&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage Reduction&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Scars of the Fallen, Return of The Fallen&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Jump, Climb, Tumble, Swim.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Forsaken:''' You can always be brought back to life, even if you have the Forsaken[Quest Feat].&lt;br /&gt;
&lt;br /&gt;
'''Forged By Pain:''' When faced with a battle the involves the badass's purpose for becoming a badass, or even overwhelming odds altogether, the badass's power awakens. The Badass enters a sort of focused state, where he must acomplish his goal. In this state he gains a bonus to his Strength, Dexterity, Constitution, Wisdom, and Charisma equal to 4 times his badass level, and he gains a bonus to all saving throws and skill checks equal to 2 times his badass level.&lt;br /&gt;
&lt;br /&gt;
'''Damage Reduction:''' At level 2, A Badass's body refuses damage to affect it. A Badass gains DR /- equal to his con modifier. If his con modifier changes, so does the damage reduction.&lt;br /&gt;
&lt;br /&gt;
'''Scars of the Fallen:''' At level 3, A Badass no longer fears death, for he has nothing to live for but revenge. A Badass becomes imune to Death Effects, Energy Drain, Ability Drain, Ability Damage, and Fear Effects. Further more, Badasses never give up. The Badass gains the Diehard feat, and at negative 10 hit points he simply goes inert, almost like a warforged. His breathing slows and he appears dead, as long as his body is intact he will survive. A Spot Dc 22 is needed to realize the Badass is still alive, and then a coup de grace will finish him. The Badass gets no save for the coup de grace when in this state. If left alone, his hit points will return as normal, as if he were sleeping.&lt;br /&gt;
&lt;br /&gt;
'''Return of the Fallen:''' Badasses always return at some point or another, as long as they arn't Ex-Badasses. At level 3, a Badass's will exceeds death, and when he dies his soul cannot be destroyed, and he can always be brought back to life. When a Badass dies, it's pretty much guranteed he'll find a way back. Whether it's by becoming a ghost or making deals with demons for life, he wil return. It is said, there was once a Badass who came back as a Belor for revenge. The only way to &amp;quot;kill&amp;quot; a Badass is to seal him with a spell of some sort.&lt;br /&gt;
&lt;br /&gt;
====Ex-Badass====&lt;br /&gt;
&lt;br /&gt;
It is usually impossible to become an Ex-Badass, But under extreme circumstances one can loose their badass powers, although an Ex-badass will regain their powers one the situation is resolved. There are tales of a man that became a badass to avenge the murder of his wife, but lost his powers when his wife was raised from the dead as a zombie and forced to fight him, but the badass regained his composure a few seconds later, and thus regained his powers.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Badass====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Awesomenist_(3.5e_Prestige_Class)</id>
		<title>Awesomenist (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Awesomenist_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:40:22Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Combat Focused, Skilled, Awesome&lt;br /&gt;
|desc= A man that can kill be with his awesome.&lt;br /&gt;
|len=15&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Awesomenist==&lt;br /&gt;
&lt;br /&gt;
--[[User:AboveJester|AboveJester]] ([[User talk:AboveJester|talk]]) 01:10, 21 February 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|.............&lt;br /&gt;
|orig=Ezio, Human Rogue Awesomenist&lt;br /&gt;
|src= A description of Ezio as he walks from an explosion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Awesomenists are rare throughout history, but they are very powerful. Charismatic people that realize how to channel their charisma into a form of presence or aura become Awesomenists. As they advance in their skill, they can literally kill someone with their &amp;quot;awesome&amp;quot;. The don't look at explosions, they stare quietly when you mock them, showing no emotion or fear. They are as deadly as they are terrifying.&lt;br /&gt;
&lt;br /&gt;
===Becoming an Awesomenist===&lt;br /&gt;
&lt;br /&gt;
People who become Awesomenists always have a high charisma, meaning it's more likely for sorcerers to follow the path, however many people can become Awesomenists. Even the skilled rogue can become charismatic enough to take a few levels to help in his adventures. Awesomenists rely solely on their charisma for all their abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Bluff+6, Diplomacy+8, Sense Motive+6&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Assassin, Blind-Fight, Diehard, Heroic Destiny&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Awesomenists must have a Charisma of 18 or higher.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Awesomenist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d10&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Awesome Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awesome Strike&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1d4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1d4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Aura of Awesome&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +2d4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Slow Motion&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +2d4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Awesome Strike&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +3d4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +6 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +3d4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Aura of Nonchalance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +4d4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +8 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Stupify&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +4d4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +9 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Awesome Affect&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +5d4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +10 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perfect Awesome Strike&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +5d4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Jump, Climb, Sense Motive, Diplomacy, Intimidate, Sleight of Hand, Tumble, Swim.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Awesome Strike:''' An Awesomenist can damage someone with their awesome. The Awesomenist rolls a melee touch attack against the target, but instead of using his dexterity modifier uses it's charisma modifier, against any one creature withing 20ft. This is done as a move action, and does not provoke an attack of opportunity, but an Awesome Strike may only be used once per round unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
'''Aura of Awesome:''' An Awesomenist has an aura used to make him more awesome. It provides bonuses and penalties to himself, but only because it affects those around him via morale. The Aura has a radius of 5ft per Awesomenist level. For every person assisting the Awesomenist, or seen as an ally, in combat the Awesomenist takes on a -1 morale penalty to hit, Ac, and skill checks. For every person that the Awesomenist intends to kill during combat, any enemies, he receives a +1 morale bonus to hit, Ac, and skill checks. This Aura has no affect on people indifferent to the Awesomenist or creatures with no intelligent score.&lt;br /&gt;
&lt;br /&gt;
'''Slow Motion:''' The Awesomenist has heightened reflexes. While his physical abilities are impressive, it's the Awesomenist's mental reflexes that are truly powerful. The Awesomenist, at will, views everything as if it was in slow motion. This increases his Dexterity score by his Awesomenist level, increasing all dexterity based checks accordingly. &lt;br /&gt;
&lt;br /&gt;
'''Greater Awesome Strike:''' Greater Awesome Strike enhances the Awesomenist's awesome strike. Now he may add a stun affect. If the Awesome Strike is successful, the target must roll a Fortitude save, DC 10+Awesomenist level+Cha modifier, or be stunned for 1d4+cha modifier rounds.&lt;br /&gt;
&lt;br /&gt;
'''Aura of Nonchalance:''' At 7th level, The Awesomenist gains a new aura. He may activate this aura with his Aura of Awesome or without it, at will. The Aura of Nonchalance makes the Awesomenist appear inconspicuous. It's an aura that allows the Awesomenist to hide his awesome. While using this aura, the Awesomenist gains a bonus to Bluff, Disguise, Hide, Move Silently, and Sleight of Hand equal to his Awesomenist level. This aura has a radius equal to 10ft per Awesomenist level.&lt;br /&gt;
&lt;br /&gt;
'''Stupify:''' An Awesomenist of 8th level can use his awesome to affect the mind of a target creature. The Awesomenist makes a ranged touch attack against the target using his Cha modifer. If successful the target gets a Will Save, DC 10+Awesomenist level+Cha modifier, if affected the target takes a penalty to Wisdom equal to the Awesomenist's level. This penalty has no affect on spellcasting or psionic abilities. This penalty is mainly used to force leaders, diplomats, and tyrants make rash a stupid decisions. It makes people feel over confident and proud, forcing enemies out from behind cover. If this ability is used on a target within the Awesomenist's Aura of Awesome's radius, then the Wisdom penalty is increased by the Awesomenist's bonus or decreased by the penalty from the aura.&lt;br /&gt;
&lt;br /&gt;
'''Awesome Affect:''' At level 9, the Awesomenist gains the Awesome Affect ability to perform miraculous feats. He may now use any feat he fulfills the prerequisites for, against anyone within his Aura of Awesome. This doesn't include epic feats. Nor does it actually mean he has the feats for the purpose of using magic items or entering prestige classes.&lt;br /&gt;
&lt;br /&gt;
'''Perfect Awesome Strike:''' At 10th level, when the Awesomenist uses his Awesome Strike against someone within his Aura of Awesome, it counts as a coup de grace. The Awesome Strike doesn't critical, but the target must still roll a Fortitude save, DC 10+Awesome Strike Damage, or die. The Perfect Awesome Strike is a powerful death affect, and affects creatures that are immune to death affects, as long as they have fewer Hit Dice then the Awesomenist.&lt;br /&gt;
&lt;br /&gt;
====Ex-Awesomenist====&lt;br /&gt;
&lt;br /&gt;
If an Awesomenist's Charisma score falls below 18, he looses access to all of his  Awesomenist class abilities, as he looses the &amp;quot;awesome&amp;quot; from which he gains his powers. If his Charisma raises to 18 or higher, he gains back his abilities.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Atheism_(3.5e_Cleric_Domain)</id>
		<title>Atheism (3.5e Cleric Domain)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Atheism_(3.5e_Cleric_Domain)"/>
				<updated>2013-06-18T07:40:07Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Atheism Domain ===&lt;br /&gt;
&lt;br /&gt;
The atheism domain is often taken up by clerics who do not worship deities and instead follow a belief or ideology. &lt;br /&gt;
&lt;br /&gt;
'''Granted Powers''': Turn or destroy [[outsider]]s as a good [[SRD:Cleric|cleric]] turns [[SRD:Undead Type|undead]]. Rebuke, command, or bolster outsiders as an evil [[SRD:Cleric|cleric]] rebukes [[SRD:Undead Type|undead]]. Use these abilities a total number of times per day equal to 3 + your [[SRD:Charisma|Charisma]] modifier. This granted power is a [[SRD:Supernatural Ability|supernatural ability]].&lt;br /&gt;
&lt;br /&gt;
==== Atheism Domain Spells ====&lt;br /&gt;
&lt;br /&gt;
# [[Marak's Denial (3.5e_Spell)|Marak's Denial]] You counter a spell that was just cast.&lt;br /&gt;
# [[Detect Power Level (3.5e_Spell)|Detect Power Level]] You sense beings, and how powerful they are.&lt;br /&gt;
# [[Detect X (3.5e Spell)|Detect X]] You detect specific things similar to detect evil or detect good.&lt;br /&gt;
# [[Annihilate Common Matter (3.5e_Spell)|Annihilate Common Matter]] You destroy matter, or animated objects, similarly to the disintegrate spell.&lt;br /&gt;
# [[Soul Burn (3.5e Spell)|Soul Burn]]  You summon magic that literally burns the subject's soul.&lt;br /&gt;
# [[Call of the Reaper (3.5e_Spell)|Call of the Reaper]] You call a reaper. Which brings someone back to life, even if they're unwilling. For a price.&lt;br /&gt;
# [[Achieve_Goals (3.5e_Spell)|Achieve_Goals]] You or another touched creature gain bonuses to achieving a set goal.&lt;br /&gt;
# [[Wish]] A powerful spell that lets you alter fate itself.&lt;br /&gt;
# [[Hand of The God (3.5e_Spell)|Hand of The God]] A large hand appears next to you to destroy your enemy.&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Cleric Domains Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Spell]]&lt;br /&gt;
[[Category:Domain]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Acolyte_of_Barnabus_(3.5e_Prestige_Class)</id>
		<title>Acolyte of Barnabus (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Acolyte_of_Barnabus_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T07:39:57Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=Boogeyman.jpg&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=720px&lt;br /&gt;
|imgcaption=An Acolyte of Barnabus using its Twisted Form ability&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Finished&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type=Bad Guy, Strong Spellcasting&lt;br /&gt;
|desc=An Acolyte of Barnabus is a worshiper of the greater deity of fear, Barnabus, and practices the highest art of fear.&lt;br /&gt;
|len=10&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Acolyte of Barnabus==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Fear is but a prayer to my Lord Barnabus, and I am going to teach you just how he likes his prayers.&lt;br /&gt;
|orig=Baras, Human Acolyte of Barnabus&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When a person is plagued by nightmares or terrifying hallucinations, chances are that an Acolyte of Barnabus is nearby. Though few in numbers and not too well known, an educated mind can easily see traces of them through history. The origins of the &amp;quot;Boogeyman&amp;quot; story is based off of an Acolyte of Barnabus, and many know very well that the Acolytes of Barnabus are some of the most dangerous clerics in the world.&lt;br /&gt;
&lt;br /&gt;
===Becoming an Acolyte of Barnabus===&lt;br /&gt;
&lt;br /&gt;
Worshipers of Barnabus that become stronger all inevitably attempt to enter this class. It is the pinnacle of worship for him, a devotion to causing fear and dread that few can imagine. Because of the prerequisite of being a Twisted Visage, many Acolytes of Barnabus are all clerics and/or sorcerers. Acolytes of Barnabus draw their power from their Charisma score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| TN, LE, NE, or CE&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Intimidate +14&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Skill Focus(Intimidate)&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Must be able to use a Phantasmal Killer effect as a spell, spell-like ability, supernatural or extraordinary ability.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Barnabus&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Fear Domain.&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| To become a member of this class, you must first complete 10 levels of the [http://www.dandwiki.com/wiki/Twisted_Visage_(3.5e_Prestige_Class) Twisted Visage] class&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Acolyte of Barnabus}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Spells per day&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +0 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Aura of Utter Fear&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing Spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +0 || +0 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Phantasmal Killer&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing Spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +1 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Maze of Terror&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing Spellcasting class&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At every odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine or arcane spellcasting class before becoming an Acolyte of Barnabus, you must decide which class to add each level for the purpose of determining spells per day, caster level, and spells known. This class counts as a spellcasting class for the purpose of determining caster level.&lt;br /&gt;
&lt;br /&gt;
'''Aura of Utter Fear:''' The first ability granted by Barnabus. The Acolyte of Barnabus gives off a constant aura of fear like none other. Creatures within the aura always feel something unnatural nearby. Creatures that fail their will saves (DC 10+Caster Level+Cha mod) see something so terrifying that they begin [http://www.dandwiki.com/wiki/SRD:Cowering Cowering], and instinctively look towards the Acolyte of Barnabus. Creatures affected by the 30 ft. aura cower for 1d6 rounds. Once theyre done cowering, they do not remember what they saw, and for another 1d4 rounds they refuse to acknowledge that the Acolyte of Barnabus is even there. The Acolyte of Barnabus may choose choose to deactivate or let certain creatures be unaffected by the aura. If a creature succeeds its will save, it becomes immune to the aura for 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Phantasmal Killer:''' An Acolyte of Barnabus of 3rd level is bestowed the ability to affect creatures with Phantasmal Killer, as the spell. This ability is a free action that can be used a number of times a day equal to his Cha modifier. If the Acolyte of Barnabus has something that belonged to the target (A lock of hair, and item, etc) then he may use it as a focus to affect the creature with Phantasmal Killer regardless of where they are. If the creature is affected by the Aura of Utter Fear, then the DC for the Phantasmal Killer ability increases by 4. If the Acolyte uses a focus in order to affect it, then the DC increases by 2. Creatures that succeed the Will save for the Phantasmal Killer cannot be affected by this ability for another 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Maze of Terror:''' A number of times per day equal to the Acolyte's Cha mod, an Acolyte of Barnabus can trap a creature inside of a Maze, similar to the Maze spell. The creature is banished to a maze of dark caverns filled with moving shadows and other terrifying apparitions. The only way to escape the maze is to succeed their will save against a Weird, as the spell, then make an Int check DC 20 as a full round action to escape. Creatures that fail their will save against the Weird cannot escape the maze. Unlike Maze, Plane Shift will not allow you to leave the maze.  Weird DC (10+Caster Level+Cha mod). Creatures that fail the Will Dc but succeed the Fort Dc should be asked to roll an Int check with no DC, in order to make it seem like a normal maze spell. If the creature succeeds their Fort save then a new Weird appears next round. Creatures that stay inside the maze for 10 or more rounds begin loosing their minds to the maze. They must roll a will save (DC 10+Acolyte level+# of rounds inside the maze) or take 1d4 Wisdom damage (If using the Sanity score variant, then the creature looses 1d10 sanity points instead). An Acolyte of Barnabus may only affect one creature with Maze of Terror at a time. The Acolyte may enter the maze to attack the creature, as normal, but if this is done then the Int Dc to escape increases to 30 and the Weird no longer appears.&lt;br /&gt;
&lt;br /&gt;
====Ex-Acolyte of Barnabus====&lt;br /&gt;
&lt;br /&gt;
If an Acolyte of Barnabus no longer worships Barnabus, he looses all the extraordinary abilities of this class. Also, every night the creature is affected by the &amp;quot;Phantasmal Killer&amp;quot; ability from above, DC 40. In order to regain their abilities and stop the Phantasmal Killer, the Acolyte of Barnabus must use an atonement spell, and start worshiping Barnabus again.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Acolyte of Barnabus in the World====&lt;br /&gt;
&lt;br /&gt;
Acolytes of Barnabus spread terror and fear in the name of Barnabus. Barnabus gains worshipers based on the number of people who fear him along with worshipers, so the job of an Acolyte of Barnabus is to cause as much fear as possible, on a big of a scale as possible.&lt;br /&gt;
&lt;br /&gt;
{{quote|Fear is an essence, a power. It is a powerful energy, that my Lord gains power from. My Lord has chosen me to worship instead of fear him, so that I may make others fear him. |4=Trevor Micas, True Neutral, Human Acolyte of Barnabus}}&lt;br /&gt;
&lt;br /&gt;
Acolytes of Barnabus arent well known in the world, so theyre usually thrown in with cult members if they reveal what they are.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Npc's that are not Acolytes of Barnabus either care little, or are terrified of an Acolyte of Barnabus.&lt;br /&gt;
&lt;br /&gt;
