https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Argent+Fatalis&feedformat=atom
D&D Wiki - User contributions [en]
2024-03-29T07:19:57Z
User contributions
MediaWiki 1.35.8
https://www.dandwiki.com/w/index.php?title=Harrier_(3.5e_Prestige_Class)&diff=645807
Harrier (3.5e Prestige Class)
2013-11-22T16:21:08Z
<p>Argent Fatalis: Corrected a major oversight in the saving column that's long since been overdue.</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Complete (Version 1.0.1)<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Skilled]]<br />
|desc=Harriers are agile specialists who exploit flanking, attacks of opportunity and tripping, taking down their victims with surprise attacks and wolf pack tactics.<br />
|len=6<br />
|minlvl=4<br />
}}<br />
<br />
==The Harrier==<br />
<br />
{{quote<br />
|It is as foolish to fight as but a lone man against an army as it is to fight as a lone man among many men against an army.<br />
|orig= Ultan the Packmaster, Shifter Harrier<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Harriers represent the pack mentality of the wild's countless wolf packs; they are cunning, highly intelligent, social creatures that not only take advantage of their prey, but mercilessly hound it. Distant relatives to the [[Champion_of_the_Ferine_(3.5e_Class)|Champion of the Ferine]] and shapeshifters in general, they are unique in that they are not subject to the same trials that the Champions of the Ferine are; whereas a Champion of the Ferine need gain more of the wild's nature by rending it with their will, Harriers are innately granted it.<br />
<br />
===Becoming a Harrier===<br />
<br />
In a world dominated by civilized societies which abandon animal nature, there are some among them who wish to become attuned once more to the gifts the wilderness provides. Harriers, most often [[SRD:Rogue|Rogues]] who have a fondness for those things canine and nature, are drawn to their calling by a subtle allure within their mind. Like that one feels in fatal attraction, they cannot resist the urge to come closer to the animal within, some going so far as to become [[Lycanthrope|Lycanthropes]] by choice in addition to taking the mantle of Harrier. For them, it is not a choice, but a destiny they need fulfill; to return to their wild, animalistic side.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Neutral<br />
|-<br />
! Skills:<br />
| [[SRD:Spot_Skill|Spot]] 6 ranks, [[SRD:Listen_Skill|Listen]] 6 ranks, [[SRD:Move_Silently_Skill|Move Silently]] 4 ranks, [[SRD:Hide_Skill|Hide]] 4 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 4 ranks<br />
|-<br />
! Feats:<br />
| [[Weapon_Finesse|Weapon Finesse]]<br />
|-<br />
! Special:<br />
| Requires a minimum Sneak Attack or Skirmish of +2d6.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Harrier}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +2<br />
| class="left" | [[#Sneak Attack|Sneak Attack]] +1d6, [[#Heart of the Pack|Heart of the Pack]], [[#Canine Empathy|Canine Empathy]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +0 || +3 || +3<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Trip|Trip]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +3 || +3<br />
| class="left" | [[#Sneak Attack|Sneak Attack]] +2d6, [[#Improved Trip|Improved Trip]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +4 || +4<br />
| class="left" | [[#Exploit Opportunity|Exploit Opportunity]], [[#Agility of the Wolf|Agility of the Wolf]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +1 || +4 || +4<br />
| class="left" | [[#Sneak Attack|Sneak Attack]] +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +2 || +5 || +5<br />
| class="left" | [[#Harrier Strike|Harrier Strike]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Harrier.<br />
<br />
'''Weapon and Armor Proficiency:''' Harriers are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the rapier and short sword. Additionally, Harriers are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].<br />
<br />
'''{{#anc:Sneak Attack}}:''' This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th). If a Harrier gets a sneak attack bonus from another source the bonuses on damage stack.<br />
<br />
'''{{#anc:Heart of the Pack}} ([[Ex]]):''' At 1st level a Harrier gains additional benefit when [[Flanking|flanking]] a target with one or more allies. In addition to the normal bonuses flanking provides, a Harrier gains an additional +1 to his attack rolls while flanking, and a further +1 bonus to his attack rolls for each additional ally providing flanking to the same creature, even if he would not be benefiting from their positioning. So long as an ally is flanking the target, with or without the Harrier, he receives this +1 to attack rolls against that creature for each additional flank as long as he is within 25ft of that flanked creature.<br />
<br />
'''{{#anc:Canine Empathy}} ([[Ex]]):''' At 1st level a Harrier can improve the attitude of a canine [[SRD:Animal_Type|Animal]] or [[SRD:Magical_Beast_Type|Magical Beast]] as a Druid can with her Animal Empathy extraordinary ability. Canine Empathy only functions when dealing with canine animals or magical beasts which are canine-like in nature.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[Ex]]):''' Starting at 2nd level, a Harrier can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If the Harrier already had Uncanny Dodge, he receives Improved Uncanny Dodge; in the event he already has both Uncanny Dodge and Improved Uncanny Dodge, he gains a permanent +2 Dodge bonus to AC.<br />
<br />
'''{{#anc:Trip}} ([[Ex]]):''' Starting at 2nd level a Harrier that hits with his Sneak Attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity against him from the target. If the attempt fails, the opponent cannot react to trip the Harrier.<br />
<br />
'''{{#anc:Improved Trip}} ([[Ex]]):''' Upon reaching the 3rd level a Harrier gains the [[Improved_Trip|Improved Trip]] feat as a bonus feat even if he did not qualify for it or its perquisites. In addition, a Harrier counts as unarmed for the purposes of the bonus feat's effects even if he is wielding a weapon.<br />
<br />
'''{{#anc:Exploit Opportunity}} ([[Ex]]):''' Beginning at the 4th level a Harrier may make an attack of opportunity against a target in reach whenever an ally within 25ft makes an attack of opportunity. This bonus attack of opportunity can only take place once a round, and does not count against his maximum allotted attacks of opportunity in a round or any similar effects. In addition to these effects, a Harrier who is flanking a target with an ally and makes a trip attempt against the flanked enemy may trip a creature one [[SRD:Size_Category|Size Category]] larger than normal for him (a Medium sized Harrier flanking a Huge creature may attempt to trip the Huge creature, whereas he would normally only be capable of doing so against a Large creature) provided that the ally providing flanking to the Harrier uses his next turn to assist the Harrier in the attempt, and otherwise giving up his turn in its entirety.<br />