====Acolyte of Barnabus Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge(Religion) can research Acolytes of Barnabus to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ Knowledge(Religion)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Acolytes of Barnabus are not cult members, but instead powerful masters of fear itself.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | All Acolytes of Barnabus are also a Twisted Visage.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 31 || class=&amp;quot;left&amp;quot; | You know Acolytes of Barnabus have an ability to trap people in a maze filled with creatures of terror.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 36 || class=&amp;quot;left&amp;quot; | You gain information of a specific Acolyte of Barnabus or other obscure knowledge. (DM's choice)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Epic Prestige Class]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User:AboveJester</id>
		<title>User:AboveJester</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:AboveJester"/>
				<updated>2013-06-18T07:39:45Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is time to do battle o_o We may yet see dawn brothers! For we are warriors of Pelor, and I am his strongest cleric!! Do not worry friends, I, Siegfried, shall lead this onslaught to victory!!&lt;br /&gt;
&lt;br /&gt;
'''Note to self:''' I must make these Kender creatures.&lt;br /&gt;
&lt;br /&gt;
Dire Lemming / Dire Lemming Swarm&lt;br /&gt;
&lt;br /&gt;
Striped &amp;quot;Taunters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Land Shark&lt;br /&gt;
&lt;br /&gt;
Kender Dragon&lt;br /&gt;
&lt;br /&gt;
Guinea Lion&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User_talk:AboveJester</id>
		<title>User talk:AboveJester</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User_talk:AboveJester"/>
				<updated>2013-06-18T07:39:21Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi AboveJester, I know you've spend some time adding a user category to pages you've started, but please can you remove them? It has already been decided that such categories shouldn't be used and there's an ongoing effort to remove user categories from all pages. Your contributions can be viewed at [[Special:Contributions/AboveJester]]. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:09, 18 June 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh o_o Sorry, I'll get rid of them :P I didnt know that wasnt cool lol&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User_talk:AboveJester</id>
		<title>User talk:AboveJester</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User_talk:AboveJester"/>
				<updated>2013-06-18T02:26:03Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Lion_Warrior_(3.5e_Prestige_Class)</id>
		<title>Lion Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Lion_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:18:00Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=Field.jpg&lt;br /&gt;
|imgloc=Bottom&lt;br /&gt;
|imgsize=480px&lt;br /&gt;
|imgcaption=Don't think there's nothing hunting you, just because you rolled a high spot check.&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Finished&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type=Combat Focused&lt;br /&gt;
|desc=The Lion Warriors of the Southern Isles are fierce hunters that follow the path of the lion.&lt;br /&gt;
|len=&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lion Warrior==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|&amp;quot;Just as I thought we had outran them, I turned and there they were. The beasties were terrifying! All I saw was tall grass at first, and then I saw their eyes in the fields, but that was all. They were like ghosts! You'll never catch me on one'a them islands again!&amp;quot;&lt;br /&gt;
|orig=A old sailor recounting his trip to the Southern Isles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Lion Warriors of the Southern Isles are master hunters. They stalk like the mightiest lion, and track even better then the most skilled ranger. Many Lion Warriors are scattered throughout the Southern Isles that they call home. They protect nature from poachers, wild fires, and other threats. There is no alignment restriction to becoming a Lion Warrior, however, if a possible candidate is evil it makes it all that less likely that he'll be able to pass the test required to become a Lion Warrior. &lt;br /&gt;
&lt;br /&gt;
===Becoming a Lion Warrior===&lt;br /&gt;
&lt;br /&gt;
Most Lion Warriors come from a ranger background. There a some very few exceptions, sometimes a druid or barbarian will some how be trained in the ways of the Lion Warrior. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Non-Chaotic&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Hide +6, Survival +6, Knowledge(Nature) +8, Knowledge(Geography) +6&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Track&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Characters wishing to become a Lion Warrior must learn the secrets and stealth from someone that is considered a master (Lion Warrior level 10) of the class already. This usually involves traveling to the Southern Isles. Lion Warriors put possible candidates through a test. The candidate must feed a lion, if the lion deems the candidate as acceptable then it will eat the food and leave, if it doesnt, then it will attack the candidate. The lions are quick to dismiss evil candidates, but this does not mean evil creatures cannot become Lion Warriors, but evil creatures must at least revere nature to become one.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Lion Warrior}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +2, Lion Empathy&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +0 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Health +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +2 || +1 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +3, Lion's Stealth&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Health +4, Lion's Roar&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +4 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +5 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +6, Call Lions&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +6/+1 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Health +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +7, Lion Companion&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +8, Lion Master&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Climb, Jump, Hide, Survival.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Lion's Strength:''' Lion Warriors gain increases to their Strength score based on their level.&lt;br /&gt;
&lt;br /&gt;
'''Lion's Health:''' Lion Warriors gain increases to their Constitution score based on their level.&lt;br /&gt;
&lt;br /&gt;
'''Lion Empathy:''' A Lion Warrior can improve the attitude of lions. This ability functions just like a Diplomacy check to improve the attitude of a person. The Lion Warrior rolls 1d20 and adds his Lion Warrior level and his Charisma bonus to determine the lion empathy check result.  To use wild empathy, the Lion Warrior and the lion must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing a lion in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Lion Warrior can also use this ability on other creatures that are similar to lions, but if the creature has an Int of 3 or higher, the Lion Warrior takes a -4 penalty.&lt;br /&gt;
&lt;br /&gt;
'''Lion's Stealth:''' Lion Warriors of 3rd level begin practicing the art of stealth. Lion Warriors add (Lion Warrior level + 4) to their hide and move silently checks.&lt;br /&gt;
&lt;br /&gt;
'''Lion's Roar:''' Lion Warriors use the Lion's Roar as a war cry to confuse the animal companions of whoever they happen to be hunting. The Lion's Roar mimics the roar of a lion, and the direction of the Lion Warrior cannot be pinpointed when it is used. Using the Lion's Warrior is a standard action, and affects all creatures with Lion Warrior levels within 100 ft. Creatures within the radius must roll a will save DC(10+Lion Warrior level+Cha modifier) or become shaken for 1d6 rounds. Lions are unaffected by the Lion's Roar. Animals with an Int score of 1 or 2 become panicked for 1d6 rounds instead.&lt;br /&gt;
&lt;br /&gt;
'''Call Lions:''' A Lion Warrior of 7th level has earned the trust of lions from all nations. He may call any lions with 400 ft. of him by letting out a loud roar similar to the Lion's Roar. Lions called in this way see the Lion Warrior as another Lion, and will aid him faithfully but will not follow his commands unless he uses his Lion Empathy ability. A Lion Warrior that uses this ability reveals his general location to all those within 200 ft.&lt;br /&gt;
&lt;br /&gt;
'''Lion Companion:''' At 9th level a Lion Warrior may take a lion as a faithful animal companion. Unlike other animal companions, a Lion Warrior's lion companion does not advance in hit die, and does not gain special abilities. A Lion Warrior can only take on a lion if the lion's hit dice is lower then his own hit dice. Significantly powerful Lion Warriors have been known to take on Dire Lions, or even Legendary Lions, as their lion companion once they reach a high enough level. If a Lion Warrior's lion dies, or if he releases it from his command, the Lion Warrior can gain a new lion companion after 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Lion Master:''' Lion Warriors of 10th level can train other creatures to become Lion Warriors. Also, Lion Warriors of this level gains a scent and rake ability. If a Lion Warrior charges a foe, he may make two rake attacks with whatever weapon he is holding (Rake, +4 to hit, +1d8 damage). &lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Lion Warrior====&lt;br /&gt;
&lt;br /&gt;
Lion Warriors make good replacements for Rangers or Barbarians.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Lion Warriors are the hunter. They track down the enemy, and rely on stealth to set up an ambush.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Many Lion Warriors, if they havnt already, go into druid or ranger if they havnt already.&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' Lion Warriors are always welcome among the Lion Warrior tribes of the Southern Isles. Identification isnt necessary, Lion Warriors have a knack for identifying others of their kind.&lt;br /&gt;
&lt;br /&gt;
====Lion Warriors in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|We all have our different reasons for being here, little cub. Many come to learn how to survive on these islands, others come to honor nature. There are even a few here that learn the way of the lion to take advantage of the innocent. I did it because I love the lions, and now I am their eternal ally.|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The Lion Warriors of the Souther Isles are feared by the common people. Theyre seen as barbarians, but usually all they do is scare people off their island.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Druids and rangers understand the Lion Warriors, but other classes, mostly npc classes, will feel slightly uneasy around lion warriors.&lt;br /&gt;
&lt;br /&gt;
====Lion Warrior Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge(Nature) can research Lion Warriors to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ Knowledge(nature)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | You have heard of the Lion Warriors. While they are known as a terrifying tribe, they only do what they can to defend the island the live on.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | While Lion Warriors raise their own to become members of the tribe, they also take outsiders to join their ranks, provided they can pass a test.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | Not only do you know of the test to become a Lion Warrior, but you know where you need to go to take it.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | You know about specific, higher up members of the Lion Warriors, and you know how to get around the test to become a lion warrior. A high level &amp;quot;hide from animals&amp;quot; and a &amp;quot;undetectable alignment&amp;quot; spell can mask you enough to pass the test and not be caught by the other Lion Warriors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/File:Field.jpg</id>
		<title>File:Field.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/File:Field.jpg"/>
				<updated>2013-06-18T02:15:38Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Flesh_Grafter_(3.5e_Prestige_Class)</id>
		<title>Flesh Grafter (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Flesh_Grafter_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:12:22Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Skilled, Bad Guy&lt;br /&gt;
|desc= A Flesh Grafter is someone who masters the art of attaching grafts to living people.&lt;br /&gt;
|len=&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Flesh Grafter==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Don't worry, I'm just going to remove your heart and replace it with a beholder's. Should be good as new!&lt;br /&gt;
|orig=Johnson, Human Flesh Grafter.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Flesh Grafter is the master of their craft. They learn to take apart all species and put those parts onto different creatures. Flesh Grafters will often be seen as normal people, but many hold hidden abilities. Such as a Morg's tongue or a Red Dragons arm, some even have a skin graft from the scalp of a Medusa.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Flesh Grafter===&lt;br /&gt;
&lt;br /&gt;
Most often this class is entered by wizards, as it requires spellcasting ability and a high Intelligence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Heal 14 ranks.&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Graft Flesh (Any One)&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Must be able to cast spells of 3rd level or higher.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must have grafted a graft at some point or another.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Flesh Grafter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d4&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Spellcasting&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +0 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Graft Flesh&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +1 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Graft Flesh&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing arcane spell casting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Graft Flesh, Quick Graft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +1 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Graft Flesh&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing arcane spell casting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +2 || +2 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Graft Flesh, Perfect Graft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft(Alchemy), Spellcraft, Heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Graft Flesh:''' At every level, a Flesh Grafter gains a new &amp;quot;Graft Flesh&amp;quot; feat.&lt;br /&gt;
&lt;br /&gt;
'''Quick Graft:''' At 3rd level, a Flesh Grafter can create and prepare a graft in half the normal time, and can apply a graft in 10 minutes in a comfortable setting.&lt;br /&gt;
&lt;br /&gt;
'''Perfect Graft:''' A Flesh Grafter of 5th level is a master of his art. He can create any craft at half the normal price.&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Flesh Grafter====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Werebalor_(3.5e_Creature)</id>
		<title>Werebalor (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Werebalor_(3.5e_Creature)"/>
				<updated>2013-06-18T02:10:22Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Werebalor ==&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
| style=&lt;br /&gt;
|#ofEntries=3     &lt;br /&gt;
| creature=Humanoid Form &lt;br /&gt;
| creature2=Balor Form &lt;br /&gt;
| creature3=Hybrid Form&lt;br /&gt;
| size=Medium | type=[[SRD:Humanoid Type|Humanoid]] [[SRD:Shapechanger Subtype|Shapechanger]] ([[SRD:Chaotic Subtype|Chaotic]], [[SRD:Demon Subtype|Demon]], [[SRD:Extraplanar Subtype|Extraplanar]], [[SRD:Evil Subtype|Evil]])&lt;br /&gt;
| size2=Large | type2=[[SRD:Humanoid Type|Humanoid]] [[SRD:Shapechanger Subtype|Shapechanger]] ([[SRD:Chaotic Subtype|Chaotic]], [[SRD:Demon Subtype|Demon]], [[SRD:Extraplanar Subtype|Extraplanar]], [[SRD:Evil Subtype|Evil]])&lt;br /&gt;
| size3=Large | type3=[[SRD:Humanoid Type|Humanoid]] [[SRD:Shapechanger Subtype|Shapechanger]] ([[SRD:Chaotic Subtype|Chaotic]], [[SRD:Demon Subtype|Demon]], [[SRD:Extraplanar Subtype|Extraplanar]], [[SRD:Evil Subtype|Evil]])&lt;br /&gt;
| hd=1d8+3 plus 20d8+160  | hp=247&lt;br /&gt;
| hd2=1d8+3 plus 20d8+160  | hp2=247&lt;br /&gt;
| hd3=1d8+3 plus 20d8+160  | hp3=247&lt;br /&gt;
| init=+6&lt;br /&gt;
| init2=+9&lt;br /&gt;
| init3=+9&lt;br /&gt;
| speed=30 ft. (6 squares) &lt;br /&gt;
| speed2=40 ft. (8 squares), Fly 90 ft. (good)&lt;br /&gt;
| speed3=30 ft. (6 squares), Fly 45 ft. (good)&lt;br /&gt;
| ac=21 (+2 natural, +2 Night Leather, +5 Chain Mail, +2 Dex)  | touch=12 | flat=19 &lt;br /&gt;
| ac2=35 (–1 size, +5 [[SRD:Dexterity|Dex]], +21 natural),  | touch2=14 | flat2=30 &lt;br /&gt;
| ac3=35 (–1 size, +5 [[SRD:Dexterity|Dex]], +21 natural)  | touch3=14 | flat3=30&lt;br /&gt;
| bab=+24/+19/+14/+9 | grapple=+24&lt;br /&gt;
| bab2=+29/+24/+19/+14 | grapple2=+34 &lt;br /&gt;
| bab3=+29/+24/+19/+14 | grapple3=+34&lt;br /&gt;
| at=[[SRD:Greataxe|Greataxe]] +24 Melee (1d12+6/x3) &lt;br /&gt;
| at2= +1 Vorpal Longsword +29 Melee (2d6+15 plus Curse of Lycanthropy /19-20)&lt;br /&gt;
| at3=[[SRD:Greataxe|Greataxe]] +29 Melee (1d12+15/x3)&lt;br /&gt;
| full_at=[[SRD:Greataxe|Greataxe]] +24/+19/+14/+9 melee (1d12+6/x3) &lt;br /&gt;
| full_at2= +1 Vorpal Longsword +29/+24/+19/+14 Melee (2d6+15 plus Curse of Lycanthropy /19-20) and +1 Flaming Whip +29/+24 Melee (1d4+4 plus 1d6 fire plus entangle)&lt;br /&gt;
| full_at3=[[SRD:Greataxe|Greataxe]] +29//+24/+19/+14 melee (1d12+15/x3)&lt;br /&gt;
| space=5 ft. | reach=5 ft. &lt;br /&gt;
| space2=10 ft. | reach2=10 ft. (20 ft. with Flaming Whip)&lt;br /&gt;
| space3=10 ft. | reach3=10 ft.&lt;br /&gt;
| sa=— &lt;br /&gt;
| sa2=Curse of lycanthropy, Death Throes, Entangle, Spell-like Abilities, Summon Demon, Vorpal Sword&lt;br /&gt;
| sa3=&lt;br /&gt;
| sq=[[SRD:Alternate Form|Alternate form]], Demon Empathy&lt;br /&gt;
| sq2=[[SRD:Alternate Form|Alternate form]], Demon Empathy, [[SRD:Damage Reduction|damage reduction]] 15/(Cold Iron + Good, or Silver) , Dark Vision 60 ft., Flaming Body, Immunity to (Electricity, Fire, and Poison), Resistance Acid&amp;amp;Cold 10, Spell Resistance 28, Telepathy 100 ft., True Seeing&lt;br /&gt;
| sq3=[[SRD:Alternate Form|Alternate form]], Demon Empathy, [[SRD:Damage Reduction|damage reduction]] 10/Silver&lt;br /&gt;
| fort=+15 | ref=+14 | will=+14 &lt;br /&gt;
| fort2=+20 | ref2=+17 | will2=+14 &lt;br /&gt;
| fort3=+20 | ref3=+17 | will3=+14&lt;br /&gt;
| str=18 | dex=14 | con=17 | int=10 | wis=14 | cha=12&lt;br /&gt;
| str2=30 | dex2=21 | con2=27 | int2=10 | wis2=14 | cha2=12 &lt;br /&gt;
| str3=30 | dex3=21 | con3=27 | int3=10 | wis3=14 | cha3=12&lt;br /&gt;
| skills=[[SRD:Bluff Skill|Bluff]] +15, [[SRD:Concentration Skill|Concentration]] +16, [[SRD:Diplomacy Skill|Diplomacy]] +10, [[SRD: Disguise Skill|Disguise]] +10 (+12 acting), [[SRD:Hide Skill|Hide]] +10, [[SRD:Intimidate Skill| Intimidate]] +22, [[SRD:Knowledge Skill|Knowledge (Any two)]] +10, [[SRD:Listen Skill|Listen]] +10, [[SRD:Move Silently|Move Silently]] +10, [[SRD:Search Skill|Search]] +10, [[SRD:Sense Motive Skill|Sense Motive]] +15, [[SRD:Spellcraft Skill|Spellcraft]] +14 (+14 Scrolls), [[SRD:Spot Skill|Spot]] +10, [[SRD:Survival Skill|Survival]] +10 (+12 following tracks), [[SRD:Use Magic Device Skill|Use Magic Device]] +10 (+12 Scrolls)&lt;br /&gt;
| skills2=[[SRD:Bluff Skill|Bluff]] +15, [[SRD:Concentration Skill|Concentration]] +16, [[SRD:Diplomacy Skill|Diplomacy]] +10, [[SRD: Disguise Skill|Disguise]] +10 (+12 acting), [[SRD:Hide Skill|Hide]] +10, [[SRD:Intimidate Skill| Intimidate]] +22, [[SRD:Knowledge Skill|Knowledge (Any two)]] +10, [[SRD:Listen Skill|Listen]] +10, [[SRD:Move Silently|Move Silently]] +10, [[SRD:Search Skill|Search]] +10, [[SRD:Sense Motive Skill|Sense Motive]] +15, [[SRD:Spellcraft Skill|Spellcraft]] +14 (+14 Scrolls), [[SRD:Spot Skill|Spot]] +10, [[SRD:Survival Skill|Survival]] +10 (+12 following tracks), [[SRD:Use Magic Device Skill|Use Magic Device]] +10 (+12 Scrolls)&lt;br /&gt;
| skills3=[[SRD:Bluff Skill|Bluff]] +15, [[SRD:Concentration Skill|Concentration]] +16, [[SRD:Diplomacy Skill|Diplomacy]] +10, [[SRD: Disguise Skill|Disguise]] +10 (+12 acting), [[SRD:Hide Skill|Hide]] +10, [[SRD:Intimidate Skill| Intimidate]] +22, [[SRD:Knowledge Skill|Knowledge (Any two)]] +10, [[SRD:Listen Skill|Listen]] +10, [[SRD:Move Silently|Move Silently]] +10, [[SRD:Search Skill|Search]] +10, [[SRD:Sense Motive Skill|Sense Motive]] +15, [[SRD:Spellcraft Skill|Spellcraft]] +14 (+14 Scrolls), [[SRD:Spot Skill|Spot]] +10, [[SRD:Survival Skill|Survival]] +10 (+12 following tracks), [[SRD:Use Magic Device Skill|Use Magic Device]] +10 (+12 Scrolls)&lt;br /&gt;
| feats=[[SRD:Improved Initiative|Improved Initiative]], [[SRD:Iron Will|Iron Will]], [[SRD:Power Attack|Power Attack]], [[SRD:Cleave|Cleave]], Weapon Focus (longsword), Two Weapon Fighting, Improved Two Weapon Fighting, Quicken Spell-like Ability (Telekinesis)&lt;br /&gt;
| feats2=(same as humanoid form) &lt;br /&gt;
| feats3=(same as humanoid form)&lt;br /&gt;
| env=As Base Creature&lt;br /&gt;
| env2=As Base Creature&lt;br /&gt;
| env3=As Base Creature&lt;br /&gt;
| org=Solitary&lt;br /&gt;
| org2=Solitary&lt;br /&gt;
| org3=Solitary&lt;br /&gt;
| cr=18&lt;br /&gt;
| cr2=18&lt;br /&gt;
| cr3=18&lt;br /&gt;
| treas=Standard coins; double goods; standard items&lt;br /&gt;
| treas2=Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip&lt;br /&gt;
| treas3=Standard coins; double goods; standard items&lt;br /&gt;
| align=As Base Creature&lt;br /&gt;
| align2=Always [[SRD:Chaotic Evil|Chaotic Evil]]  &lt;br /&gt;
| align3=As Base Creature&lt;br /&gt;
| adv=As Base Creature&lt;br /&gt;
| adv2=As Base Creature&lt;br /&gt;
| adv3=As Base Creature&lt;br /&gt;
| la=+18 &lt;br /&gt;
| la2=+18 &lt;br /&gt;
| la3=+18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''The paladin standing before you screams under the full moon, &amp;quot;Get away! PLEASE!! I DON'T WANT THIS!!!&amp;quot;. His body sizzles and pops as the scent of brimstone fills the air. Screams of agony, pain, and despair fill the forest as his skin turns a dark red, and his body bursts into flames. An evil presence surrounds you as a large 12 ft. tall winged, horned beast rises up from the fetal position the paladin was once in. &amp;quot;Now&amp;quot;, You hear, &amp;quot;Let's see how many I can kill, before my time is up.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''Combat'''==&lt;br /&gt;
&lt;br /&gt;
===Special Abilities===&lt;br /&gt;
&lt;br /&gt;
'''Curse of Lycanthropy:''' Unlike normal Lycanthropes, a Werebalor passes on the Curse of Lycanthropy with it's vorpal sword. Creatures struck by a werebalor's vorpal sword must make a DC 15 Fortitude save or become cursed with Werebalor Lycanthropy. If the victim is not within one&lt;br /&gt;
size category of the monstrous lycanthrope’s monster form (for example, a hill giant bitten by a weresprite), the victim cannot contract lycanthropy from that creature.&lt;br /&gt;
&lt;br /&gt;
'''Death Throes:''' When killed in Balor form, a werebalor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 28 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.&lt;br /&gt;
&lt;br /&gt;
'''Entangle:''' A werebalor that shifts to balor form has a +1 flaming whip summoned to it's hand. It entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the werebalor immediately make opposed Strength checks; if the werebalor wins, it drags the target against its flaming body (see below). The target remains anchored against the werebalor’s body until it escapes the whip.&lt;br /&gt;
&lt;br /&gt;
'''Spell-like Abilities:'''  At will— blasphemy (DC 18), dominate monster (DC 20), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 18), power word stun, telekinesis (DC 16), unholy aura (DC 19); 1/day—fire storm (DC 19), implosion (DC 20). Caster level 20th. The save DCs are Charisma-based.&lt;br /&gt;
&lt;br /&gt;
'''Summon Demon:''' Once per day a werebalor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell. The creatures summoned treat the werebalor as a normal Balor while it's in Balor form, but may become hostile to it once it shifts to normal or hybrid form.&lt;br /&gt;
&lt;br /&gt;
'''Vorpal Sword:''' When a werebalor shifts to Balor form, whether willingly or by full moon, a large +1 Vorpal Longsword appears in one of it's hands. A werebalor that lost control guards it's sword carefully, as it's the only way it can pass on the curse. The werebalor's sword vanishes when the werebalor shifts back to normal or hybrid form. If the sword breaks, a new one will appear next time the werebalor shifts to Balor form.&lt;br /&gt;
&lt;br /&gt;
===Special Qualities===&lt;br /&gt;
&lt;br /&gt;
'''Alternate Form:''' Werebalors can shift between their forms as a standard action, if the succeed the normal Control Shape check, just as normal lycanthropes. Werebalors that shift to Balor form become chaotic evil during this time, even if it was done on purpose with a Control Shape check. Werebalors must resist the urge to shift on a full moon, as normal, but certain experiences may also cause a change. It falls on the DM whether or not a scenario is gruesome enough to possibly force a change. Normally scenes of intense evil, bloodshed, or anger can cause a werebalor to change form. Especially if the werebalor is directly involved in it.&lt;br /&gt;
&lt;br /&gt;
'''Demon Empathy:''' Werebalors have a +4 to charisma based checks when dealing with evil outsiders, and a -4 to charisma based checks with good outsiders.&lt;br /&gt;
&lt;br /&gt;
'''Flaming Body:''' The body of a werebalor in Balor form is wreathed in flame. Anyone grappling a werebalor takes 6d6 points of fire damage each round.&lt;br /&gt;
&lt;br /&gt;
'''True Seeing:''' A werebalor in Balor form has a continuous true seeing ability, as the spell (caster level 20th).&lt;br /&gt;
&lt;br /&gt;
==Typical Physical Characteristics==&lt;br /&gt;
&lt;br /&gt;
Werebalors in normal form have an appearance similar to tieflings. When a creature becomes a werebalor this change in appearance is gradual, taking place over several weeks. Werebalors in hybrid form grow long horns, and wickedly sharp teeth. Their skin turns a darker red, similar to a half-fiend in many ways. Medium sized wings sprout from it's back, allowing flight. Werebalors in Balor form always become chaotic evil, taking on a terrifying destructive persona. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:'''&lt;br /&gt;
&lt;br /&gt;
The difference between a normal Lycanthrope and a Werebalor, is the drastic change in alignment. Werebalors in Balor form always become chaotic evil, regardless of their prior alignment. Many Werebalors are good, because of the difference in becoming a werebalor from normal Lycanthropes.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
Becoming a werebalor is a terrible thing, especially for good characters. Usually any creature that becomes a werebalor was cursed by a similar demon. Werebalors learn of their affliction on the next full moon, just as normal lycanthropes. Many werebalors have described the experience as an evil one, and that they felt a pure malevolence wash over them before blacking out. All werebalors are afflicted, meaning that they cannot control their form without a successful Control Shape check. Werebalors that shift into full form by failing the Control Shape check loose themselves, and take on a demonic and destructive personality. Werebalors can pass on their affliction by striking a creature with their vorpal longsword.&lt;br /&gt;
&lt;br /&gt;
==For Player Characters==&lt;br /&gt;
&lt;br /&gt;
The Werebalor creature was made using the Monstrous Lycanthrope template created by Green Ronin Publishing, found in the Advanced Bestiary.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR18]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Shapechanger Subtype]]&lt;br /&gt;
[[Category:Evil Subtype]]&lt;br /&gt;
[[Category:Demon Subtype]]&lt;br /&gt;
[[Category:Medium Size]]&lt;br /&gt;
[[Category:Large Size]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
[[Category:Lycanthrope]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Titan_Disciple_(3.5e_Prestige_Class)</id>
		<title>Titan Disciple (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Titan_Disciple_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:10:09Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Finished. Needs sample encounter.&lt;br /&gt;
|editing= PLEASE DO NOT EDIT&lt;br /&gt;
|type=Combat Focused, Barbarian, Spellcasting&lt;br /&gt;
|desc=Titan's are powerful beings of emotion and magic. A Titan Disciple is someone that taps into a Titan ancestry to gain power. &lt;br /&gt;
|len=10&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Titan Disciple==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
| Dammit! Forget it! I'll take them on myself!!&lt;br /&gt;
|orig=Gregory, Human Titan Disciple&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Titan Disciples are similar to Dragon Disciples, as they both get power from their particular ancestry, but Titan Disciples draw their abilities from the powerful and emotional Titan outsiders. These chaotic beings have many back stories. Some say they were created by the gods first, and others say theyre the original humans and all sub-races are descended from them. One thing that is known about Titans is that they have fearsome strength, and they have dangerous emotional tendencies. Titans are said to enter fits of rage that shake mountains, and fall into a depression that can last for lifetimes. Many Titan Disciples tend to focus on the rage aspect of it, however.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Titan Disciple===&lt;br /&gt;
&lt;br /&gt;
Barbarians with a Titan ancestry may find the Titan Disciple a good class to level in. Physically powerful, and magic to back it up, the Titan Disciple offers a variety of offensive abilities. Strength is important to a Titan Disciple, and Charisma supports their magical abilities and Titan Rage ability. Constitution would be the next key ability modifier, as high health is helpful to a Titan Disciple.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Only Chaotic.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Iron Will, Battle Hardened, Endurance, Diehard.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must be able to go into a Rage at least 2/day.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Titan Disciple}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d10&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Spell-like Abilities per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Titan Rage 1/day, Damage Reduction&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2 || 1 || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Oversized Weapons&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2 || 1 || — || — || — || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Titan Rage 2/day&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 3 || 2 || 1 || — || — || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Fast Movement&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 3 || 2 || 1 || — || — || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Titan Rage 3/day, Spell Resistance 10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 4 || 3 || 2 || 1 || — || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +6/+1 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 4 || 3 || 2 || 1 || — || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +7/+2 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Titan Rage 4/day&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 5 || 4 || 3 || 2 || 1 || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +8/+3 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 5 || 4 || 3 || 2 || 1 || — || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +9/+4 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Titan Rage 5/day&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 4 || 3 || 2 || 1 || — || — || — || — &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +10/+5 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Titan Rage, Spell Resistance 20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 4 || 3 || 2 || 1 || — || — || — || — &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Heal, Intimidate, Jump, Knowledge, Listen, Perform (Oratory), Sense Motive, Search, Spellcraft, Spot, Survival, Swim.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spell-like Abilities}}:''' To cast a particular spell, you must have a Charisma score of at least 10 + the spell's level.  Your bonus spells are based on your Charisma.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).&lt;br /&gt;
&lt;br /&gt;
You cast spells as a Cleric does. A Titan Disciple possess spell-like abilities. Meaning they need no verbal, somatic, material, focus, or XP components. Also, a Titan Disciple's Spell-like Abilities cannot be counterspelled, nor can they be used to counterspell. A Titan Disciple's caster level is equal to his Titan Disciple level. A Titan Disciple must prepare his spell-like abilities by meditating on his emotions similar to a cleric praying to his Deity.  An epic Titan Disciple’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list (All spells are taken from the Player's Handbook and The Spell Compendium):&lt;br /&gt;
&lt;br /&gt;
0&amp;amp;mdash;''Detect Magic'', ''Prestidigitation'', ''Electric Jolt'', ''Sonic Snap'', ''Launch Item'', ''Stick'', ''Cure Minor Wounds'', ''Know Direction'', ''Light'', ''Purify Food and Drink''.&lt;br /&gt;
&lt;br /&gt;
1st&amp;amp;mdash;''Longstrider'', ''Speak With Animals'', ''Close Wounds'', ''Produce Flame'', ''Anarchic Water'', ''Protection From Law'', ''Obscuring Mist'', ''Nimbus of Light'', ''Magic Missile'', ''Enlarge Person''.&lt;br /&gt;
&lt;br /&gt;
2nd&amp;amp;mdash;''Flaming Sphere'', ''Scorching Ray'', ''Bull's Strength'', ''Zeal'', ''Lesser Spell Immunity'', ''Levitate'', ''Binding Winds'', ''Strength of Stone'', ''Ice Knife'', ''Cure Light Wounds''.&lt;br /&gt;
&lt;br /&gt;
3rd&amp;amp;mdash;''Dispel Magic'', ''Fireball'', ''Lightning Bolt'', ''Cure Moderate Wounds'', ''Magic Circle Against Law'', ''Chaos Hammer'', ''Capricious Zephyr'', ''Great Thunderclap'', ''Sound Lance'', ''Shadow Binding''.&lt;br /&gt;
&lt;br /&gt;
4th&amp;amp;mdash;''Cure Serious Wounds'', ''Dispel Law'', ''Flame Strike'', ''StoneSkin'', ''Polymorph'', ''Charm Monster'', ''Ice Storm'', ''Wall of Chaos'', ''Eye of the Hurricane'', ''Planar Tolerance''.&lt;br /&gt;
&lt;br /&gt;
5th&amp;amp;mdash;''Cure Critical Wounds'', ''Greater Dispel Magic'', ''Hold Monster'', ''Telekinesis'', ''Chain Lightning'', ''Dismissal'', ''Call Lightning Storm'', ''Death Throes'', ''Righteous Might'', ''Zone of Revelation''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Titan Rage:''' Titan Disciples can fly into a rage a certain number of times a day. During this time they are very volatile, and dangerous. Titan Disciples in a rage gain a bonus to Strength, Dexterity, and Constitution equal to their Charisma modifier, and a bonus to their damage reduction equal to their Charisma modifier. Titan Disciples that fly into a rage have trouble controlling it. Once in a rage, a Titan Disciple will chase down the nearest enemy and attack it. If an enemy flees, it will give chase until no longer able. Only once all enemies are defeated, a Titan Disciple gets three attempts at a will save (DC 10 + # of rounds enraged + Cha Mod), once a round, in order to calm down. If the Titan Disciple fails three times, then it stays enraged for 1 hour. Titan Disciples in a rage have a penalty to all charisma based checks equal to their Titan Disciple level.&lt;br /&gt;
&lt;br /&gt;
'''Damage Reduction:''' A Titan Disciple gains Damage Reduction equal to half their level, that can be bypassed by Lawful aligned weapons.&lt;br /&gt;
&lt;br /&gt;
'''Oversized Weapons:''' Titan Disciples of second level, learning from their Titan ancestors, gain the ability to use weapons one size category larger then normal without penalty. This ability stacks with other abilities and feats that allow a creature to wield larger weapons.&lt;br /&gt;
&lt;br /&gt;
'''Fast Movement:''' Titan Disciples can move faster then other creatures. All of a Titan Disciples movement speeds are increased by 10 ft. This ability does not stack with other extraordinary abilities that increase movement speed.&lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance:''' Titan Disciples gain Spell Resistance 10 at level 5, and Spell Resistance 20 at level 10.&lt;br /&gt;
&lt;br /&gt;
'''Greater Titan Rage:''' Titan Disciples of 10th level enter a stronger Titan Rage. Theyre Spell Resistance is increased by their Charisma modifier, and they gain a Natural Armor bonus equal to their Charisma modifier. The Will Save DC for exiting the rage increases by 5.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Titan Disciples====&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Titan Disciples are primarily barbarians, and can fit a Barbarian role very well. If a group is lacking magic, they can assist with that as well, but their spell list is fairly limited. The fact that a Titan Disciple gains spell-like abilities instead of spells make it a formidable foe, even when subdued or grappled. Titan Disciples are rash, quick to act, and think headed.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Titan Disciples count as spellcasters for some prestige classes, allowing them to further their magical talents. Most Titan Disciples enter another Barbarian based class after completing this one however.&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' Titan Disciples are powerful Barbarians, and may have allies in Barbarian tribes or bandit groups.&lt;br /&gt;
&lt;br /&gt;
====Titan Disciples in the World====&lt;br /&gt;
&lt;br /&gt;
Titan Disciples follow the personality traits of a Titan. They can be of any personality, but their emotions are amplified. They're quick to anger, but they're also easy to entertain, if they arnt angry. A depressed Titan Disciples can stay that way for months, and usually forgoes combat for awhile, living as a hunter or spending his savings in the city.&lt;br /&gt;
&lt;br /&gt;
{{quote|Why am I angry so much? My blood comes from Titans, boy! If I was angry, you would know it.|4=Rook, Human Titan Disciple}}&lt;br /&gt;
&lt;br /&gt;
Titan Disciples are barbarians, plain and simple. While they have magic abilities, their emotions and Titan Rage ability always fall back to a Barbarian background.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' A Titan Disciple in a group will seem like a barbarian, one that acts before thinking and causes trouble for the group. Its only obvious this barbarian is something else when he starts flinging fireballs. Most barbarians don't mind sharing who they are, though. Many boast about being descended from the great Titans.&lt;br /&gt;
&lt;br /&gt;
====Titan Disciple Lore====&lt;br /&gt;
&lt;br /&gt;
While many Titan Disciples brag about their heritage, it is possible to find out more using a Knowledge(Planes) check.&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge(Planes) can research Titan Disciples to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | Titan Disciples are barbarians.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | Titan Disciples are descended from Titans.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | Titan Disciples meditate on their emotions to harness spell-like abilities, that they can cast as easily as monsters can.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | Information on a specific Titan Disciple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Titan Disciples in the Game====&lt;br /&gt;
&lt;br /&gt;
Titan Disciples can fill in the role of barbarians quite easily.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' Titan Disciples are descended from Titans. If you do not have Titans in your game, or for some reason Titans cant produce offspring in your game, then abandon the idea of being descended from a Titan altogether. Titan Disciples meditate on emotions to harness their power, so just use that as the information for the class. &lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:'''&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/The_Immunist_(3.5e_Prestige_Class)</id>
		<title>The Immunist (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/The_Immunist_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:09:56Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=immunist.jpg&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=480 px&lt;br /&gt;
|imgcaption= Hidan, A level 6 Cleric, level 4 Fighter, level 10 Immunist&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Skilled&lt;br /&gt;
|desc= A person who slowly becomes imune to most things, even the sphere of annihilation.&lt;br /&gt;
|len= 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Immunist==&lt;br /&gt;
&lt;br /&gt;
--[[User:AboveJester|AboveJester]] ([[User talk:AboveJester|talk]]) 01:10, 21 February 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|*Sighs* Aah, I'm finally free.&lt;br /&gt;
|orig= Darik, Human Immunist&lt;br /&gt;
|src= Words spoken by him, when released from a sphere of annihilation.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An Immunist is a complex class to level into. Certain requirements must be met at some levels before you can level in the class again (More details below). An Immunist becomes nigh unkillable near the end of this class.&lt;br /&gt;
&lt;br /&gt;
===Becoming an Immunist===&lt;br /&gt;
&lt;br /&gt;
Any character that meets the requirements can enter this class, but usually only spellcaster's have the arcane ability to fully level in the class. The most important ability to the Immunist is Intelligence, but very few of his powers actually use abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Non-lawful.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +8.&lt;br /&gt;
|-&lt;br /&gt;
! Race:&lt;br /&gt;
| Any non outsider or undead.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Toughness, Cast Iron Stomach, Diehard, Fierce, Brew Potion.&lt;br /&gt;