<br />
'''{{#anc:Agility of the Wolf}} ([[Ex]]):''' At the 4th level a Harrier takes on wolf-like qualities, most notability their agility and speed. His land speed is increased by +20 ft, and he gains +2 Dexterity in addition to a +2 Dodge bonus to AC. Physically, he becomes more atypically lean for his race, but exhibits more robust and refined muscle which is particularly sinuous and animal-like. His mentality is one most devoted to his allies and extensively focused on out maneuvering the enemy; because of this, he gains a +2 bonus to all of his saving throws against mind-affecting conditions.<br />
<br />
'''{{#anc:Harrier Strike}} ([[Ex]]):''' Having advanced to the 6th level, a Harrier may fully utilize his potential in the shape of Harrier Strike. Whenever the Harrier makes an attack of opportunity or Sneak Attack, he may take a 5ft step, ignoring [[SRD:Difficult_Terrain#Terrain_and_Obstacles|Difficult Terrain]] and enter a state of readiness; should the creature he attempted Harrier Strike against approach or attack him before the start of the Harrier's next turn, he may make an attack of opportunity against it provided it is in range of his attacks. A Harrier may only utilize his Harrier Strike once per round, regardless of how many attacks he made; a Harrier need not succeed on his attack of opportunity or Sneak Attack to make use of his Harrier Strike class feature. This 5ft step provided by Harrier Strike is in addition to the character's normal movement and or 5ft step, and is treated as bonus movement.<br />
<br />
====Ex-Harriers====<br />
<br />
A Harrier who ceases to revere the concept of the pack or willfully acts against those deemed part of his pack loses access to his class features until he atones. He must return to those within his pack he wronged and seek forgiveness in addition to having someone cast an Atonement spell for him or complete an appropriate quest to re-establish himself with his allies; if his pack again accepts him without providing a quest for him to prove loyalty, he need not have an individual cast the Atonement spell on him, and he regains his class features as if he had atoned or completed their objective.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Harrier====<br />
<br />
'''Combat:''' A Harrier is a highly mobile combatant who capitalizes on exploiting his enemy's faults and weaknesses; he is most successful in these regards when aided by his fellow adventurers, which make up his "pack". The Harrier's traveling companions, be them [[SRD:Wizard|Wizards]], [[SRD:Fighter|Fighters]], [[SRD:Cleric|Clerics]] or the like, become his closest allies with whom he relies upon to assist him in conflict; a lone Harrier does not find success, but with the exploits of his allies and proper tactical maneuvering, a battle can be reshaped. Harriers have limited hit points and excel when they are not threatened by their enemies, allowing their stronger, more durable companions to keep a creature's attention whilst they apply their harrying attacks in the various forms such as tripping opponents, utilizing attacks of opportunity, and dealing Sneak Attack damage.<br />
<br />
'''Resources:''' The greatest asset to a Harrier is his pack, or what is otherwise known as his traveling companions. They are his de facto brothers and sister on which he must rely and who must rely on him. Trust is the greatest and most valuable, if not also elusive, resource a Harrier needs for success in life. Should his companions fail to interact in social and combat settings with the Harrier, he cannot successfully build rapport with them, formulate tactics with them or even so much as gain their understanding. This bonding process results in tremendous acts of devotion and heroism from the Harrier's half, willing to prove that he will stand and fight, to the death if need be, for those he considers brother and sister. Outside of his pack the other Harriers within the world offer but minor aid unless it benefits their pack too.<br />
<br />
====Harriers in the World====<br />
<br />
{{quote|It is my bond to my brothers and sisters that makes me strong, for alone I am but just a man, together we are the pack.|4=William Tallow, Human [[Lycanthrope|Lycanthrope]] Harrier}}<br />
<br />
There are but a few notable Harriers and Harrier packs within the world, they are not widely renowned, not widely spread, and not widely known. This however certainly does not mean they are unworthy of note, it is simply that they are not boastful. To be boastful is an affront to one's pack, it is their collective pride that makes them unique, not each individual's. A Harrier simply does not claim he is the greatest warrior among any given lot, he instead attributes his talents to the whole; he is but a piece of the puzzle, essential, but not the entirety. A Harrier is most comfortable in social settings alongside those they have aligned with, but can exist comfortably around various towns and cities provided they are not openly hostile to those more aligned to animal nature.<br />
<br />
Among those in the world, Harriers are of little note; their characteristics, to those not well educated on animal nature, appear as self devotion to the group; the core ideal of collective success. Despite their physical traits and differences, Harriers appear much alike those of their race who are not attuned to the animal spirit. There is no reason for hostility or aversion in most cases, but an offense to one of the pack is a personal offense to a Harrier, and grudges can run deep if allowed to fester; purveyors need take note that a Harrier will not take kindly to their brothers and sisters in arms finding themselves cheated or swindled.<br />
<br />
====Harrier Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) can research Harriers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Harriers use wolf pack tactics to eliminate their enemies, utilizing their talent with numbers to make up for their individual frailty. Their attacks focus on disabling techniques, namely tripping, alongside making opportunistic strikes.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A technique unique to the Harrier is the Harrier Strike, an opportunistic blow and maneuver that allows them to traverse even the worst of terrains without effort, strictly by instinct.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | It is uncertain where the Harrier arose from, many claim observation of wolves, whereas others, those more talented with ancient and mystic lore of the wild, know that they are in some manner distantly related to shapeshifters and beast spirits.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Many Harriers drift closer and closer to the deadly allure of [[Lycanthrope|Lycanthropy]], the promise of fulfilling their wolfish nature and gaining further benefits from doing so, all while being unaware of their shapeshifter calling. Those that do answer these subtle whispers feel accomplished beyond all reason.<br />