|-&lt;br /&gt;
! Spells:&lt;br /&gt;
| Must be able to cast at least one spell of third level. Divine or Arcane.&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must have been raised from the dead by either Resurrection or True Resurrection. Or a similar spell that brought him back to life.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Immunist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d10&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level Up Requirements&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +1 || +0 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mind Shield&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +0 || +2 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Resistance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Potion (See below)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +2 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Reduction&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +1 || +3 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Resistance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Potion (See below)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +1 || +3 || +2 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Freedom&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +2 || +4 || +2 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Immortality&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ritual (See Below)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +2 || +4 || +2 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Reduction&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +3 || +5 || +3 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perfect Freedom&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Potion (See below)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +3 || +5 || +3 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perfect Reduction&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +4 || +6 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perfect Life&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ritual (See below)  &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Autohypnosis, Craft (Genesis), Craft, Knowledge (All skills taken individually).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
''Level Up Requirements:'' Certain levels of The Immunist need requirements to attain. If you gain a level, you must do certain things at some levels (Drink a Potion, Complete Ritual, Etc) to level up in this class. If you do not have the items needed then you cant level in this class (See Ex-Immunist).&lt;br /&gt;
&lt;br /&gt;
'''Mind Shield:''' The first thing an Immunist does is get into the mindset of being immune to everything. This gives him a number of an advantages right off the bat. The Immunist gains immunity to Mind Affects and Magic Sleep. This also affects his body, and he gains immunity to Death Effects, Critical Hits, and Massive Damage. However, he can still be affected by coup de grace's and vorpal affects.&lt;br /&gt;
&lt;br /&gt;
'''Resistance:''' At 2nd level, an Immunist gains a number of resistances. He gains Power Resistance and Spell Resistance equal to his level plus his Int modifier. He also gains Element Resistance (Fire, Cold, Acid, Elec) and Energy Resistance (Positive and Negative) equal to half his level plus his Int mod. He may control all of his resistances, while concious, in order to recieve magical healing or etc.&lt;br /&gt;
:: ''Potion:'' In order to level to second level, a Immunist must prepare a potion once he gains enough experience to reach the next level. The potion costs 1,000 gp to make, and requires a full arcane lab. It takes 2 days to brew the potion, where he will then gain the level.&lt;br /&gt;
&lt;br /&gt;
'''Reduction:''' At 3rd level, an Immunist gains physical resistances. You gain Damage Reduction 5 + Your Int modifier/-.&lt;br /&gt;
&lt;br /&gt;
'''Greater Resistance:''' An Immunist's resistances increase at 4th level. His Power and Spell Resistance increase to his level + his actual Int Score, and his Element and Energy Resistance increase to his level + his Int Mod. He may still control the resistances.&lt;br /&gt;
::''Potion:'' Another potion is required at 4th level, it follows the same rules except costs 2,000 gp to create.&lt;br /&gt;
&lt;br /&gt;
'''Freedom:''' At 5th level an Immunist becomes harder to hold down. He is immune to being grappled or held down, an can wriggle through tight spaces as if he was a size smaller. He can no longer be affected by spells and powers that constrict him. Likewise, he is immune to spells such as &amp;quot;Trap the Soul&amp;quot; and &amp;quot;Magic Jar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Immortality:''' At 6th level, an Immunist no longer ages. He does still die when his time is up, but he only reaches that time if he is affected by &amp;quot;ageing&amp;quot; affects, such as a Time Dragon's Cone of Ageing. So if a 6th level Immunist is 89, and he would've died normally at 92, then he dies if he's &amp;quot;forced&amp;quot; to age 3 or more years, but not if he actually lives 3 or more years. Also at 6th level an Immunist no longer needs to eat, sleep, or breath.&lt;br /&gt;
::''Ritual:'' Leveling to level 6 of Immunist takes a complex ritual. Costing 9,500 gp, 4 days, and requires a full alchemist laboratory.&lt;br /&gt;
&lt;br /&gt;
'''Greater Reduction:''' At 7th level, an Immunist's Damage Reduction increases to DR 10+Int Mod. He also becomes incredibly resistant to physical attacks, and gains &amp;quot;Physical Resistance&amp;quot; 5+Int Mod. This resistance applies to all mundane and magical weapons, but has no affect on spells or magical weapon affects. It also stacks with any damage reduction he has, whether from this class or not.&lt;br /&gt;
&lt;br /&gt;
'''Perfect Freedom:''' At 8th level, an Immunist gains his first Perfect Immunity. He can no longer be affected by ANYTHING that holds him down. This includes spells like &amp;quot;Imprisonment&amp;quot; and even the epic spell &amp;quot;Fixed to the Sky&amp;quot;. Spells and Relics that do damage based on transporting the Immunist else-where do not hurt the Immunist. For example, the Sphere of Annihilation completely annihilates the victum, by transporting them and their soul to anither dimension. Instead of being affected by a Sphere of Annihilation, an Immunist is sucked inside of it, to a world inbetween wherever it takes you. His image can be seen waiting inside the sphere, banging on it or playing cards, etc, and he can only be freed if the sphere is destroyed via rod of cancellation.&lt;br /&gt;
::''Ritual:'' This ritual is difficult, taking 1 week to complete, 15,000 gp to do, and requiring 3 fully stocked Alchemist laboratories.&lt;br /&gt;
&lt;br /&gt;
'''Perfect Reduction:''' At 9th level, an Immunist gains his second Perfect Immunity. His Physical Resistance increases to 15+Int Mod. At 9th level Immunist's rarely take damage from physical attacks, forcing enemies to try to bypass his Power and Spell Resistance. He also starts resisting more powerful abilities. He gains Force Resistance 10 + his level.&lt;br /&gt;
&lt;br /&gt;
'''Perfect Life:''' At 10th level, an Immunist gains Perfect life, and all his abilities increase. He gains Immunity to Fire, Cold, Elec, Acid. At this level a type of &amp;quot;phylactery&amp;quot; is formed for the Immunist, similar to a lich's phylactery. The phylactery is meta-physical, and doesn't exist on the plane the Immunist is on. Instead it exists on a small demi-plane, that constantly coexists with the Immunist. When the Immunist dies, his body is reformed else-where within 4d4 hours, unless he's brought to life by other means, and his soul can not be restrained by any soul trapping spells or abilities. Any spell that animates an Immunist's body automaticlly fails. Also, when an Immunist reaches his least amount of hit points (-10 for this example) and &amp;quot;dies&amp;quot; he instead continues fighting. When he reaches -10 hp or lower, he can continue taking 1 standard action each round. An Immunist &amp;quot;dies&amp;quot; by inflicting nonlethal damage equal to his total hit points plus 10, and then inficting lethal damage equal to his total hit points plus 10. At this point the Immunist finally dies and comes back via phylactery unless a wish spell is cast to keep him dead, but even then he can still return as a ghost or etc. He just looses his ability to return to life, and can't be resurrected, except by wish or miracle. At 10th level, an Immunist gains Regeneration 5+Int Mod. Which he can turn on and off as he wishes.&lt;br /&gt;
::''Ritual:'' This ritual is very hard to finish. It requires the immunist have the Craft Wondorous Item feat, which will allow him to create a potion through the ritual. The Immunist contacts an outsider of his alignment (Celestial, Devil, or Slaad) and uses a sample of their essence (Usually taken without the outsider's permission) to create a potion. The Ritual costs 20,000 gp, takes 3 fully stocked Arcane labs, someone casting the spell &amp;quot;Summon Monster V&amp;quot;, and takes 4 days to complete. The potion costs an additional 6,000 gp to create, takes 3 more days, along with another fully stocked lab.&lt;br /&gt;
&lt;br /&gt;
====Ex-Immunist====&lt;br /&gt;
&lt;br /&gt;
There are normally no &amp;quot;Ex-Immunists&amp;quot;, but if a Immunist levels in a class without finishing level up requirements, he gains none of the abilities of that level and can only level again if he finishes the requirement and is affected by an &amp;quot;Atonement&amp;quot; spell. He then becomes a normal Immunist again, gaining the abilities of his level.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing a Immunist====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Imunists in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Immunist Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Immunist in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Starburst_Striker_(3.5e_Prestige_Class)</id>
		<title>Starburst Striker (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Starburst_Striker_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:09:44Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type=Combat Focused, Skilled&lt;br /&gt;
|desc=A warrior who focuses on hitting the enemy as many times as possible.&lt;br /&gt;
|len=&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Starburst Striker==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Faster. Just a little faster. FASTER!!&lt;br /&gt;
|orig=Kirito, Human Starburst Striker&lt;br /&gt;
|src=Recorded by a women watching the young warrior take down a Gleam Eyes Demon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Starburst Striker don't worry about tactics, or skill. They use speed to their advantage. They train themselves to hit hard and accurately, as fast as possible with their melee weapons. Very few Starburst Strikers leave home without some sort of enchanted weapon.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Starburst Striker===&lt;br /&gt;
&lt;br /&gt;
Starburst Strikers focus on Dexterity, but high Strength and Constitution also help a Starburst Striker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| +6 Balance, +6 Tumble.&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Weapon Finesse, Two Weapon Fighting (Or Multi-Weapon Fighting).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Starburst Striker}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +1 || +0 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Enhanced Finesse&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +0 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ac Burst&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved Two Weapon Fighting&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +4 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +5/+1 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dexterous Fighting&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +6/+2 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Two Weapon Fighting&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +7/+3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +8/+4 || +2 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +9/+5 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perfect Two Weapon Fighting&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +10/+6 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Starburst Stream&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Climb, Jump, Tumble.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Finesse:''' A Starburst Striker can wield any weapon they're proficient with and add their Dexterity mod to attack rolls instead of Strength. If the Starburst Striker is wielding a shield, then the shield's armor penalty applies to the Starburst Striker's attack rolls. &lt;br /&gt;
&lt;br /&gt;
'''Ac Burst:''' A Starburst Striker can add 1d6 to their attack rolls on any given attack, by taking half the bonus as a penalty to the damage done. The amount they can increase the attack roll increases with level (1d6 at level 2, 1d8 at level 4, 1d10 at level 6, 1d12 at level 8, and 1d20 at level 10.).&lt;br /&gt;
&lt;br /&gt;
'''Improved Two-Weapon Fighting:''' At 3rd level the Starburst Striker gains the &amp;quot;Improved Two Weapon Fighting&amp;quot; Feat, even if they do not have the prerequisites for it. This feat may be exchanged for Improved Multi-Weapon Fighting, provided the Starburst Striker already has Multi-Weapon Fighting as one of it's feats. At 6th level the Starburst Striker gains Greater Two-Weapon Fighting (Or Greater Multi-Weapon Fighting), and at 9th level gains Perfect Two-Weapon Fighting (Or Perfect Multi-Weapon Fighting), in the same fashion.&lt;br /&gt;
&lt;br /&gt;
'''Dexterous Fighting:''' A Starburst Striker of 5th level can take a penalty to their Dexterity Bonus to Ac (If any) up to their Starburst Striker level for one round, to gain an equivalent bonus on a number of attack rolls equal to their Dexterity modifier for one round. Also, a Starburst Striker does not take the normal -5 penalty for each additional attack made with it's main hand (-5/-10/-15/etc). Instead, they take a -4 Penalty.&lt;br /&gt;
&lt;br /&gt;
'''Starburst Stream:''' A number of times per day equal to the Starburst Striker's Dexterity modifier, the Starburst Striker can forgo it's defenses to make a barrage of attacks against one enemy as a Full Round Action. The Starburst Striker doesn't take the normal -4 penalty for each attack made with it's main hand, instead, it takes a -1 penalty each new set of attacks (So the BAB would be 10/9/8/7/6/etc). For a number of rounds after, equal to the Starburst Striker's Dexterity modifier, the Starburst Striker becomes exhausted, and the Starburst Striker looses all Natural Armor, Armor, Shield, and Dexterity bonuses to Ac, and takes a -10 penalty to Ac.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Soul_Meister_(3.5e_Prestige_Class)</id>
		<title>Soul Meister (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Soul_Meister_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:09:35Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Good Guy, Combat Focused, Moderate Spellcasting, Tag Team&lt;br /&gt;
|desc= A fighter that transforms another person into a weapon to wield.&lt;br /&gt;
|len=10&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Soul Meister==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|A sound soul dwells within a sound mind and a sound body.&lt;br /&gt;
|orig=Maka Albarn, Human Soul Meister&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Soul Meister is someone that partners with a deathscythe, a willing team-mate that holds a bond with the Soul Meister, and becomes her weapon. A Soul Meister hunts witches, kishin, and other evil beings. While Soul Meisters act diffrentlly in combat, they are a valuble member of any team, adding spellcasting and melee combat.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Soul Meister===&lt;br /&gt;
&lt;br /&gt;
Soul Meisters have the ability to sense souls, use spells and special abilities similar to that of spellcasters and warlocks. A Soul Meister bonds with another individual, and that individual becomes a weapon for him to use in combat, known as a Death Scythe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Concentration 9 ranks&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| [http://www.dandwiki.com/wiki/Improved_Aid_Another_(3.5e_Feat) Imp. Aid Another], Weapon Focus (Selected Weapon).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must choose one creature to become a death scythe. The selected weapon for the weapon focus feat is what your death scythe becomes.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Soul Meister}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Soul Perception&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Death Scythe Damage&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Perception, Death Scythe&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 20ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Resonance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 20ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +2 || +2 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 30ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +2 || +2 || +2 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Resonance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 30ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +2 || +2 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Witch Hunter, Greater Soul Perception&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 40ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1d10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +3 || +3 || +3 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Resonance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 40ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +3 || +3 || +3 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 50ft &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +4 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Resonance&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 50ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +4 || +4 || +4 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Menace&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 60ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +5 || +4 || +4 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Resonance, Demon Hunter&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 60ft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 2d10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Concentration, Climb, Diplomacy, Knowledge(Religion), Spellcraft, Tumble.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''''Soul Perception:''''' Soul Perception is a Soul Meister's inate ability to sense the soul around them. While some unfocused Soul Meisters have difficulty with this technique, it is a skill learned by all Soul Meisters. The Soul Meister gains a type of blindsense, which works only with creatures that have a soul, so it is unaffective against undead, plants, and some other creatures.&lt;br /&gt;
&lt;br /&gt;
'''''Death Scythe:''''' Upon taking this class the Soul Meister gains the ability to gain a Death Scythe. A Death Scythe is a person or creature the Soul Meister transforms into a weapon of his choosing. Once the Soul Meister chooses a Death Scythe he cannot gain a new one, unless the Death Scythe dies. Creatures becoming a Death Scythe must have a bond with the wielder, and cannot have a malicious intent towards the Soul Meister. When the Death Scythe is chosen, the Death Scythe gains the ability to transform into a weapon that was chosen by the Soul Meister and Death Scythe before-hand, as a move action. The weapon, regardless of type, inflicts the damage listed above. A Death Scythe, by making a Concentration DC of 25, can transform into a hybrid form of the weapon and creature. The transformation is considered a free action, and transforming back is considered a separate action for the purpose of free actions per round. The creature may change its limb into a blade, and deal the weapon damage of above, or make an unarmed attack while in weapon form. When in weapon form and making an unarmed attack, the Death Scythe incurs a -4 penalty to the Soul Meister. A Death Scythe is considered masterwork, and cannot be enchanted.&lt;br /&gt;
&lt;br /&gt;
'''''Soul Resonance:''''' At 2nd, 4th, 6th, 8th, and 10th level, the Soul Meister gains a Soul Resonance. A Soul Resonance is when a Soul Meister and a Death Scythe in weapon form match their wave-lengths to create powerful effects. At 2nd level, a Soul Meister chooses any second level spell, power, invocation or etc of 1st level or lower to be a Soul Resonance. At 4th level he chooses a 3rd level ability or lower, at 6th level he chooses a 5th level ability or lower, at 8th level he chooses a 7th level ability or lower, and at 10th level he gains a 9th level ability or lower. As before, all Soul Resonances can be chosen from any ability list, as long as it follows the levels 1 through 9 format. All Soul Resonances follow the casting time and etc of the spell, power, or etc chosen. Soul Resonances use the weapon as a replacement for material and focus componants. XP componants do not apply. A Soul Meister can use a number of Soul Resonances a day equal to his Charisma modifier, to a maximum of his Soul Meister level.&lt;br /&gt;
&lt;br /&gt;
'''''Greater Soul Perception:''''' At 5th level, a Soul Meister can take a full round to focus, doubling his blindsense radius for as long as he continues to focus. The Soul Meister can also take a full round and roll a Concentration dc of 20 to locate a specific creature within x4 his blindsense radius, and affect the creature with an ability similar to the spell status. Or he can take a free action and roll a dc of 25 to affect himself with Nondetection and Undetectable Alignment, as the spells. The CL of these abilities equals the Soul Meister's level, and cannot be dispelled.&lt;br /&gt;
&lt;br /&gt;
'''''Witch Hunter:''''' Witch Hunter is a ability used similar to Soul Resonance, except that its result alters the Death Scythe itself. Witch Hunter allows the Death Scythe to alter his form to greatly affect certain enemies. First, a Death Scythe affected by Witch Hunter bypasses damage reduction. Second, Witch Hunter gives a bonus to hit and damage against evil aligned creatures equal to half the Soul Meister's level, a Soul Meister can use Witch Hunter a number of times a day equal to his charisma modifier, to a maximum of half his Soul Meister level. Witch Hunter lasts for a number of rounds equal the Soul Meister's level + his Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
'''''Soul Menace:''''' Soul Menace is a technique that Soul Meister's use on their own. It involves altering one's own soul wavelength to be incompatible with another creature's, causing injuries with physical contact. This is an unarmed attack, that deals damage equal to the Soul Meister's Death Scythe's damage. If a creature is struck by Soul Menace, they must roll a Fort save (DC 10+Soul Meister level+Cha mod) or be stunned for one round. A Soul Meister can use Soul Menace a number of times a day equal to his Cha modifier, to maximum of half his Soul Meister level. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.&lt;br /&gt;
&lt;br /&gt;
'''''Demon Hunter:''''' Demon Hunter is an advanced form of Witch Hunter. Demon Hunter has all the abilities of Witch Hunter except Demon Hunter carries an &amp;quot;Evil-Repelling Wavelength&amp;quot;. Evil Aligned creatures struck by Demon Hunter must succeed a Fort save (DC 10+Soul Meister level+Cha mod) or be pushed back 10ft and knocked prone. Evil aligned creatures that are '''reduced to -10hp''' by Demon Hunter have their souls destroyed, and cannot be ressurrected. A Soul Meister can use Demon Hunter a number of times a day equal to half his Charisma modifier, to a maximum of half his Soul Meister level. Demon Hunter lasts a number of rounds equal to the Soul Meister's level + his Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
====Ex-Soul Meister====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Prestige Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Soul_Eater_(3.5e_Prestige_Class)</id>
		<title>Soul Eater (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Soul_Eater_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:08:55Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing=&lt;br /&gt;
|type= Bad Guy&lt;br /&gt;
|desc= A being that feasts on the souls of others.&lt;br /&gt;
|len=&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Soul Eater==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
| Hahahaa! That tasted delicious~&lt;br /&gt;
|orig=Diamond, Gray Jester Soul Eater&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Soul Eater are terrifying individuals, capable of ripping out and devouring a person's soul. This is one of the darkest of paths, only followed by some of the evilest creatures in the world. The Soul Eater way was originally discovered by an evil fey, named Diamond, a Gray Jester that found the taste of souls to be delightful. Fey find it easy to fulfill the prerequisites of this class. Mortal creatures have a harder time entering it, but there have been instances. Normally any mortal that becomes a Soul Eater did so via demonic pact or magic.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Soul Eater===&lt;br /&gt;
&lt;br /&gt;
Soul Eaters need a high Charisma modifier. While ripping out a soul appears physical, having a dominate personality helps the Soul Eater overpower the target's souls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any Evil, Nonlawful.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Race:&lt;br /&gt;
| The character either must be fey, part fey, or have an ability that makes them similar to fey.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Daunting Presence (Libris Mortis), Fey Kissed (Complete Mage), Snatch Trophy (Champions of Ruin).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| If the character doesn't meet the race prerequisite, he can be brought into the class by being taught by a fey or by someone who has been taught by fey. A book written by such on how to join the class may also suffice.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| The Character must remove and eat a portion of his own soul. This can be done by himself through magic or done to him by a mentor Soul Eater.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Soul Eater}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +0 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Consume Soul, Soul Sense&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Soul Vibrations&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +2 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +2 || +2 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Devour Soul&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Balance, Move Silently, Hide, Sleight of Hand, Tumble.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Consume Soul:''' At 1st level, a Soul Eater learns how to consume a creature's soul. The creature must have a soul, meaning it must have a Charisma of 6 or higher, and isnt an Animal, Construct, or Undead. There may be exceptions to this, such as ghosts. At first level the Soul Eater can only remove souls from creatures that are helpless. The Soul Eater makes a Coup de Grace (No Coup de Grace feats can be applied to this) and adds his Soul Eater level to damage. If the Coup de Grace is successful then the Soul Eater plunges is hand into the victim's chest, and rips out his soul. The Soul Eater must then take another standard action to eat the soul, or it will dissipate. Whether the Soul Eater eats the soul or it dissipates, a successful Coup de Grace means that the victim's soul is dispersed, and a Wish or Miracle is needed to resurrect the creature. If the Soul Eater eats the soul he gains temporary hit points equal to the victim's hit dice, and a +1 to Strength and Dexterity per 10 hit dice, which lasts for a number of rounds equal to his Soul Eater level + his Charisma modifier. Should the soul be grabbed from the Soul Eater and placed back onto the body of it's owner, the victim may survive. Otherwise the soulless body enters a comatose, vegetable-like state.&lt;br /&gt;
&lt;br /&gt;
'''Soul Sense:''' A Soul Eater can sense souls. He gains a Soul Sense ability that detects any creature with a soul within 20ft + 10ft per Soul Eater level.&lt;br /&gt;
&lt;br /&gt;
'''Soul Vibrations:''' At 3rd level, a Soul Eater learns how to attack a person's soul directly. A Soul Eater can attempt to attack a creature's soul as a standard action with a melee touch attack. Doing so causes 1d8 Force damage per Soul Eater level. The creature must make a Will save (DC 20+Soul Eater Level+Charisma Modifier) or be paralyzed and helpless for 1 round. &lt;br /&gt;
&lt;br /&gt;
'''Devour Soul:''' The ultimate Soul Eater ability. The Soul Eater learns how to absorb a soul into himself when he eats it. Doing so gives the Soul Eater access to all of the Extraordinary abilities the victim had before he died, for a number of rounds equal to the Soul Eater's level plus his Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Shaman_King_(3.5e_Prestige_Class)</id>
		<title>Shaman King (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Shaman_King_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:08:25Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=ShamanKing.JPG&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=Yoh, A Shaman King&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Nearly Finished&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type= Moderate Spellcaster&lt;br /&gt;
|desc= A shaman king is someone who gains powers with a spirit.&lt;br /&gt;
|len= 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shaman King==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
| Spirit Unity!&lt;br /&gt;
|orig= Yoh, Human Shaman King&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Shaman King is a person that bonds with a spirit to form an amazing team and gain power.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Shaman King===&lt;br /&gt;
&lt;br /&gt;
Shaman Kings are people who team up with spirits to grow in power. While many varations of shamans exist, the basic Shaman King uses a ghost as his &amp;quot;guardian spirit&amp;quot;. The prime ability for the Shaman King is Wisdom, but there are multiple abilities that rely on Charisma and Intelligence as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Necromantic Presence.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| To become a Shaman King, the player must have made some form of peacefull contact with an undead, elemental, or outsider.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Shaman King}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Spirit Points&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Guardian Spirit, Necromantic Presence, &lt;br /&gt;
Spirit Presence, Spirit Sight&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 14&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +0 || +0 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 20&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 26&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 32&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +3 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 38&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 44&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +4 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 50&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +5 || +2 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 56&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +6/+1 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 62&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +6/+1 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 68&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || +7/+2 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 74&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || +8/+3 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 80&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || +9/+4 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 86&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || +9/+4 || +4 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Power&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 90&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || +10/+5 || +5 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spirit Apothesis&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 96&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Knowledge(Nature), Balance, Use Magic Device.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''''Necromantic Presence:''''' Any feats the Shaman King has that affect undead under his control, but not ones that affect undead at their creation, also affect a Shaman King's guardian spirit. As long as your spirit is an undead.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Sight:''' A Shaman King can easily see incorporeal creatures, and as long as he has them within his line of sight, he can make out what they look like.&lt;br /&gt;
&lt;br /&gt;
'''Guardian Spirit:''' At 1st level, or after if necessary, a Shaman King must find a ''Guardian Spirit''. The guardian spirit must be of the same alignment. A Shaman King can choose from a variety of undead, elemental, or outsider, but the basic choice is a ghost, as being incorporeal is very beneficial. The guardian spirit is treated mostly as a cohort, once it becomes the guardian spirit. The guardian spirit's Hit Dice must be no more then the Shaman Kings Hit Dice. The guardian spirit levels as a cohort, and goes into any class available to it. The guardian spirit must have an Intelligence of at least 8. Some Shaman Kings wait untill higher levels before taking on a guardian spirit, as this allows them to take on more powerfull beings.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Presence:''' When a Shaman King is within 40ft of his Guardian Spirit, both the Shaman King and his guardian spirit gain a bonus to hit and damage equal to the Shaman King's wisdom modifier. &lt;br /&gt;
&lt;br /&gt;
'''Spirit Power:''' At 2nd level and every two levels after, the Shaman King gains a Spirit Power. These spirit powers may have requirements, such as what powers you already have or what type of guardian spirit you have. The list of possible spirit powers are below. The most basic being ''Spirit Unity''.&lt;br /&gt;
&lt;br /&gt;
''Spirit Unity:'' The Shaman King's guardian spirit dematerializes and merges with the shaman. This process takes a full round action, and the Shaman King's guardian spirit must be in an adjacent square. The Shaman King gains a bonus to hit and damage equal to his widom modifier, and gains half the spirit's speed (Min of 10ft, rounded down) to his base speed. The Shaman King and his guardian spirit can talk telepathiclly. This power uses 1 spirit point a round. When the Shaman King ends the unity or falls unconscious, the guardian spirit rematerializes in an adjacent square.&lt;br /&gt;
&lt;br /&gt;
''Greater Spirit Unity:'' '''Requires: Spirit Unity.''' Greater Spirit Unity works the same as Spirit Unity, except you also add your Shaman King level to hit and damage, and you gain your spirit's movement speeds, or keep your own, whatevers higher. This power costs 3 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
''Spirit Control:'' '''Requires: Spirit Unity.''' Similar to Spirit Unity, the Shaman King's guardian spirit dematerializes and merges with an item in the Shaman King's possesion. Activating this spirit power takes a full round action. This item is usually a weapon or shield. The item gains a Fly speed equal to the spirit's base land or fly speed, with perfect maneuverability. It has a bonus to hit and damage equal to the Shaman King's wisdom modifier if it's a weapon. If it's a shield, the shield has a deflection bonus equal to the Shaman King's wisdom modifier or the guardian spirit's natural armor/natural deflection, whichever is stronger. If it's an item, it gains a fly speed equal to double the guardian spirit's base land or fly speed, whichever is highest. The guardian spirit controls all movement, and can communicate telepathiclly with the Shaman King. The item, weapon, or shield can only be of medium size or smaller, plus one size category per 2 levels of Shaman King. This power costs 1 spirit point per round.&lt;br /&gt;
&lt;br /&gt;
''Greater Spirit Control:'' '''Requires: Spirit Control, Greater Spirit Unity.''' Greater Spirit Control allows you to form your spirit into a weapon and shield. You choose what form your guardian spirit takes, but you choose when you take this ability and you can't change it later. The rules for weapons and shields from Spirit Control are the same here, except you take the original shield and add your level to it. Meaning a large steel shield created via Greater Spirit Control by a level 8 Shaman King has a +2 to Ac, and a +8 Deflection bonus. You divide your level between your bonus to hit and damage, and your bonus to Ac. So you can have a +0 to hit and damage in order to have a shield with the full bonus, or you can have a full bonus to hit and damage with no shield bonus. Unlike normal Spirit Control, the weapon and shield you create are locked to your body, and cannot be disarmed. You may switch the bonuses around as a swift action for a cost of 6 spirit points. Greater Spirit Control cost 2 spirit points a round to use.&lt;br /&gt;
&lt;br /&gt;
''Perfect Spirit Control:'' '''Requires: Greater Spirit Control.''' With Perfect Spirit Control, the Shaman King uses his spirit to make a weapon of medium size. This weapon appears small, but is affected by &amp;quot;keen&amp;quot;. It deals double damage, including double damage from Spirit Control Specialty is you have it, and then gains a bonus to hit and damage just as Greater Spirit Control. It also gives you a Armor Bonus equal to your level. This power costs 6 spirit points a round to use. &lt;br /&gt;
&lt;br /&gt;
''Spirit Merge:'' '''Requires: Perfect Spirit Control.''' You gain all the power of Perfect Spirit Control and Spirit Fusion. This changes your form to resemble your spirit. This power costs 6 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
''Spirit Control Speciality:'' '''Requires: Spirit Control.''' With Spirit Control Specialty, a Shaman King's spirit possession is powered up. The Speciality increases the cost of Spirit Possession by 1 spirit point per round, but gains 1d6+half the Shaman King's level in damage. The damage is of a chosen element, which must be chosen when you gain this spirit power.&lt;br /&gt;
&lt;br /&gt;
''Spirit Fusion:'' '''Requires: Greater Spirit Unity.''' With Spirit Fusion, instead of merging minds with your spirit, you fuse completely. This gives the normal benefits of Greater Spirit Control, but it gives you other benefits as well. You gain temporary hp equal to your guardian spirit's Hit Dice. You gain your guardian spirit's movement speeds, if they're faster, and then the speeds are doubled. Any feats your guardian spirit has, you can also use. This power costs 6 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
''Giant Spirit Form:'' '''Requires: Greater Spirit Control.''' You manifest your guardian spirit in a giant form. Your spirit grows to Gargantuan size, and all of it's abilities increase accordingly. As long as you are within 40ft of your spirit, you may use Greater Spirit Control or Greater Spirit Unity without dematerializing your spirit. This power costs 5 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
''Spirit Strike:'' '''Requires: Spirit Unity.''' While using Spirit Unity or Spirit Control, the Shaman King lashes out with a weapon, shield, or item, sending out a blast of energy. The blast is appropriate to the weapon or item used, and also changes based on if Spirit Control is used. If Spirit Control is used and the Shaman King has Spirit Possession Specialty, then the blast does the same elemental damage as Spirit Control. The blast deals damage equal to (1d6/per Shaman King level + Wisdom Modifier), plus damage from Spirit Presence. This spirit power costs 6 points to use, and has a range of 10ft+10ft/Shaman King level.&lt;br /&gt;
&lt;br /&gt;
''Omega Spirit Strike:'' '''Requires: Spirit Strike.''' The Shaman King sends out a wave of spirit energy. This attack works the same as Spirit Strike, except, it deals damage equal to (2d8/per Shaman King level + Wisdom Modifier). This attack is a wave, it affects one 10ft by 10ft square/per Shaman King level. Any inside the square get a Reflex save for half damage (DC 10+Shaman King Level+Wisdom Modifier). This power is a greater power, and costs 5 spirit points per two Shaman King Levels.&lt;br /&gt;
&lt;br /&gt;
''Shikigami:'' You animate a number of Tiny sized spirits. These spirits are brought out of small rocks or leaves, and you can summon as many as 2 times your wisdom modifier. The spirits are too weak to do any damage, but they can clean and move things around for you. They also make good target dummies. This spirit power cost 1 point to use.&lt;br /&gt;
&lt;br /&gt;
''Shikigami Kooni:'' '''Requires: Shikigami.''' You summon a swarm of Shikigami. The Shikigami Swarm has swarm traits, with a swarm attack. It has 30 hp, Ac 18, and a grapple equal to your Wisdom modifier + your level. This swarm lasts for a number of rounds equal to your Wisdom modifiers. It costs 6 spirit points to summon.&lt;br /&gt;
&lt;br /&gt;
''Greater Shikigami:'' '''Requires: Spirit Unity, Shikigami.''' You summon a Greater Shikigami. It's statistics are given below, and it lasts a number of rounds equal to 2 times your charisma score. It costs 10 spirit points to summon, and you can only summon 2 at a time, max.&lt;br /&gt;
&lt;br /&gt;
''Servant Spawn:'' '''Requires: Zombie, Ghoul, or Skeleton-like Guardian Spirit.''' The Shaman King controls a number of spawn, of the same type as his guardian spirit, which he can summon to his aid at will. The creatures under the Shaman King's control must have an ECL 4 under the Shaman King's ECL. The spawn serves the Shaman King to it's best ability. The Shaman King controls a number of spawn equal to his Charisma Modifier. The Shaman King can summon the spawn as a Full Round Action, and they disperse when the Shaman King chooses, or after 1 hour. The cost of summoning these spawn is 1 per spawn.&lt;br /&gt;