|}<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
--></div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Frenzied_Ally_(3.5e_Feat)&diff=634731
Frenzied Ally (3.5e Feat)
2013-09-12T12:35:25Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Frenzied Ally<br />
|types=General<br />
|summary=When your animal companion believes itself outnumbered, outmaneuvered, or cornered it fights with unmatched aggression and brutality.<br />
|prereqs=You must have an animal companion and the [[Vicious_Ally_(3.5e_Feat)|Vicious Ally]] feat.<br />
|benefit=When your animal companion is flanked by one or more hostile creatures, or is within 15 feet of 4 or more enemies, or cannot leave its square without provoking an attack of opportunity, it enters a state of furious rage. This state of rage grants it a bonus +4 [[SRD:Strength|Strength]] or [[SRD:Dexterity|Dexterity]] as well as +4 [[SRD:Constitution|Constitution]]. Additionally its [[Will#Will|Will]] and [[Reflex#Reflex|Reflex]] saves are increased by +2, and the animal companion gains immunity to fear effects. The animal companion remains in a frenzied state equal to 3 + its newly improved Constitution modifier. Your animal companion cannot willingly end its frenzied state nor can you cause it (or otherwise command it) to exit this state, but it is not [[SRD:Fatigued|Fatigued]] at the end of its rage. The benefits of this feat stack with other rage effects that may be applied to the animal companion.<br />
|special=<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Feats|Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Vicious_Ally_(3.5e_Feat)&diff=634730
Vicious Ally (3.5e Feat)
2013-09-12T12:33:14Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Vicious Ally<br />
|types=General<br />
|summary=Your animal companion is significantly more ferocious than most of its kind, and is willing to fight relentlessly in the face of impending death.<br />
|prereqs=You must have an animal companion.<br />
|benefit=Your animal companion may continue to fight without penalty even if it is disabled or dying. When reduced to 0 or less hit points, your animal companion can act as if it was not disabled, and it does not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 or less hit points. When reduced to -1 to -9 hit points, it does not fall unconscious nor does it automatically lose 1 hit point each round while at -1 to -9 hit points. When the animal companion's current hit points drop to -10 or lower, it immediately dies.<br />
<br />
:While at 0 or less hit points your animal companion gains a +2 bonus to all attack and damage rolls, and is immune to hostile mind-affecting effects of all forms.<br />
|special=<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Feats|Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Manifest_Bloodline_(3.5e_Feat)&diff=634729
Manifest Bloodline (3.5e Feat)
2013-09-12T12:31:08Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Manifest Bloodline<br />
|types=General<br />
|summary=The animal within manifests completely, granting you a savage power and strength unknown to others.<br />
|prereqs=Base attack bonus +6 and you must have the [[Half-Beast_(3.5e_Template)|Half-Beast]] template.<br />
|benefit=You gain the following benefit, and as part of your beast heritage you gain one additional benefit:<br />
:'''All Heritages:'''<br />
::You gain the benefit of [[SRD:Fast_Healing_(Special_Ability)|Fast Healing]] 2, stacking with like effects.<br />
<br />
:'''Feline Heritage:'''<br />
::'''''Rending Claws:''''' <br />
:::When you strike a target with two or more claw attacks in one round, you deal additional damage equal to your 1 and 1/2 times your Strength or Dexterity modifier to the target. If on one of those attacks you critically hit the target, you instead deal 2 times your Strength or Dexterity modifier as damage.<br />
<br />
:'''Canine Heritage:'''<br />
::'''''Enduring Mobility:''''' <br />
:::You gain a +2 bonus to your [[Reflex|Reflex]] saving throws and a further bonus of +2 to all saving throws against effects that immobilize, slow, or otherwise hamper or impede your land movement.<br />
<br />
:'''Ursine Heritage:'''<br />
::'''''Awesome Stamina:''''' <br />
:::You gain +2 to all saving throws against attacks which target your [[Fortitude|Fortitude]]. In the event you fail a Fortitude save, you may make a second saving throw against that effect at the start of your next turn at the original DC. This second saving throw can occur only once per combat.<br />
|special=<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Feats|Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Gift_of_the_Animal_Soul_(3.5e_Feat)&diff=634728
Gift of the Animal Soul (3.5e Feat)
2013-09-12T12:29:09Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Gift of the Animal Soul<br />
|types=General<br />
|summary=By entering a trance, you place your mind closer to the animal soul, learning from its seemingly infinite reserves of savage wisdom. Upon returning to your regular state of mind, you feel and behave more akin to the very things you witnessed.<br />
|prereqs=You must have the [[Beast_Heir_(3.5e_Template)|Beast Heir]] template or an animal companion.<br />
|benefit=Immediately following an extended rest by you, you may enter a brief state of meditation, assuming you take the time to do so. This meditative state lasts for 15 minutes, in which you are completely aware of your surroundings and can react accordingly, however any action taken other than meditating breaks the meditation and you cannot benefit from this feat until you take another extended rest. You are able, if you wish, to tune out the environment around you, and be treated as if you were asleep, but the time needed to preform this meditation is subsequently reduced to 5 minutes. You may not meditate while in combat or an environment which is hostile to you, such as when monsters would be seen or heard by you and they are not attempting to hide or move silently.<br />
<br />
:Should you succeed in your meditation, you gain the [[Supernatural#Supernatural|supernatural]] benefit of one of the following spells; [[Cat's_grace|Cat's Grace]], [[SRD:Bear's_Endurance|Bear's Endurance]], [[SRD:Owl's_Wisdom|Owl's Wisdom]] or [[Bull's_strength|Bull's Strength]] until the next time you take an extended rest or 24 hours pass, whichever comes first. Unlike any of the listed spells, the Gift of the Animal Soul is a supernatural effect which only ceases to function should you enter a [[Antimagic_field|Antimagic Field]] or be subject to a similar effect which suppresses or removes supernatural effects and or abilities. While under the Gift of the Animal Soul you may not be the recipient of a spell that duplicates this effect; you may not have the [[Cat's_grace|Cat's Grace]] spell cast on you while already benefiting from the +4 to Dexterity granted by Gift of the Animal Soul, for example.<br />
|special=Your animal companion also gains the benefits of this feat, but they too must be inactive for the same duration and in the same meditative state as you. All penalties and limitations which apply to you through this feat additionally apply to your animal companion.<br />
<br />
:An animal companion will utilize the benefits of this feat whenever you do.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Feats|Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Favor_the_Fang_and_Claw_(3.5e_Feat)&diff=634727
Favor the Fang and Claw (3.5e Feat)
2013-09-12T12:23:49Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Favor the Fang and Claw<br />
|types=General<br />
|summary=You cannot help but favor the natural gifts of your beast heritage, something those of your mortal kin lack.<br />
|prereqs=You must have the [[Beast_Heir_(3.5e_Template)|Beast Heir]] template.<br />
|benefit=The damage of all of your natural weapons increase by one step, as if your size had increased by one category.<br />
|special=<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Feats|Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Inherited_Instinct_(3.5e_Feat)&diff=634726
Inherited Instinct (3.5e Feat)
2013-09-12T12:23:11Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Inherited Instinct<br />
|types=General<br />
|summary=Gained from your wild blood you have an uncanny level of instinct and insight, that which your mortal heritage cannot compete with.<br />
|prereqs=1st level only, and you must have the [[Beast_Heir_(3.5e_Template)|Beast Heir]] template.<br />
|benefit=You gain a +2 bonus to all [[Wisdom]]-based skills and ability checks utilizing your [[Wisdom]] score. <br />
|special=You may only take this feat at 1st level.<br />
}}<br />
<br />
---- <br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e Character Creation Feats|Character Creation Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
[[Category:Character Creation Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Shifter_Flurry_(3.5e_Feat)&diff=634725
Shifter Flurry (3.5e Feat)
2013-09-12T12:19:27Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Shifter Flurry<br />
|types=Shifter<br />
|summary=A flurry of claws and fangs, you lash out once more in the hopes to rake, rend, and tear your foes again.<br />
|prereqs=Base attack bonus +11, Shifter with the longtooth or razor claw trait.<br />
|benefit=When you make an attack granted to you by your shifting, either a bite or claw attack, you may make one additional attack of that type at an added -5 penalty to that attack roll.<br />
|special=<br />
}}<br />
<br />
<br />
---- <br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Feats|Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
[[Category:Shifter Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Hunter%27s_Eyes_(3.5e_Feat)&diff=634724
Hunter's Eyes (3.5e Feat)
2013-09-12T12:17:02Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Hunter's Eyes<br />
|types=Shifter<br />
|summary=Keen eyes follow through to keen strikes; when you loose claw and fang, you strike with unmatched lethal precision.<br />
|prereqs=Shifter with the longtooth or razor claw trait.<br />
|benefit=You gain a +2 bonus to all [[SRD:Spot_Skill|Spot]] checks, and when you make an attack with a natural weapon with which you are proficient you gain an increase to its critical threat range and critical hit confirmation rolls of +1. For example, a claw attack that scores a critical threat on a natural 20 now has a critical threat range of 19-20, whereas if it had a critical threat range of 18-20, it now has a threat range of 17-20. This increase to threat range and critical hit confirmation applies only while shifting, however your bonus to [[SRD:Spot_Skill|Spot]] checks applies even if you are not.<br />
|special=<br />
}}<br />
<br />
<br />
---- <br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Feats|Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
[[Category:Shifter Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Shifter_Fury_(3.5e_Feat)&diff=634723
Shifter Fury (3.5e Feat)
2013-09-12T12:14:41Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Shifter Fury<br />
|types=Shifter<br />
|summary=When you shift and enter a raging state with it, there is seemingly nothing that can stop your vicious assault.<br />
|prereqs=Shifter with the longtooth or razor claw trait, ability to rage or frenzy.<br />
|benefit=If you shift and rage in the same round you gain a +2 bonus to your Strength and Constitution scores, along with Damage Reduction 2/Silver stacking with other sources of damage reduction overcome by silver, until either your shifting and or rage ends.<br />
|special=<br />
}}<br />
<br />
<br />
---- <br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Feats|Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
[[Category:Shifter Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Wildborn_Blood_(3.5e_Feat)&diff=634722
Wildborn Blood (3.5e Feat)
2013-09-12T12:12:36Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Wildborn Blood<br />
|types=Shifter<br />
|summary=Your mixture of magical beast and lycanthropic blood makes you supernaturally wise and physically gifted while shifting.<br />
|prereqs=1st level Shifter only, and you must have the [[Beast_Heir_(3.5e_Template)|Beast Heir]] template.<br />
|benefit=While shifting your Wisdom score is increased by +2 and you gain a +2 bonus to your [[SRD:Jump_Skill|Jump]], [[SRD:Climb_Skill|Climb]], [[SRD:Spot_Skill|Spot]], and [[SRD:Listen_Skill|Listen]] skills in addition to the normal effects provided to you by your shifting.<br />
|special=You may only take this feat at 1st level.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e Character Creation Feats|Character Creation Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Shifter Feat]]<br />
[[Category:General Feat]]<br />
[[Category:Character Creation Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Shihanai_(4e_Paragon_Path)&diff=634658
Shihanai (4e Paragon Path)
2013-09-12T01:00:54Z
<p>Argent Fatalis: </p>
<hr />