&lt;br /&gt;
''Servant Spawn Army:'' '''Requires: Servant Spawn.''' You bring forth a large amount of servants, these servants last for a number of rounds equal to 2 times your charisma score. You summon a number equal to your charisma score. This spirit power otherwise works the same as ''Servant Spawn''.&lt;br /&gt;
&lt;br /&gt;
''Summon Giant Spirit:'' '''Requires: Servant Spawn.''' The Shaman King summons a Huge sized version of a servant spawn. This creature is otherwise the same. It lasts for a number of rounds equal to your charisma score, and costs 15 spirit points to use.&lt;br /&gt;
&lt;br /&gt;
''Vampiric Specialty:'' '''Requires: Spirit Unity, Vampiric Spirit Guardian.''' You channel your vampiric guardian spirit into yourself, gaining vampiric qualities. You gain your guardian spirit's Blood Drain and Damage Reduction. The Shaman King gains immunity to crits, massive damage, mind affects, and ability damage/drain. You loose the damage reduction in sunlight. This power costs 1 spirit point a round.&lt;br /&gt;
&lt;br /&gt;
''Lich Specialty:'' '''Requires: Spirit Unity, Lich or Dracolich Spirit Guardian, Caster level 8.''' While using Spirit Unity, you gain the ability to cast any spells that your Lich can cast as he can, and you gain immunity to criticals. Your normal Spell Unity aura appears to be ghastly while using this power, as your channeling a very powerful undead. This power costs an additional 3 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
''Dracolich Specialty:'' '''Requires: Lich Specialty.''' The epitome of the Shaman king, a Dracolich based Shaman King is a terror to behold, and is obviously a feat only aquired by epic level characters. You gain the Frightfull Presence and Breath Weapon of your spirit guardian. You can also cast any spells your guardian spirit can cast just as &amp;quot;Lich Specialty&amp;quot;. You gain Crit immunity, and Massive Damage Immunity. This spirit power cost 8 spirit points a round.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Apothesis:''' Once a day, for a number of rounds equal to 2 times your Wisdom Score, you and your guardian spirit merge completely. You take on a form thats combined with your spirit. You can use any of your spirit's abilities, such as spellcasting and feats. You gain half your spirit's hp as temporary hp, and you gain their natural armor, or natural deflection bonus. You can activate Spirit Unity while in this form. When the form ends you and your spirit take half the damage you took while in the form.&lt;br /&gt;
&lt;br /&gt;
====A Shaman King's Guardian Spirit====&lt;br /&gt;
&lt;br /&gt;
For all purposes, the guardian spirit of a Shaman King must be friendly with the shaman. This means, for example, if the spirit is a ghost, then it's &amp;quot;reason&amp;quot;, or &amp;quot;unfinished business&amp;quot;, for being a ghost has been finished. Or, if the spirit is a zombie, it's intelligence must be 8 or higher, which can be difficult. The spirit must also be free, if created as a spawn or etc. Spawned beings that are made specificlly to be spawn, such as ''vampire spawns'', cannot be used as guardian spirits.&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature |creature=Shikigami Kooni |size=Tiny |type=Magical Beast (Swarm) |hd=4d12 |hp=24 |init=3 |speed=20ft, Fly 30ft (Perfect) |ac=15 |touch=15 |flat=12 |bab=+4 |grapple=- |at= Swarm (1d6-3,x2) |full_at= Swarm (1d6-3,x2) |space=- |reach=- |sa=Distraction(Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.). |sq=Swarm Traits, Imune to piercing and slashing |fort=+4 |ref=+7 |will=+3 |str=4 |dex=16 |con=- |int=6 |wis=14 |cha=4 |feats= - |env= Any |org= Solitary |cr= 2 |treas= None |align= Neutral |adv= - |la= - }}&lt;br /&gt;
&lt;br /&gt;
===='''Greater Shikigami'''====&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature |creature=Greater Shikigami |size=Huge |type=Magical Beast |hd=8d12 |hp=43 |init= |speed=40ft, Fly 60ft (Perfect) |ac=18 |touch=12 |flat=14 |bab=8 |grapple=16 |at=Slam(2d10+9,x2) |full_at=Slam(2d10+9,x2)|space=15ft |reach=15ft |sa= Powerful Charge(+3d6+12 damage) |sq= DV 60ft., Low-light vision, Crit and Massive Damage Immunity |fort=8 |ref=8 |will=8 |str=22 |dex=18 |con=- |int=14 |wis=18 |cha=6 |skills=- |feats=Monkey Grip, Run, Quick Draw |env= Any |org= Solitary or Pair |cr=6 |treas= None |align= Neutral |adv=- |la=- }}&lt;br /&gt;
&lt;br /&gt;
====Ex-Shaman King====&lt;br /&gt;
&lt;br /&gt;
When a Shaman King's Guardian Spirit is killed, or leaves, he becomes an Ex-Shaman King. As an Ex-Shaman King you cannot take new levels of Shaman King, nor can you use any Shaman King abilities. You can become a full Shaman King again by the &amp;quot;atonement&amp;quot; spell, and then you can gain a new guardian spirit.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Prestige Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Schism_(3.5e_Template)</id>
		<title>Schism (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Schism_(3.5e_Template)"/>
				<updated>2013-06-18T02:08:11Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Schism ==&lt;br /&gt;
&lt;br /&gt;
{{ImageNeeded|align=left}}&lt;br /&gt;
&lt;br /&gt;
[[3e Summary::A being with two, or more, souls in it's body.]]&lt;br /&gt;
&lt;br /&gt;
A Schism is a creature with two souls in its body. This is more common in elves, but it isnt isolated to elves. Low level characters that happen to be Schisms appear to simply have some sort of Multiple Personality disorder, but higher level characters learn that theyre something completely different. When I fighter drops his sword, looks stunned, and then fires a fireball towards the enemy, it becomes more obvious something is up. To put it simply, from an enemy's perspective there is only one creature, but in reality there is one body with two people living inside it. They either vie for power or they work in tandem, decimating the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Schism ===&lt;br /&gt;
&lt;br /&gt;
This template is usually an inherited template, but it is possible for it to be acquired, in rare circumstances. Inherited and Acquired versions of this template work differently.&lt;br /&gt;
&lt;br /&gt;
If the base creature is born with two souls and two consciousnesses, then the creature has one set amount of experience. This is the most common scenario. The two consciousnesses level up once each when their experience reaches the next level.&lt;br /&gt;
&lt;br /&gt;
If the base creature somehow acquired a new soul or consciousness in its body, then the creature has two separate sets of experience. However this is very rare. The dominate consciousness is awarded full experience while the other gets half its full experience. Both consciousnesses have the same LA, but may not have the same level.&lt;br /&gt;
&lt;br /&gt;
==== Size and Type ====&lt;br /&gt;
&lt;br /&gt;
Size and Type does not change.&lt;br /&gt;
&lt;br /&gt;
==== Hit Dice ====&lt;br /&gt;
&lt;br /&gt;
The creature gain no hit dice, however, hit points act differently. Each consciousness has its own hit die, and its own hit points. Both consciousnesses take the same amount of damage when theyre struck. When one reaches 0 hit points, he falls unconscious, and the one with remaining hit points takes over. One consciousness wont die if the other survives, making a fighter/sorcerer combo very effective.&lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
&lt;br /&gt;
Speed does not change.&lt;br /&gt;
&lt;br /&gt;
==== Armor Class ====&lt;br /&gt;
&lt;br /&gt;
Armor Class does not change.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
As base creature.&lt;br /&gt;
&lt;br /&gt;
==== Full Attack ====&lt;br /&gt;
&lt;br /&gt;
As base creature.&lt;br /&gt;
&lt;br /&gt;
==== Special Attacks ====&lt;br /&gt;
&lt;br /&gt;
As base creature.&lt;br /&gt;
&lt;br /&gt;
==== Special Qualities ====&lt;br /&gt;
&lt;br /&gt;
Dual Souls: Schism's almost always have different extraordinary abilities, or abilities granted from feats. The dominant consciousness uses its abilities as normal, while the other only has limited actions it can do. The consciousness that isnt dominant can telepathically speak with the other soul on the dominant soul's turn, and can see and hear what the dominant soul can. The soul that isnt dominant can attempt to force dominance over the other to gain control, as a standard action at the end of the dominant soul's turn. The dominance check is a Charisma check. If the dominant soul is successful then nothing happens, if it fails then the other soul gains control of the body, and can use its own extraordinary abilities, feats, and spells. If the consciousnesses decide to switch dominance, they can do so as a free action.&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Schism's have one set of physical ability scores (Str, Dex, and Con), and one set of mental ability scores (Int, Wis, and Cha) per consciousness. An inherited Schism rolls strength, dexterity, and constitution normally, but then rolls its intelligence, wisdom, and charisma as if the player was rolling two separate characters.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
As base creature. Each consciousness has its own skill list and skill points.&lt;br /&gt;
&lt;br /&gt;
==== Feats ====&lt;br /&gt;
&lt;br /&gt;
As base creature. Each consciousness has its own feat list.&lt;br /&gt;
&lt;br /&gt;
==== Environment ====&lt;br /&gt;
&lt;br /&gt;
Any.&lt;br /&gt;
&lt;br /&gt;
==== Organization ====&lt;br /&gt;
&lt;br /&gt;
Solitary. Schisms are rare and are never with others of their kind, but they may travel with other characters.&lt;br /&gt;
&lt;br /&gt;
==== Challenge Rating ====&lt;br /&gt;
&lt;br /&gt;
As base creature +4. Inherited Schisms have one challenge rating. Acquired Schisms have one CR for each consciousness. Use the highest when determining experience.&lt;br /&gt;
&lt;br /&gt;
A schism with more then two consciousnesses is rare, but not unheard of. +7 for 3 consciousnesses, +11 for 4 consciousness. 5 consciousnesses are unheard of.&lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
&lt;br /&gt;
As base creature. Schisms may carry separate items. Such as two waterskins. Schisms that realize what they are like to remember that they are separate beings, so they will wear different clothing and wield different weapons then their counterpart. &lt;br /&gt;
&lt;br /&gt;
==== Alignment ====&lt;br /&gt;
&lt;br /&gt;
As base creature. Schisms may have consciousnesses of different alignment, resulting in arguments and inner conflict.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
As base creature.&lt;br /&gt;
&lt;br /&gt;
==== Level Adjustment ====&lt;br /&gt;
&lt;br /&gt;
As base creature +4. A schism with more then two consciousnesses is rare, but not unheard of. +7 for 3 consciousnesses, +11 for 4 consciousness. 5 consciousnesses are unheard of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
[[Category:LA+4]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Sacred_Blacksmith_(3.5e_Prestige_Class)</id>
		<title>Sacred Blacksmith (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Sacred_Blacksmith_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:08:00Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img= Blacksmith.jpg&lt;br /&gt;
|imgloc= bottom&lt;br /&gt;
|imgsize= 280px&lt;br /&gt;
|imgcaption= A Sacred Blacksmith with a newly crafted sword.&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Ready to Play&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type= Spontaneous Spellcaster, Skilled&lt;br /&gt;
|desc= A Sacred Blacksmith is a forger and crafter that has mastered his work.&lt;br /&gt;
|len=15&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sacred Blacksmith==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Give me a second, I'll forge a vorpal sword.&lt;br /&gt;
|orig=Mickey Adams, Human Sacred Blacksmith&lt;br /&gt;
|src=Mickey Adams group facing a hydra.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Becoming a Sacred Blacksmith===&lt;br /&gt;
&lt;br /&gt;
A Sacred Blacksmith is the epitome of smithing, the master crafter, the legendary weapon forger. He is the king of his craft. A Sacred Blacksmith can forge swords that are temporary, but take no time to make. Or he can craft masterfully made weapons and armor, that have magical properties even though theyre made normally. A Sacred Blacksmith's key ability is his Intelligence score, because he must always perform the appropriate craft check, and then his Charisma score for his magic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| 14 total skill points in Craft (Weapon Smithing, Blacksmithing, Bow Making, or Armor Smithing).&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Skill Focus Craft:(Weapon Smithing, Bow Making, or Armor Smithing).&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must have crafted a set of armor, or a weapon of masterwork quality.&lt;br /&gt;
|-&lt;br /&gt;
! Level:&lt;br /&gt;
| [http://www.dandwiki.com/wiki/Blacksmith Blacksmith] level 4 or higher, or Expert level 4 or higher.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Sacred Blacksmith}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Spells Per Day&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 3 || 1 || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +0 || +0 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 4 || 2 || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +1 || +1 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 4 || 2 || 1 || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +1 || +1 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Quick Craft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 5 || 3 || 2 || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +2 || +1 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 5 || 3 || 2 || 1 || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +2 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Magic Forge&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 5 || 3 || 3 || 2 || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +3 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 4 || 3 || 2 || 1 || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +3 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Craft Magic&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 4 || 3 || 3 || 1 || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +4 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 4 || 4 || 3 || 2 || 1 || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +4 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 4 || 4 || 3 || 3 || 2 || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot; &lt;br /&gt;
| 11th || +5 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 4 || 4 || 3 || 2 || 1 || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater Quick Craft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 4 || 4 || 3 || 3 || 2 || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || +6 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || +6 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Detonate Forge&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Master Craft&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6 || 5 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || —&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft (Armorsmithing), Craft (Bowmaking), Craft (Weaponsmithing), Craft (Varies).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' At each level, you gain new spells per day and an increase in caster level. To cast a particular spell, you must have a Charisma score of at least 10 + the spell's level.  Your bonus spells are based on your Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).&lt;br /&gt;
&lt;br /&gt;
You cast spells as a cleric does, and you must prepare your spells from the list below. An epic Sacred Blacksmith’s number of [[SRD:Spells|spells]] per day does not increase after 15th level. Choose your spells from the following list:&lt;br /&gt;
&lt;br /&gt;
0&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Arrow%27s_Flight_(3.5e_Spell) Arrow's Flight], [http://www.dandwiki.com/wiki/Deafening_Pop_(3.5e_Spell) Deafening Pop], [http://www.dandwiki.com/wiki/%C3%9Cberball_(3.5e_Spell) Uberball], [http://www.dandwiki.com/wiki/Common_Knowledge_(3.5e_Spell) Common Knowledge], [http://www.dandwiki.com/wiki/SRD:Arcane_Mark Arcane Mark], [http://www.dandwiki.com/wiki/Force_Bolt_(3.5e_Spell) Force Bolt], [http://www.dandwiki.com/wiki/Gloves_(3.5e_Spell) Gloves], [http://www.dandwiki.com/wiki/SRD:Mage_Hand Mage Hand], [http://www.dandwiki.com/wiki/SRD:Mending Mending], [http://www.dandwiki.com/wiki/SRD:Open/Close Open/Close], [http://www.dandwiki.com/wiki/Zap_(3.5e_Spell) Zap], [http://www.dandwiki.com/wiki/SRD:Touch_of_Fatigue Touch of Fatigue]''.&lt;br /&gt;
&lt;br /&gt;
1st&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Almost_Hit_(3.5e_Spell) Almost Hit], [http://www.dandwiki.com/wiki/Alter_Accuracy_(3.5e_Spell) Alter Accuracy], [http://www.dandwiki.com/wiki/Call_Armor_(3.5e_Spell) Call Armor], [http://www.dandwiki.com/wiki/Call_Weapon_(3.5e_Spell) Call Weapon], [http://www.dandwiki.com/wiki/Force_Skin_(3.5e_Spell) Force Skin], [http://www.dandwiki.com/wiki/SRD:Animate_Rope Animate Rope], [http://www.dandwiki.com/wiki/Ell%27s_Handy_Homunculus_(3.5e_Spell) Ell's Handy Homunculus], [http://www.dandwiki.com/wiki/Detect_Heat_(3.5e_Spell) Detect Heat], [http://www.dandwiki.com/wiki/SRD:Mage_Armor Mage Armor], [http://www.dandwiki.com/wiki/SRD:Magic_Weapon Magic Weapon], [http://www.dandwiki.com/wiki/SRD:Shield Shield], [http://www.dandwiki.com/wiki/Summon_Guided_Anvil_(3.5e_Spell) Summon Guided Anvil]''.&lt;br /&gt;
&lt;br /&gt;
2nd&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Barrier_Trap Barrier Trap], [http://www.dandwiki.com/wiki/Block_(3.5e_Spell) Block], [http://www.dandwiki.com/wiki/Energy_Arrow_(3.5e_Spell) Energy Arrow], [http://www.dandwiki.com/wiki/Explosive_Arrow_(3.5e_Spell) Explosive Arrow], [http://www.dandwiki.com/wiki/SRD:Entropic_Shield Entropic Shield], [http://www.dandwiki.com/wiki/SRD:Flame_Blade Flame Blade], [http://www.dandwiki.com/wiki/Bouncy_Jelly_Boots_(3.5e_Spell) Bouncy Jelly Boots], [http://www.dandwiki.com/wiki/Bound_Weapon_(3.5e_Spell) Bound Weapon], [http://www.dandwiki.com/wiki/Search_Light_(3.5e_Spell) Search Light], [http://www.dandwiki.com/wiki/Unseen_Craftsman_(3.5e_Spell) Unseen Craftsman], [http://www.dandwiki.com/wiki/SRD:Make_Whole Make Whole], [http://www.dandwiki.com/wiki/SRD:Shield_Other Shield Other], [http://www.dandwiki.com/wiki/SRD:Protection_from_Arrows Protection From Arrows], [http://www.dandwiki.com/wiki/SRD:Spiritual_Weapon Spiritual Weapon]''.&lt;br /&gt;
&lt;br /&gt;
3rd&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Armor_Piercing_(3.5e_Spell) Armor Piercing], [http://www.dandwiki.com/wiki/Arrows_of_Blasting_(3.5e_Spell) Arrows of Blasting], [http://www.dandwiki.com/wiki/SRD:Flame_Arrow Flame Arrow], [http://www.dandwiki.com/wiki/Force_Binding_(3.5e_Spell) Force Binding], [http://www.dandwiki.com/wiki/Medical_Pond_(3.5e_Spell) Medical Pond], [http://www.dandwiki.com/wiki/Nondimensional_Pocket_(3.5e_Spell) Nondimensional Pocket], [http://www.dandwiki.com/wiki/Razor_Trap_(3.5e_Spell) Razor Trap]''.&lt;br /&gt;
&lt;br /&gt;
4th&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Acidic_Shield_(3.5e_Spell) Acidic Shield], [http://www.dandwiki.com/wiki/Barrier_(3.5e_Spell) Barrier],[http://www.dandwiki.com/wiki/Disarmament_(3.5e_Spell) Disarmament], [http://www.dandwiki.com/wiki/Lance_of_Foulness_(3.5e_Spell) Lance of Foulness], [http://www.dandwiki.com/wiki/Dragonfly_(3.5e_Spell) Dragonfly], [http://www.dandwiki.com/wiki/Ice_Darts_(3.5e_Spell) Ice Darts], [http://www.dandwiki.com/wiki/SRD:Rusting_Grasp Rusting Grasp], [http://www.dandwiki.com/wiki/Transmute_Solid_(3.5e_Spell) Transmute Solid]''.&lt;br /&gt;
&lt;br /&gt;
5th&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Annihilate_Common_Matter_(3.5e_Spell) Annihilate Common Matter]'', [http://www.dandwiki.com/wiki/SRD:Fabricate Fabricate]'', [http://www.dandwiki.com/wiki/Holy_Blade Holy Sword]'', [http://www.dandwiki.com/wiki/Common_Forging_(3.5e_Spell) Common Forging]'', [http://www.dandwiki.com/wiki/SRD:Secret_Chest Secret Chest]'', [http://www.dandwiki.com/wiki/SRD:Stoneskin Stoneskin]'', [http://www.dandwiki.com/wiki/SRD:Break_Enchantment Break Enchantment]'', [http://www.dandwiki.com/wiki/SRD:Permanency Permanency]''.&lt;br /&gt;
&lt;br /&gt;
6th&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Defencelessness_(3.5e_Spell) Defencelessness], [http://www.dandwiki.com/wiki/Glassteel_(3.5e_Spell) Glassteel], [http://www.dandwiki.com/wiki/Dopple_Arms_(3.5e_Spell) Dopple Arms], [http://www.dandwiki.com/wiki/Io%27s_Tears_(3.5e_Spell) Io's Tears], [http://www.dandwiki.com/wiki/SRD:Hardening Hardening], [http://www.dandwiki.com/wiki/SRD:Ironwood Ironwood], [http://www.dandwiki.com/wiki/SRD:Repel_Wood Repel Wood], [http://www.dandwiki.com/wiki/Arcane_Whip_(3.5e_Spell) Arcane Whip], [http://www.dandwiki.com/wiki/SRD:Guards_and_Wards Guards and Wards]''.&lt;br /&gt;
&lt;br /&gt;