<div>{{delete|11SEP13|This class is being converted to 3.5e from 4e and subsequently this page is no longer required. --[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 19:00, 11 September 2013 (MDT)}}<br />
<br />
{{x0<br />
|prerequisite(s)= Agent of Shiha Shan<br />
|description=The Shihanai, or the Favored of the Mother, are powerful redeemers who nurture life into even the most weakened of beings, setting them upon their feet once more to honor the moon alongside their savior.<br />
}}<br />
== Shihanai, Favored of the Mother ==<br />
<br />
{{quote<br />
|To exalt compassion is more a strength than a weakness; those who lend aid find it lent unto them, and the truly grateful bring returns many fold.<br />
|orig=''Unknown''<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
'''Prerequisite:''' You must be an Agent of Shi ha'Shan (Five Towers Supplement)<br />
<br />
Whereas Ashid exalts justice and retribution, fire and strength, Shi ha'Shan is much the opposite; her agents exemplify the greatest benevolence and patience, tranquility and inner balance. Just as one cannot sway the sun, one cannot push the moon, and Shi ha'Shan indeed has composure beyond measure. Her words always soothing, encouraging, she inspires those whom seek her out to bestow her gifts upon the willing and enlighten those who are not, desiring to express what it is she simply wishes for them. But Shi ha'Shan is not passive, for she actively maintains a select order to ensure some semblance of her will is visible in the eyes of the mortal world in the form of her Shihanai, or those who are the "Favored of the Mother". While not grand in numbers, her agents are notably skillful and tactful.<br />
<br />
You as an agent of Shi ha'Shan are the hand that stays harm, the presence of reason, and the heart of compassion.<br />
<br />
=== Shihanai Path Features ===<br />
<br />
:'''Moon's Glow (11th Level):'''<br />
::You utter words of arcane healing whenever you restore vitality to an ally, bathing them in a cool, pale silver glow which washes over your fellow companions; this effect causes you to heal all allied creatures within burst 3 of the target which you expended a power to heal; the healing provided by Moon's Glow is equal to your Charisma, Wisdom or Intelligence modifier.<br />
<br />
:'''Tranquil Touch (11th Level):'''<br />
::When you expend an action point you may force an enemy of your choosing to remain still by merely lifting a finger in their direction and nodding, the effected creature is immediately stunned (saving throw ends) with a -3 penalty to its next saving throw, causing it to grant combat advantage to its enemies and denying it any action, as it temporarily loses the will to fight and instead finds itself at peace. If the creature is attacked before the start of your next turn, it may end this effect immediately.<br />
<br />
:'''Aura of the Mother's Favor (16th Level):'''<br />
::Every allied creature under the watchful eye of a Shihanai finds themselves under the protective nature of Shi ha'Shan herself. Whenever an allied creature within burst 3 of you, or yourself, is reduced to 0 or less hit points it immediately regains hit points equal to the amount required to put it at 1 hit point following the attack in order to prevent its death. This effect may trigger only once for each creature per day.<br />
<br />
{{4e Power<br />
|name=Purest Word<br />
|type=Attack<br />
|usage=Encounter<br />
|owner=Paragon Class<br />
|class=Shihanai<br />
|level=11<br />
|flavor=With subtle concentration you utter a word of unmatched purity with startling calm, dazing the subject of your attack and returning your allies much needed vitality.<br />
|keyword1=Divine<br />
|keyword2=Healing<br />
|keyword3=<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=10<br />
|target=One creature<br />
|attack=Wisdom, Intelligence or Charisma<br />
|attackextra=<br />
|defense=Will or Fortitude<br />
|hit=2d10 + Wisdom, Intelligence or Charisma modifier damage.<br />
|effect=The subject of the attack is dazed until the start of your next turn, and you, along with each ally within 3 squares of you, may expend a healing surge.<br />
|special=Creatures which are immune to being dazed instead take another 1d10 in damage.<br />
}}<br />
<br />
{{4e Power<br />
|name=Silver Calling<br />
|type=Utility<br />
|usage=Daily<br />
|owner=Paragon Class<br />
|class=Shihanai<br />
|level=12<br />
|flavor=With a courteous request you ask of Shi ha'Shan to empower you with the very essence of the moon, to which she obliges your appeal, wrapping you in a ethereal mantle and cloak made of moonlight while sheathing your weapon in a cool, dim silver glow.<br />
|keyword1=Divine<br />
|keyword2=<br />
|keyword3=<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Minor Action<br />
|range=Personal<br />
|effect=Until the end of the Encounter all powers you utilize which contain the Healing keyword now heal for an additional amount equal to your Wisdom, Intelligence or Charisma modifier, along with increasing the effectiveness of your saving throws by +2, and causing all attacks made by you to act as if your weapon was made of silver.<br />
|special=While under the benefit of Silver Calling you may reduce the damage you take from falling equal to your level.<br />
}}<br />
<br />
{{4e Power<br />
|name=Moonlight Step<br />
|type=Attack<br />
|usage=Daily<br />
|owner=Paragon Class<br />
|class=Shihanai<br />
|level=20<br />
|flavor=Following the swing of your weapon comes a shimmer of dim gray which radiates brighter as you suddenly cease to exist where you were previously, appearing a ways quite far off, and leaving a trail of glimmering silver light in the direction you traveled.<br />
|keyword1=Divine<br />
|keyword2=Teleportation<br />
|keyword3=Weapon<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Strength, Wisdom, Intelligence or Charisma<br />
|defense=AC<br />
|hit=3[W] + Strength, Wisdom, Intelligence or Charisma damage<br />
|miss=Half damage<br />
|effect=You may teleport up to 10 squares from your previous location to a location of your choosing, leaving a trail of silver energy behind you. This silver trail deals your Wisdom, Intelligence or Charisma modifier + 1d6 in damage to any hostile creature which crosses it immediately, and restores an equal amount of health to an ally of your choosing provided they are within 3 squares of the line.<br />
|sustain=You may sustain Moonlight Step's ethereal line as a Minor Action.<br />
|sustainaction=Minor<br />
|special=The healing and damage provided by Moonlight Step's trail cannot be increased or decreased.<br />
}}<br />
<br />
<br />
----<br />
{{4e Paragon Paths Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Paragon Path]]<br />
[[Category:Defender]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Rushanai_(4e_Paragon_Path)&diff=634656
Rushanai (4e Paragon Path)
2013-09-12T01:00:45Z
<p>Argent Fatalis: </p>
<hr />
<div>{{delete|11SEP13|This class is being converted to 3.5e from 4e and subsequently this page is no longer required. --[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 19:00, 11 September 2013 (MDT)}}<br />
<br />
{{x0<br />
|prerequisite(s)= Agent of Rushi<br />
|description=Those who follow the raw, primordial strength of earth, the deity Rushi, are known as the Rushanai; steadfast, immovable, they are unshakable champions who ward away harm through force.<br />
}}<br />
== Rushanai, Warden of Earth ==<br />
<br />
{{quote<br />
|Strike me as you would the very stone beneath your feet; see the resemblance? I cannot be moved, I cannot be swayed, and I cannot be harmed.<br />
|orig=<''Unknown''<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
'''Prerequisite:''' You must be an Agent of Rushi (Five Towers Supplement)<br />
<br />
"The Solid Earth", Rushi is the eldest child of the pantheon, and despite his tremendous strength and unmatched fortitude, he retains a sense of support, and is boastful of himself only in jest, but in reality he truly is the foundation upon which many things are built, including the world. To those who align themselves with Rushi becoming Rushanai, or "Wardens of the Earth", they speak highly of his always timely aid and particularly interactive demeanor. Rushanai are never truly alone, for their clever and often lively deity intervenes directly in their favor; sandstorms may brew, mud may slide, stone may crack and mountains may rise wherever they step, granting them some advantage they otherwise lacked. To their compatriots, Rushanai are defenders without equal, turning aside and shrugging off staggering blows with but a chuckle.<br />
<br />
You as an agent of Rushi are the solid earth, the protector, and the brawler who stands toe to toe with any enemy, no matter their scale. <br />
<br />
=== Rushanai Path Features ===<br />
<br />
:'''Earthen Resilience (11th Level):''' <br />
::No spell's potency, no blade's bite, no hammer's strike, and no claw's rake deter you, for you are as resilient and sturdy as the earth. You gain damage resistance equal to 1/2 your Constitution modifier against all powers that deal damage.<br />
<br />
:'''Upon Firm Ground (11th Level):'''<br />
::No matter the terrain, your boots land across the ground with as much ease as they would in the most optimal of conditions, causing you to ignore Difficult Terrain whenever you charge or run. At all times you are no longer subject to forced movement that would cause you to fall into a precipice, pit, or similar fault, and you stop just short of falling as if you had succeeded in your attempt to catch yourself.<br />
<br />
:'''Surging Quake (11th Level):'''<br />
::When you expend an action point to make an attack, regardless of the success or failure of your attack, you cause a thunderous crack of stone beneath you out to burst 3, which shakes all enemies on land to their core, causing them to become Knocked Prone by the earthquake.<br />
<br />
:'''Rock Shield (16th Level):'''<br />
::The swing of your weapon inspires the very earth around you to rise up to your ally's aid; upon any attack made by you, successful or not, you may reduce your own AC by -2 to increase an ally's AC by +2 until the start of your next turn, provided they are within 10 squares of you, and grant them damage resistance to all damage equal to +2.<br />
<br />
{{4e Power<br />
|name=Stone Cold Strike<br />
|type=Attack<br />
|usage=Encounter<br />
|owner=Paragon Class<br />
|class=Rushanai<br />
|level=11<br />
|flavor=The leather wrapped steel within your iron fist changes to the cool grasp of masterfully cut stone for a but a moment before your strike; with a little help, your blow leaves the enemy rattled and confused.<br />
|keyword1=Martial<br />
|keyword2=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Strength<br />
|defense=AC or Fortitude<br />
|hit=2[W] + Strength modifier<br />
|effect=The target of your attack is Dazed until the start of your next turn and is Slowed (save ends). Upon completing your attack, you may shift the target 3 squares in any direction you choose.<br />
|special=You may utilize this Encounter power again should it fail to hit or deal damage to its target.<br />
}}<br />
<br />
{{4e Power<br />
|name=Shifting Earth<br />
|type=Utility<br />
|usage=Daily<br />
|owner=Paragon Class<br />
|class=Rushanai<br />
|level=12<br />
|flavor=Like a billowing sandstorm or a roaring rock slide, you overcome anything in your path, and punish those who were too slow with relentless battering.<br />
|keyword1=Martial<br />
|keyword2=Stance<br />
|keyword3=Weapon<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Minor Action<br />
|range=Personal<br />
|effect=Whenever an enemy attempts to Slow, Weaken, Immobilize, Restrain or Petrify you until the end of the Encounter, that enemy immediately takes 1[W] + Strength modifier in damage provided they are in reach of your attack in addition to becoming Slowed by the turning of rocks beneath their feet until the start of your next turn; enemies who are out of reach of your attack are instead Knocked Prone by a sudden seismic shift nearby should they attempt to place any of the listed conditions on you. Additionally, you ignore all forms of Difficult Terrain until the end of the Encounter.<br />
|special=<br />
}}<br />
<br />
{{4e Power<br />
|name=Be the Mountain<br />
|type=Attack<br />
|usage=Daily<br />
|owner=Paragon Class<br />
|class=Rushanai<br />
|level=20<br />
|flavor=Looming over the victim of your strike, you menace them with your unmatched strength and awesome reserves of endurance, just as the greatest of mountains looms over mere men.<br />
|keyword1=Martial<br />
|keyword2=Weapon<br />
|keyword3=Reliable<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One creature<br />
|attack=Strength<br />
|defense=AC or Fortitude<br />
|hit=4[W] + Strength modifier<br />
|effect=You gain temporary hit points equal to two healing surges + your Constitution modifier for free.<br />
}}<br />
<br />
<br />
----<br />
{{4e Paragon Paths Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Paragon Path]]<br />
[[Category:Defender]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Sifanai_(4e_Paragon_Path)&diff=634653
Sifanai (4e Paragon Path)
2013-09-12T01:00:38Z
<p>Argent Fatalis: </p>
<hr />
<div>{{delete|11SEP13|This class is being converted to 3.5e from 4e and subsequently this page is no longer required. --[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 19:00, 11 September 2013 (MDT)}}<br />
<br />
{{x0<br />
|prerequisite(s)= Agent of Sifil Han<br />