7th&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Auto-Repair_(3.5e_Spell) Auto Repair], [http://www.dandwiki.com/wiki/SRD:Animate_Objects Animate Objects], [http://www.dandwiki.com/wiki/Eldritch_Enemy_(3.5e_Spell) Eldritch Enemy], [http://www.dandwiki.com/wiki/SRD:Earthquake Earthquake], [http://www.dandwiki.com/wiki/Veles_Missile_(3.5e_Spell) Veles Missile], [http://www.dandwiki.com/wiki/SRD:Instant_Summons Instant Summons], [http://www.dandwiki.com/wiki/SRD:Mage%27s_Sword Modenkainen's Sword], [http://www.dandwiki.com/wiki/SRD:Transmute_Metal_to_Wood Transmute Metal to Wood],[http://www.dandwiki.com/wiki/Transmute_Metal_to_Jelly_(3.5e_Spell) Transmute Metal to Jelly]''. &lt;br /&gt;
&lt;br /&gt;
8th&amp;amp;mdash;''[http://www.dandwiki.com/wiki/Mystic_Forging_(3.5e_Spell) Mystic Forging], [http://www.dandwiki.com/wiki/Rithaniels_Revert_(3.5e_Spell) Rithaniel's Revert], [http://www.dandwiki.com/wiki/Svarog%27s_Sword_(3.5e_Spell) Svarog's Sword], [http://www.dandwiki.com/wiki/Vorpal_Spray_(3.5e_Spell) Vorpal Spray], [http://www.dandwiki.com/wiki/Warrant_(3.5e_spell) Warrant], [http://www.dandwiki.com/wiki/Perun_Bolt_(3.5e_Spell) Perun Bolt], [http://www.dandwiki.com/wiki/SRD:Iron_Body Iron Body], [http://www.dandwiki.com/wiki/SRD:Repel_Metal_or_Stone Repel Metal or Stone]''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quick Craft:''' A Sacred Blacksmith can forge items faster then the average blacksmith. Starting at 4th level, a Sacred Blacksmith can craft anything in 3/4 the amount of time it normally takes.&lt;br /&gt;
&lt;br /&gt;
'''''Magic Forge:''''' The magical forge is the Sacred Blacksmith's art. He creates a 3ft wide sphere of fire that doesn't burn him. Anyone that enters the square the forge is in takes 1d6/level of fire damage. The forge forms directly in front of the Sacred Blacksmith, and requires him to focus on it completely. Creating the forge is a full round action. Once the forge is created, the Sacred Blacksmith can craft anything as a standard action, as long as he makes the craft dc. Anything forged inside the magic forge however is held together by magic, and only lasts a number of rounds equal to his Sacred Blacksmith level, plus 2 times his Intelligence modifier. It is mainly used to craft weapons, or misc. items.&lt;br /&gt;
&lt;br /&gt;
If the Sacred Blacksmith has the &amp;quot;Craft Magic&amp;quot; Ability, he can create magic weapons, armors, shields, and items using his forge. Doing so requires him to roll to create the item masterwork, then another craft check equal to crafting the same item normally using the &amp;quot;Craft Magic&amp;quot; ability.&lt;br /&gt;
&lt;br /&gt;
'''Craft Magic:''' At 8th level, a Sacred Blacksmith learns how to create magical weapons and armor through forging. Any weapon or armor created in this way must be masterwork, and a seperate craft check must be made, similar to crafting a masterwork item. The Dc for crafting a magical item in this way is 25+5 for each magical enhancement. Meaning a +1 Vorpal sword (+6 enhancement) has a craft DC of 55 for a Sacred Blacksmith. It is possible to add enchantments onto a weapon that is already magical, but doing so adds the base enhancement to the crafting. Adding Vorpal to a +3 blade costs the same as making a +8 magic item, DC 65. Crafting a magical weapon or armor in this way works similar to crafting a normal weapon or armor, see below. Enhancing a weapon, suit of armor, or shield uses up raw materials costing one-half of it's total price. &lt;br /&gt;
&lt;br /&gt;
To determine how much time and money it takes to add magical enhancements, follow these steps.&lt;br /&gt;
&lt;br /&gt;
'''1.''' Find the price of the magic enhancement your crafting. Or the total enhancement of the weapon or armor, if it already has an enhancement or enchantment. &lt;br /&gt;
&lt;br /&gt;
'''2.''' Pay one-half of the enhancement's price for the cost of raw materials. &lt;br /&gt;
&lt;br /&gt;
'''3.''' Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result times the DC equals the price of the enhancement, then you have completed the item. (If the result times the DC equals double or triple the price of the enhancement, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result times the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the enhancement's price.&lt;br /&gt;
&lt;br /&gt;
If you fail a check by 4 or less, you make no progress this week. &lt;br /&gt;
If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.&lt;br /&gt;
The +1 Enhancement from being Masterwork doesn't add into the magical enhancement to determine the price or dc.&lt;br /&gt;
&lt;br /&gt;
'''Greater Quick Craft:''' A Sacred Blacksmith of 12th level can craft items at 1/2 the normal crafting time.&lt;br /&gt;
&lt;br /&gt;
'''Detonate Forge:''' At 14th level, a Sacred Blacksmith learns to use his magic forge as a weapon. He must still create it as normal, and can only use it if he stands next to it and concentrates. However now he may concentrate to move the forge 10ft, Concentration DC 20. Doing so is considered a move action, and provokes an attack of opportunity. He may detonate the forge as a standard action, causing it to explode with a swell of magic. Doing so causes 1d8/level fire damage to all those within 20ft of the forge, Reflex DC 10+Level+Cha modifier for half damage.&lt;br /&gt;
&lt;br /&gt;
'''Master Craft:''' At 15th level, a Sacred Blacksmith no longer needs to roll to create an item masterwork. Anytime he succeeds on a craft check, the item is automaticlly masterwork, furthermore, the DC for any craft check the Sacred Blacksmith rolls is decreased by his Intelligence modifier. If this lowers the DC to 5 or lower, he creates the item as a standard action.&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Narrator_(3.5e_Prestige_Class)</id>
		<title>Narrator (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Narrator_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:06:18Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{April Fools}}&lt;br /&gt;
{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Skilled, Buffer&lt;br /&gt;
|desc= A Narrator is a bard that gives power by describing peoples actions.&lt;br /&gt;
|len=10&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Narrator==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Then he dodged to the left! Easily moving around the foe's attacks!&lt;br /&gt;
|orig= Humnar, Gnome Narrator&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Narrators are perfect bard additions to any party, if they can be tolerated. just like many groups, having a constant vocal companion can be hard to enjoy at times, but having one that voices over your actions and narrates you can be even more intolerable. A Narrator is a bard that focuses on a specific bard talent. The ability to assist others. Narrators can do very little by themselves, unlike a powerful wizard or fighter, but partner a Narrator with a Fighter of the same level and it makes the fighter twice as strong.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Narrator===&lt;br /&gt;
&lt;br /&gt;
Like the Bard, a Narrator's prime ability score is Charisma. This amplifies his narrating skills and any other abilities he has. Narrators should focus on Intelligence, and place as many skill points as possible into his Perform skill, which governs his abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Nonlawful.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Perform (Act) 10 or Perform (Oratory) 8 or Perform (Sing) 10.&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Skill Focus (The Perform skill that you fulfill the prerequisites for above) &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| You must have assisted someone verbally, in some scenario. Whether telling them to duck, for example, or using a bardic music ability.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Narrator}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +0 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +2 || +1 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +5, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +7, Bestow Failure&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +4 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +5 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +9&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +6/+1 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +7, Narration of Time&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +6/+1 || +3 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Diplomacy, Bluff, Sense Motive, Forgery, Decipher Script.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Narration''' (Su): A Narrator with 3 or more ranks in a listed Perform skill can use his Narration to aid his allies in combat. The Narrator narrates his actions as a free action. The allies must be within 30ft of the Narrator. The ally must hear the Narrator and the Narrator must be able to see the target. A Narrator can affect a number of allies a round as half his Narrator level, but the Narration bonus is divided between the affected targets. This narration bestows the bonus listed to saving throws against fear and charm affects, and a morale bonus to attack and damage rolls. Narration is a mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
'''Inspire Competence''' (Su): A Narrator of 2nd level or higher with 6 or more ranks in a listed Perform skill can use his narration to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Narrator. The Narrator must also be able to see the ally. The ally gets the competence bonus on skill checks with a particular skill as long as he or she continues to hear the Narrator’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Narrator concentrates, up to a maximum of 2 minutes. A Narrator can’t inspire competence in himself. Inspire competence is a mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
'''Bestow Failure''' (Su): A Narrator of 5th level can use his narrating skills to fault his enemies. This is a mind affect. The Narrator can use this ability as a free action, but only when not using his Narration ability, otherwise it's a standard action. This can be used on several targets, but the penalty is divided between the targets. The Bestow Failure penalty bestows a luck penalty to attack and damage equal to the Narrator's level plus his Charisma modifier. The targets get a Will Save, DC 10+Narrator level+Cha mod, to resist the affect.&lt;br /&gt;
&lt;br /&gt;
'''Narration of Time''' (Su): A Narrator of 8th level learns the ultimate narration ability. By taking a standard action, a full round action if using his other narration abilities, he can ''slow'' his enemies and ''haste'' himself and his allies. This ability bypasses spell resistance. Targets affected by the slow ability get a will save, DC 10+Narrator level+Cha mod. The Narrator can affect a number of targets with the Narration of Time ability equal to his Charisma modifier. The targets must be within 30ft, must be able to hear the Narrator, and the Narrator must be able to see the targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:AboveJester]]&lt;br /&gt;
[[Category:April Fools]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Planetouched_(Goroth)_(3.5e_Creature)</id>
		<title>Planetouched (Goroth) (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Planetouched_(Goroth)_(3.5e_Creature)"/>
				<updated>2013-06-18T02:04:17Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Planetouched (Goroth) ==&lt;br /&gt;
&lt;br /&gt;
Goroth are the descendants of Titans. The chaotic outsiders of tremendous size and strength. Somewhere in their ancestry lies one of these great beings. Goroth are quick to anger, and tend to be rash and sometimes foolish. Goroth are emotional creatures, just like Titans themselves, and angering one is not wise. They enjoy heavy armor and large weapons, making them good Fighters or Barbarians.&lt;br /&gt;
&lt;br /&gt;
===For Player Characters===&lt;br /&gt;
&lt;br /&gt;
Goroth tend to have loud and boastful personalities. They tower over other humanoids, as a 6 ft. tall Goroth would be considered short. Theyre sometimes mistaken for Half-Giants, but after getting to know them it becomes more obvious that this is not the case.&lt;br /&gt;
&lt;br /&gt;
Almost all Goroth are Chaos aligned. Goroth tend to enjoy fighting, partying, and all around messing around. Every Goroth has an angry side that they have trouble controlling. Even good-aligned Goroth, when angered, are a terror to behold. Many non-evil Goroth do things they regret when angered. Goroth have few physical characteristics that are noticeably different from humans. They appear to be the tallest, most beautiful creatures of their race, and some emanate an aura that makes nearby creatures feel anxious. Typical Goroth are nearly 7 ft. tall. Occasionally a Goroth will fall into a deep depression when something upsetting happens, but this is rare.&lt;br /&gt;
&lt;br /&gt;
* +2 Strength, +2 Constitution&lt;br /&gt;
* Outsider(Native)&lt;br /&gt;
* [[Medium]] Size&lt;br /&gt;
* A Goroth's base land speed is 30 ft.&lt;br /&gt;
* '''Weapon and Armor Proficiency:''' Goroth are proficient in all simple and martial weapons, all light, medium, and heavy armor, and all shields.  &lt;br /&gt;
* Goroth gain DR 2/ Law and have Spell Resistance 5.&lt;br /&gt;
* +4 to [[Intimidate]]&lt;br /&gt;
* [[Automatic Languages]]: Common and Giant. [[Bonus Languages]]: Abyssal, Celestial, and Draconic.&lt;br /&gt;
* [[Favored Class]]: Barbarian&lt;br /&gt;
* [[Level adjustment]]: +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creatures CR1}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR1]]&lt;br /&gt;
[[Category:Outsider Type]]&lt;br /&gt;
[[Category:Medium Size]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Narrator_(3.5e_Prestige_Class)</id>
		<title>Narrator (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Narrator_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:04:03Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please Do Not Edit&lt;br /&gt;
|type= Skilled, Buffer&lt;br /&gt;
|desc= A Narrator is a bard that gives power by describing peoples actions.&lt;br /&gt;
|len=10&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Narrator==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Then he dodged to the left! Easily moving around the foe's attacks!&lt;br /&gt;
|orig= Humnar, Gnome Narrator&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Narrators are perfect bard additions to any party, if they can be tolerated. just like many groups, having a constant vocal companion can be hard to enjoy at times, but having one that voices over your actions and narrates you can be even more intolerable. A Narrator is a bard that focuses on a specific bard talent. The ability to assist others. Narrators can do very little by themselves, unlike a powerful wizard or fighter, but partner a Narrator with a Fighter of the same level and it makes the fighter twice as strong.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Narrator===&lt;br /&gt;
&lt;br /&gt;
Like the Bard, a Narrator's prime ability score is Charisma. This amplifies his narrating skills and any other abilities he has. Narrators should focus on Intelligence, and place as many skill points as possible into his Perform skill, which governs his abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Nonlawful.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Perform (Act) 10 or Perform (Oratory) 8 or Perform (Sing) 10.&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Skill Focus (The Perform skill that you fulfill the prerequisites for above) &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| You must have assisted someone verbally, in some scenario. Whether telling them to duck, for example, or using a bardic music ability.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Narrator}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +0 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +2 || +1 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +5, &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +7, Bestow Failure&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +4 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +5 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +9&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +6/+1 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +7, Narration of Time&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +6/+1 || +3 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Narration +11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Inspire Competence +9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Diplomacy, Bluff, Sense Motive, Forgery, Decipher Script.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Narration''' (Su): A Narrator with 3 or more ranks in a listed Perform skill can use his Narration to aid his allies in combat. The Narrator narrates his actions as a free action. The allies must be within 30ft of the Narrator. The ally must hear the Narrator and the Narrator must be able to see the target. A Narrator can affect a number of allies a round as half his Narrator level, but the Narration bonus is divided between the affected targets. This narration bestows the bonus listed to saving throws against fear and charm affects, and a morale bonus to attack and damage rolls. Narration is a mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
'''Inspire Competence''' (Su): A Narrator of 2nd level or higher with 6 or more ranks in a listed Perform skill can use his narration to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Narrator. The Narrator must also be able to see the ally. The ally gets the competence bonus on skill checks with a particular skill as long as he or she continues to hear the Narrator’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Narrator concentrates, up to a maximum of 2 minutes. A Narrator can’t inspire competence in himself. Inspire competence is a mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
'''Bestow Failure''' (Su): A Narrator of 5th level can use his narrating skills to fault his enemies. This is a mind affect. The Narrator can use this ability as a free action, but only when not using his Narration ability, otherwise it's a standard action. This can be used on several targets, but the penalty is divided between the targets. The Bestow Failure penalty bestows a luck penalty to attack and damage equal to the Narrator's level plus his Charisma modifier. The targets get a Will Save, DC 10+Narrator level+Cha mod, to resist the affect.&lt;br /&gt;
&lt;br /&gt;
'''Narration of Time''' (Su): A Narrator of 8th level learns the ultimate narration ability. By taking a standard action, a full round action if using his other narration abilities, he can ''slow'' his enemies and ''haste'' himself and his allies. This ability bypasses spell resistance. Targets affected by the slow ability get a will save, DC 10+Narrator level+Cha mod. The Narrator can affect a number of targets with the Narration of Time ability equal to his Charisma modifier. The targets must be within 30ft, must be able to hear the Narrator, and the Narrator must be able to see the targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Lion_Warrior_(3.5e_Prestige_Class)</id>
		<title>Lion Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Lion_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:03:20Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Finished&lt;br /&gt;
|editing=Please Do Not Edit&lt;br /&gt;
|type=Combat Focused&lt;br /&gt;
|desc=The Lion Warriors of the Southern Isles are fierce hunters that follow the path of the lion.&lt;br /&gt;
|len=&lt;br /&gt;
|minlvl=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lion Warrior==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|&amp;quot;Just as I thought we had outran them, I turned and there they were. The beasties were terrifying! All I saw was tall grass at first, and then I saw their eyes in the fields, but that was all. They were like ghosts! You'll never catch me on one'a them islands again!&amp;quot;&lt;br /&gt;
|orig=A old sailor recounting his trip to the Southern Isles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Lion Warriors of the Southern Isles are master hunters. They stalk like the mightiest lion, and track even better then the most skilled ranger. Many Lion Warriors are scattered throughout the Southern Isles that they call home. They protect nature from poachers, wild fires, and other threats. There is no alignment restriction to becoming a Lion Warrior, however, if a possible candidate is evil it makes it all that less likely that he'll be able to pass the test required to become a Lion Warrior. &lt;br /&gt;
&lt;br /&gt;
===Becoming a Lion Warrior===&lt;br /&gt;
&lt;br /&gt;