|description=Master manipulators, Sifinai, or agents of the fiery deity Sifil Han, act with charming honesty, but make it their business to employ clever deception. When engaged, or provoked, they unleash torrents of flame and burning fury much like their aspect, even harming themselves if it means more pain for their foe.<br />
}}<br />
== Sifanai, Harbinger of Flame ==<br />
<br />
{{quote<br />
|Fire burns when you reach out to touch it; it never once lied to you about that.<br />
|orig=''Unknown''<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
'''Prerequisite:''' You must be an Agent of Sif il'Han (Five Towers Supplement)<br />
<br />
"Harbingers of Flame", Sif il'Han's select few agents, more commonly known as the Sifanai, are the means in which Sif il'Han guides his ploys and plots; continuously scheming, he backs up his actions with honesty. Never one to lie, Sif il'Han instead favors not sharing the whole truth, but when asked directly he replies with what the reality is. However, he is as sadistic and twisted as one would expect the persona of flame to be, and enjoys tormenting his enemies and doing them tremendous harm over a long period of time. For the Sifanai, their employer is both a trusted ally, and a feared power; he grants their powers freely, enables ready communication, but can be coached into a billowing rage with the correct provocation.<br />
<br />
You as an agent of Sif il'Han are the manipulator, the torturer, ever ready to pry away information and set ablaze those who dare come to close to the flame.<br />
<br />
=== Sifanai Path Features ===<br />
<br />
:'''Playing With Fire (11th Level):'''<br />
::The allure of flame has great pull upon you and rightly so as Sifanai; you may take 1 + your Constitution modifier in Fire damage, suffering a loss of hit points equal to that value, and add that same amount to the next power you use as bonus Fire damage, as a Minor Action. While you gain 10 Fire resistance upon becoming Sifanai, you cannot reduce or avoid the Fire damage caused to you by this effect. In addition, as a Free Action, you may convert all damage dealt by your weapon into Fire damage, along with generating light equal to torch light originating from your weapon when you change its damage to Fire.<br />
<br />
:'''Backdraft (11th Level):'''<br />
::Just when your enemies thought you extinguished, you surge again into blazing life. Upon expending an action point you regain hit points equal to your Constitution modifier, and deal that same amount in Fire damage to all enemies within burst 5 of you, causing them to immediately take that Fire damage and then take that amount again at the start of their next turn.<br />
<br />
:'''Sadistic Conflagration (16th Level):'''<br />
::You may add the Fire keyword to any Encounter or Daily power you expend that deals damage to its victim; if an attack that gains the Fire keyword through this manner succeeds in dealing damage, the target bursts into flame, taking your highest ability modifier in Fire damage each turn at the start of your turn (save ends). Targets set aflame by Sadistic Conflagration have all of their defenses lowered by -2 until they succeed in a save against this effect. Thanks to Sif il'Han's help, creatures regularly immune to Fire damage are not immune to Sadistic Conflagration.<br />
<br />
{{4e Power<br />
|name=Ignition<br />
|type=Attack<br />
|usage=Encounter<br />
|owner=Paragon Class<br />
|class=Sifanai<br />
|level=11<br />
|flavor=With the crack of a faint smile at your cheeks the victim you pictured so clearly in your mind spontaneously combusts before your very eyes, catching fire. The inferno growing with every passing moment, you cannot help but wonder what's taking them so long to scream; then again, they weren't expecting it.<br />
|keyword1=Fire<br />
|keyword2=Reliable<br />
|keyword3=<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=20<br />
|target=One creature<br />
|attack=Strength, Dexterity, Intelligence, or Charisma<br />
|defense=Reflex or AC<br />
|hit=3d6 + Strength, Dexterity, Intelligence, or Charisma Fire damage<br />
|effect=The effected creature is surprised, denying it any and all actions until the start of your next turn, and begins to take Fire damage over time (save ends) which steadily increases upon every failed save. At the start of each of its turns it takes 5 ongoing Fire damage, which is increased by +2 each time it fails its saving throw to end this effect, to a maximum of 15 Fire damage a turn. Once the target succeeds in its saving throw to end Ignition, it takes 1d6 Fire damage and deals an amount equal to that damage to all of your enemies adjacent to it.<br />
}}<br />
<br />
{{4e Power<br />
|name=Call of Flame<br />
|type=Utility<br />
|usage=Encounter<br />
|owner=Paragon Class<br />
|class=Sifanai<br />
|level=12<br />
|flavor=With a few carefully chosen words, you let out a slight cough of embers, smoke rolling from your lips as your ally suddenly appears beside you in a shower of sparking, skittering flame.<br />
|keyword1=Fire<br />
|keyword2=Teleportation<br />
|keyword3=<br />
|keyword4=<br />
|keyword5=<br />
|actiontype=Minor Action<br />
|range=Ranged<br />
|rangemod=20<br />
|target=One allied creature<br />
|effect=Following your invocation any ally of your choosing within 20 squares of you is immediately summoned adjacent to you by teleporting directly through the realm of fire, in so doing they may make a saving throw against any negative effect currently ailing them and regain hit points equal to your Constitution modifier. Upon their return, they create a burst 1 of Fire damage equal to your Constitution modifier, striking all hostile creatures within that area. Call of Flame cannot be used if the ally you are summoning to you cannot appear in a space directly adjacent to you.<br />
}}<br />
<br />
{{4e Power<br />
|name=Moth to the Flame<br />
|type=Attack<br />
|usage=Daily<br />
|owner=Paragon Class<br />
|class=Sifanai<br />
|level=20<br />
|flavor=Like a puppet master you tactfully control the antics and behaviors of your dominated target, turning its will against its allies and giving them a simple but sadistic choice; to kill their friend, or allow him to kill them.<br />
|keyword1=Fire<br />
|keyword2=Psychic<br />
|keyword3=Charm<br />
|keyword4=Reliable<br />
|keyword5=<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=10<br />
|target=One creature<br />
|attack=Strength, Dexterity, Intelligence, or Charisma<br />
|defense=Will<br />
|hit=2d6 + Strength, Dexterity, Intelligence, or Charisma modifier Fire damage<br />