Most Lion Warriors come from a ranger background. There a some very few exceptions, sometimes a druid or barbarian will some how be trained in the ways of the Lion Warrior. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Non-Chaotic&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| Hide +6, Survival +6, Knowledge(Nature) +8, Knowledge(Geography) +6&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Track&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Characters wishing to become a Lion Warrior must learn the secrets and stealth from someone that is considered a master (Lion Warrior level 10) of the class already. This usually involves traveling to the Southern Isles. Lion Warriors put possible candidates through a test. The candidate must feed a lion, if the lion deems the candidate as acceptable then it will eat the food and leave, if it doesnt, then it will attack the candidate. The lions are quick to dismiss evil candidates, but this does not mean evil creatures cannot become Lion Warriors, but evil creatures must at least revere nature to become one.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Lion Warrior}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +0 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +2, Lion Empathy&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +0 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Health +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +2 || +1 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +3, Lion's Stealth&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Health +4, Lion's Roar&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +4 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +5 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +6, Call Lions&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +6/+1 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Health +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +7, Lion Companion&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lion's Strength +8, Lion Master&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Climb, Jump, Hide, Survival.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Lion's Strength:''' Lion Warriors gain increases to their Strength score based on their level.&lt;br /&gt;
&lt;br /&gt;
'''Lion's Health:''' Lion Warriors gain increases to their Constitution score based on their level.&lt;br /&gt;
&lt;br /&gt;
'''Lion Empathy:''' A Lion Warrior can improve the attitude of lions. This ability functions just like a Diplomacy check to improve the attitude of a person. The Lion Warrior rolls 1d20 and adds his Lion Warrior level and his Charisma bonus to determine the lion empathy check result.  To use wild empathy, the Lion Warrior and the lion must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing a lion in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Lion Warrior can also use this ability on other creatures that are similar to lions, but if the creature has an Int of 3 or higher, the Lion Warrior takes a -4 penalty.&lt;br /&gt;
&lt;br /&gt;
'''Lion's Stealth:''' Lion Warriors of 3rd level begin practicing the art of stealth. Lion Warriors add (Lion Warrior level + 4) to their hide and move silently checks.&lt;br /&gt;
&lt;br /&gt;
'''Lion's Roar:''' Lion Warriors use the Lion's Roar as a war cry to confuse the animal companions of whoever they happen to be hunting. The Lion's Roar mimics the roar of a lion, and the direction of the Lion Warrior cannot be pinpointed when it is used. Using the Lion's Warrior is a standard action, and affects all creatures with Lion Warrior levels within 100 ft. Creatures within the radius must roll a will save DC(10+Lion Warrior level+Cha modifier) or become shaken for 1d6 rounds. Lions are unaffected by the Lion's Roar. Animals with an Int score of 1 or 2 become panicked for 1d6 rounds instead.&lt;br /&gt;
&lt;br /&gt;
'''Call Lions:''' A Lion Warrior of 7th level has earned the trust of lions from all nations. He may call any lions with 400 ft. of him by letting out a loud roar similar to the Lion's Roar. Lions called in this way see the Lion Warrior as another Lion, and will aid him faithfully but will not follow his commands unless he uses his Lion Empathy ability. A Lion Warrior that uses this ability reveals his general location to all those within 200 ft.&lt;br /&gt;
&lt;br /&gt;
'''Lion Companion:''' At 9th level a Lion Warrior may take a lion as a faithful animal companion. Unlike other animal companions, a Lion Warrior's lion companion does not advance in hit die, and does not gain special abilities. A Lion Warrior can only take on a lion if the lion's hit dice is lower then his own hit dice. Significantly powerful Lion Warriors have been known to take on Dire Lions, or even Legendary Lions, as their lion companion once they reach a high enough level. If a Lion Warrior's lion dies, or if he releases it from his command, the Lion Warrior can gain a new lion companion after 24 hours.&lt;br /&gt;
&lt;br /&gt;
'''Lion Master:''' Lion Warriors of 10th level can train other creatures to become Lion Warriors. Also, Lion Warriors of this level gains a scent and rake ability. If a Lion Warrior charges a foe, he may make two rake attacks with whatever weapon he is holding (Rake, +4 to hit, +1d8 damage). &lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Lion Warrior====&lt;br /&gt;
&lt;br /&gt;
Lion Warriors make good replacements for Rangers or Barbarians.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Lion Warriors are the hunter. They track down the enemy, and rely on stealth to set up an ambush.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Many Lion Warriors, if they havnt already, go into druid or ranger if they havnt already.&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' Lion Warriors are always welcome among the Lion Warrior tribes of the Southern Isles. Identification isnt necessary, Lion Warriors have a knack for identifying others of their kind.&lt;br /&gt;
&lt;br /&gt;
====Lion Warriors in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|We all have our different reasons for being here, little cub. Many come to learn how to survive on these islands, others come to honor nature. There are even a few here that learn the way of the lion to take advantage of the innocent. I did it because I love the lions, and now I am their eternal ally.|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The Lion Warriors of the Souther Isles are feared by the common people. Theyre seen as barbarians, but usually all they do is scare people off their island.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Druids and rangers understand the Lion Warriors, but other classes, mostly npc classes, will feel slightly uneasy around lion warriors.&lt;br /&gt;
&lt;br /&gt;
====Lion Warrior Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge(Nature) can research Lion Warriors to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ Knowledge(nature)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | You have heard of the Lion Warriors. While they are known as a terrifying tribe, they only do what they can to defend the island the live on.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | While Lion Warriors raise their own to become members of the tribe, they also take outsiders to join their ranks, provided they can pass a test.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | Not only do you know of the test to become a Lion Warrior, but you know where you need to go to take it.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | You know about specific, higher up members of the Lion Warriors, and you know how to get around the test to become a lion warrior. A high level &amp;quot;hide from animals&amp;quot; and a &amp;quot;undetectable alignment&amp;quot; spell can mask you enough to pass the test and not be caught by the other Lion Warriors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Kender_Ninja_(3.5e_Prestige_Class)</id>
		<title>Kender Ninja (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Kender_Ninja_(3.5e_Prestige_Class)"/>
				<updated>2013-06-18T02:02:52Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=Kenderninja.jpg&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=A fleeing Kender Ninja&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status= Playable&lt;br /&gt;
|editing= Please do not edit&lt;br /&gt;
|type= Combat Focused, Skilled&lt;br /&gt;
|desc= The Kender Ninja, one of the deadliest warrior forces known to man. Said to move like ghosts and kill quietly like assassins, the Kender Ninja are dangerous foes.&lt;br /&gt;
|len= 10&lt;br /&gt;
|minlvl= --&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Kender Ninja==&lt;br /&gt;
&lt;br /&gt;
--[[User:AboveJester|AboveJester]] ([[User talk:AboveJester|talk]]) 01:10, 24 August 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
| &amp;quot;....hehe...&amp;quot;&lt;br /&gt;
|orig= Balba, Kender, Rogue Kender Ninja}}&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;The Shadowed Ones&amp;quot; or &amp;quot;The Hidden Guardians&amp;quot; by the kender, Kender Ninja are the highest ranking soldiers of what the kender would consider their military. Kender Ninja are loved and admired by the people, their mastery of being useen and picking pockets is incredible compared to the average kender. They dress in black ninja robes, which covers their [http://www.dandwiki.com/wiki/Kender_Mithral_(3.5e_Equipment) Kender Mithral] and any weapons they weild.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Kender Ninja===&lt;br /&gt;
&lt;br /&gt;
Aspiring kenders dream of becoming part of the Kender Ninja. Loved by Kender society, the Kender Ninja are silent guardians, and sometimes kender soldiers. There have been stories, of raids on vaults of enemy nations. None of which were ever confirmed, mainly because anyone who saw the kender didn't see enough, or they died mysteriously the night of the raid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
! Race:&lt;br /&gt;
| Any Kender&lt;br /&gt;
|-&lt;br /&gt;
! Skills:&lt;br /&gt;
| +4 Jump, +4 Climb, +4 Balance, +6 Sleight of Hand, +6 Tumble&lt;br /&gt;
|-&lt;br /&gt;
! Feats:&lt;br /&gt;
| Run, Spring Attack&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Sneak Attack or Ninja Strike +3d6 (Or similar), Evasion&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Kender Ninja}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ac Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed Increase&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ac Bonus, Fast Movement, Luck Jutsu&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +0ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Sneak Attack+1d6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +10ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Shadowed+2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +20ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Sneak Attack+2d6, Luck Jutsu&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +20ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Hide In Plain Sight, Poison Use&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +30ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +6 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Shadowed+4, Sneak Attack+3d6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +40ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Luck Jutsu&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +40ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +8 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Sneak Attack+4d6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +50ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +9 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Shadowed+6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +60ft&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +10 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Sneak Attack+5d6, Luck Jutsu&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +60ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Class Skills: Tumble, Jump, Climb, Balance, Swim, Spellcraft Open Lock, Disable Device, Autohypnosis, Sleight of Hand, Spot, Listen, Escape Artist.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Kender Ninja are trained in using all simple weapons and the Kama, Katana, Kusari-Gama, Ninja-to, Nekoda, Nunchaku, Sai, Shortbow, Shuriken, and Tonfa. They're also trained in the use of all Kender weapons (Ex. Hoopak), including Kender Mithral Armor and Kender Mithral weapons.&lt;br /&gt;
&lt;br /&gt;
'''AC Bonus:''' Kender Ninja gain Ac bonus as a monk, except, Kender Ninja use their Charisma modifier and not their Wisdom modifier. Also, Kender Ninja get this bonus when wearing no armor, light armor, or Kender Mithral armor.&lt;br /&gt;
&lt;br /&gt;
'''Fast Movement:''' A Kender Ninja gains a speed increase when wearing no armor, light armor, or Kender Mithral Armor.&lt;br /&gt;
&lt;br /&gt;
'''''Luck Jutsu:''''' A mysterious set of techniques known by Kender Ninja. Luck Jutsu's refer to a Kender ninja's ability to maniputlate luck magic. Instead of gaining spells per day, a Kender Ninja gains a small amount of Spell-Like Abilities as class abilities. A Kender Ninja gains one Luck Jutsu of it's choosing at 1st level and every 3 levels after (1st, 4th, 7th, and 10th). A Kender Ninja can a number of Luck Jutsu a day equal to his newly changed charisma modifier (Adding in Shadowed and any other bonuses).&lt;br /&gt;
&lt;br /&gt;
'''Hide In Plain Sight:''' A Kender Ninja gains the Hide In Plain Sight, as a 17th level Ranger, at 5th level. If, for whatever reason, the Kender Ninja already has, or gains, Hide In Plain Sight, then it gains a +8 bonus to hide checks.&lt;br /&gt;
&lt;br /&gt;
'''Poison Use:''' A Kender Ninja gains the ability to apply poisons to his blade or arrows without dangering himself. (He also doesn't risk poisoning himself when poisoning a drink or etc).&lt;br /&gt;
&lt;br /&gt;
'''Shadowed:''' Kender Ninja are one with the dark and the night. When wearing a black ninja outfit, as they often do, a Kender Ninja gains a bonus to charisma (+2 at 3rd lvl, +4 at 6th lvl, +6 at 9th lvl). This bonus increases their Ac Bonus. When a Kender Ninja is wearing a black ninja's outfit at night ,or in complete darkness, this bonus increases by 2.&lt;br /&gt;
&lt;br /&gt;
'''Sneak Attack:''' A Kender Ninja gains a sneak attack, as a rogue, at 2nd level. This Sneak Attack stacks with any other sneak attack (Or Sudden Strike, Or Etc).&lt;br /&gt;
&lt;br /&gt;
====Luck Jutsu List====&lt;br /&gt;
&lt;br /&gt;
'''''Passwall:''''' For a number rounds equal to your current charisma modifier + your class level, you become semi-incorporeal. You pass through walls as if they arn't there. You also can move through non-living beings as they wern't there, but they can still attack you and you can attack them (You both have a 40% miss chance however). You gain a +8 on move silently checks. You won't fall through objects unless you want to, and if your knocked unconcious the Jutsu ends.&lt;br /&gt;
&lt;br /&gt;
'''''Grand Leap:''''' For a number of rounds equal to your current charisma modifier, you gain +20 on jump checks. You have no limit on your jumps based on height or size, and you are considered to have 30ft running start for each jump. You also take no falling damage from 10ft/level of falling.&lt;br /&gt;
&lt;br /&gt;
'''''Death Attack:''''' By learning this Jutsu the Kender Ninja gains a ''death attack'', just as an Assassin does, except the Fortitude save changes (DC 10+Kender Ninja Level+New Charisma Modifier). The ''death attack'' is still considered a Jutsu, and using the ''death attack'' counts as one use on the Kender Ninja's Jutsu's Per Day.&lt;br /&gt;
&lt;br /&gt;
'''''Body Clone:''''' This Jutsu allows you to make copies of your self, equal to your charisma modifier. The Copies have an Ac equal to 10+Your Dexterity Modifier+Any Ac bonuses from your class. You don't &amp;quot;control&amp;quot; the copies, but they are you and the player would play as them. You can't communicate with the clones, but when one of them dies you absorb all of their memories sense you made them. A clone appears as you, and has your skill list, but can't attack. The clone has no HP, so when it's struck by an attack it disappears. The clones also only exist a number of minutes equal to 2 times your charisma score. You can only use this Jutsu when you don't already have clones out. You can force any number of clones to vanish as a swift action.&lt;br /&gt;
&lt;br /&gt;
'''''Flaming Projectile:''''' The character takes a thrown weapon and imbues it with the power of explosive power. As a move action, you take a thrown weapon or projectile, a kunai, shuriken, or arrow, and you add 1d6 fire damage/every two levels (min of 1d6). It explodes with a 20ft radius, and everyone inside is set on fire (Ref Dc 10+Your Level+New Cha Mod).&lt;br /&gt;
&lt;br /&gt;
'''''Body Flicker:''''' The character teleports a short distance. You can't bring people with you, but you can't accidently teleport into a wall. You can teleport to a maximum distance of 20ft/level.&lt;br /&gt;
&lt;br /&gt;
'''''Life Drain:''''' The character's natural attacks damage the enemy's physical abilities. When you hit with a natural attack, you do 1d4 Str, Dex, or Con (Your choice) damage to your enemy. (Fort Dc 10+Class Level+New Cha Mod). All your natural attacks do this for a number of rounds equal to your new charisma modifier.&lt;br /&gt;
&lt;br /&gt;
'''''Shadow Beast:''''' The character summons a being made of shadow that serves him. Activating this Jutsu takes (15-your new charisma modifier) rounds. You summon a creature, it's hit dice must be 4 less then your own, or less. It's intelligence, wisdom, and charisma drops to 6 or stays the same if it's lower. It also cannot use any intelligent based abilities or cast spells. It's a shadow beast, meaning that it's a copy of the actual creature. It serves you completely, and you can give it a new order as a standard action. Even though it's intelligence is low it will understand any order given to it. It has half the normal hp but gains a miss chance of 40%. The summoning lasts for a number of minutes equal to your new charisma modifier.&lt;br /&gt;
&lt;br /&gt;
'''''Invisibility:''''' You become invisible as the spell ''Greater Invisibility''. It lasts for a number of minutes equal to 2 times your new charisma modifer. &lt;br /&gt;
&lt;br /&gt;
'''''Regeneration:''''' As a full round action, you focus your body to a point where it heals itself. You gain regeneration, equal to your new charisma modifier. This last for a number of minutes equal to twice your charisma modifier.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Kender Ninja====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Kender Ninja tend to fill in for any fighter or rogue. They hit hard and move fast.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' With the high Charisma at the end of this class, an obvious choice would have to be to gain a few levels in sorceror.&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' Kender Ninja make up the higher ranks of the Kender military. Kender Ninja work in groups as strike teams, raid teams, and support teams. If working with the Kender military, a Kender Ninja can always expect backup. Otherwise the only help they'll get is from a passing Kender Ninja, which is unlikely.&lt;br /&gt;
&lt;br /&gt;
====Kender Ninja in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|I found some gold. I took it from those guys after I knocked them out, hehe.|4=Jack, Kender Ninja}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &amp;lt;-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-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Kender_(3.5e_Cleric_Domain)</id>
		<title>Kender (3.5e Cleric Domain)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Kender_(3.5e_Cleric_Domain)"/>
				<updated>2013-06-18T02:02:40Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Kender Domain ===&lt;br /&gt;
&lt;br /&gt;
===== Granted Powers =====&lt;br /&gt;
&lt;br /&gt;
All Kender who can have a domain, have access to this domain. Regardless of what deity they worship. Anyone who selects this domain gains a constant +6 to Sleight of Hand checks.&lt;br /&gt;
&lt;br /&gt;
==== Kender Domain Spells ====&lt;br /&gt;
&lt;br /&gt;
# Sticky Fingers (Spell Compendium)&lt;br /&gt;
# Entice Gift (Spell Compendium)&lt;br /&gt;
# Treasure Scent (Spell Compendium)&lt;br /&gt;
# Dimension Door&lt;br /&gt;
# Secret Chest&lt;br /&gt;
# Mislead&lt;br /&gt;
# Ethereal Jaunt&lt;br /&gt;
# Moment of Prescience&lt;br /&gt;
# Miracle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Cleric Domains Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Spell]]&lt;br /&gt;
[[Category:Domain]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Giant_(3.5e_Cleric_Domain)</id>
		<title>Giant (3.5e Cleric Domain)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Giant_(3.5e_Cleric_Domain)"/>
				<updated>2013-06-18T02:02:28Z</updated>
		
		<summary type="html">&lt;p&gt;AboveJester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Giant Domain ===&lt;br /&gt;
&lt;br /&gt;
===== Granted Powers =====&lt;br /&gt;
&lt;br /&gt;
'''Rock Catching:''' A Cleric with this domain can catch Sling Bullets, small rocks, and medium rocks. Once per round a Cleric with this domain normally hit by a rock may roll a reflex save to catch the rock. Reflex DC (10 for Sling, 15 for Small Rocks, and 20 for Medium Rocks). If the projectile has a magical enhancement, the DC is increased by that amount. The Cleric must be ready and aware in order to catch the projectile.&lt;br /&gt;
&lt;br /&gt;
==== Giant Domain Spells ====&lt;br /&gt;
&lt;br /&gt;
# Enlarge Person&lt;br /&gt;
# Iron Silence (Spell Compendium)&lt;br /&gt;
# Fell The Greatest Foe (Spell Compendium)&lt;br /&gt;
# Enlarge Person, Mass&lt;br /&gt;
# Righteous Might&lt;br /&gt;
# Tensor's Transformation&lt;br /&gt;
# Bite of the Werebear (Spell Compendium)&lt;br /&gt;
# Earthquake&lt;br /&gt;
# Shapechange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Spell]]&lt;br /&gt;
[[Category:Domain]]&lt;br /&gt;
[[Category:AboveJester]]&lt;/div&gt;</summary>
		<author><name>AboveJester</name></author>	</entry>

	</feed>