|effect=Upon succeeding in your effort to break the targeted creature's will, you dominate that creature, controlling its actions; while it is Dominated, you may control the behavior of that creature as a Move Action, causing it to behave as instructed. You may choose one action for it to take when it is that creature's turn, such as a standard, a move, or a minor action. If you choose to make an attack through the controlled creature you may only utilize its At-Will abilities and opportunity attacks. Upon releasing your control over the creature and no longer sustaining your dominance over it, you deal 2d6 + Strength, Dexterity, Intelligence, or Charisma modifier Fire damage to it. This domination effect lasts until you release control of the creature or until the end of the Encounter.<br />
|sustainaction=Move<br />
|sustain=You sustain the domination.<br />
|special=Upon releasing the creature from Moth to the Flame it recalls nothing of you specifically having ever controlled its actions, however, it is aware that someone was manipulating it.<br />
}}<br />
<br />
<br />
----<br />
{{4e Paragon Paths Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Paragon Path]]<br />
[[Category:Striker]]<br />
[[Category:Controller]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Sharanai_(4e_Paragon_Path)&diff=634647
Sharanai (4e Paragon Path)
2013-09-12T00:58:28Z
<p>Argent Fatalis: </p>
<hr />
<div>{{delete|11SEP13|This class is being converted to 3.5e from 4e and subsequently this page is no longer required. --[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 18:58, 11 September 2013 (MDT)}}<br />
<br />
{{x0<br />
|prerequisite(s)=Agent of Sharahas<br />
|description=With balance in mind, agents of Sharahas are known as the Sharanai, part of two warring disciplines, that of Order and Chaos, kept in check only by Sharahas himself. De-synchronizing themselves from reality's laws, Sharanai can act accomplish tasks no others can.<br />
}}<br />
== Sharanai, the Twin Disciplines ==<br />
<br />
{{quote<br />
|Disorder longs for chaos, order longs for harmony, but balance longs for both.<br />
|orig=''Unknown''<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
'''Prerequisite:''' You must be an Agent of Sharahas (Five Towers Supplement)<br />
<br />
Sarahas, that of whom is both the prospect of utter disorder, true chaos without rationality, and that which is order, structure with purpose, is the force which enables the few to become Sharanai, or those of "Twin Disciplines". Sarahas, maintains a strict balance; weighing all actions, even beyond his own, upon a scale of reasonable and unreasonable; in order to ensure there is some semblance of control between both diametrically opposed forces. Sarahas enlists those of substantial mental and physical fortitude, often adventurers or agents, even those from beyond his realm, to establish a grasp on a universe well out of control. When just one deity intervenes, Sarahas is ever balancing the odds, yet when Sarahas intervenes, there is no force which can compare to his action, and no presence strong enough to wrench control.<br />
<br />
You, as an agent of Sarahas, are the instrument which can vary from precision to blunt force at moment's notice, from cold logic to abstract thought, from defender to striker, all to ensure power is evenly distributed between the forces of order and chaos.<br />
<br />
=== Sharanai Path Features ===<br />
<br />
:'''Duality (11th Level):'''<br />
::As an agent of Sharahas, you are both that which is chaotic in nature, and that which is order. At the start of an Encounter select Duality: Order or Duality: Chaos. Either of these Duality functions last until the end of the Encounter and may not be exchanged until the Encounter has ended.<br />
<br />
:::'''''Duality: Order'''''<br />
::::After each extended rest you may choose four class features from a class other than your own. At the beginning of each encounter you may choose one class feature from this selection that will remain in effect until the end of that encounter. Once the encounter is over that class feature may not be used again until after an extended rest unless you have chosen it more than once for that day, in which it still counts to your maximum of four times a day Duality: Order can be utilized. The selected Class Feature uses the ability modifier of your choosing to function if it uses ability modifiers; powers and abilities which cannot normally be used in conjunction with the selected Class Feature may now be used, such as Wild Shape. <br />
<br />
:::'''''Duality: Chaos'''''<br />
::::You may select one At-Will and one Encounter power of appropriate level from one of six classes of your choosing. From the six classes you select, designate each one a value 1 through 6, rolling a d6 to determine which class you receive the temporary At-Will and Encounter you receive. The selected At-Will and Encounter powers remain with you until the end of the Encounter.<br />
<br />
:'''Alter Reality (11th Level):'''<br />
::Upon expending an action point you may utilize your Duality Paragon Path feature again, exchanging your current Duality: Order or Duality: Chaos for a new selection of Duality and its associated features.<br />
<br />
:'''Distortion (16th Level):'''<br />
::When you are the recipient of an attack that bloodies you or would bloody you upon success, you may immediately distort yourself, taking on the statistics and characteristics of an ally within 10 squares of you before or after the attack and its damage are rolled. Should the attack succeed, you share half of that damage with the ally you selected to emulate, provided they are willing. Should the attack fail because of the emulated statistics, you and that ally may expend a healing surge, gaining temporary hit points of that value. Following Distortion, you return to your normal form.<br />
<br />
{{4e Power<br />
|name=Power Tap<br />
|type=Utility<br />
|usage=Encounter<br />
|owner=Paragon Class<br />
|class=Sharanai<br />
|level=11<br />
|flavor=Twisting the rules of the universe in your favor, you call upon a power unfamiliar to you, tapping it for a brief moment as you expend loaned strength.<br />
|trigger=An Encounter begins<br />
|keyword1=Divine<br />
|actiontype=Free Action<br />
|range=Personal<br />
|effect=You may choose any level 11 Paragon Path Encounter power and utilize it on your next turn. If you do not expend your chosen Encounter power from another Paragon Path during your next turn, you expend Power Tap as normal, in addition to losing your use of the chosen Encounter power.<br />
|extra=<br />
|buildoption=<br />
|buildinfo=<br />
|special=<br />
}}<br />
<br />
{{4e Power<br />
|name=Instability Aura<br />
|type=Utility<br />
|usage=Daily<br />
|owner=Paragon Class<br />
|class=Sharanai<br />
|level=12<br />
|flavor=A warping field radiates from your person, twisting and distorting reality, granting both boon and curse alike. <br />
|keyword1=Divine<br />
|range=Close<br />
|randemod=burst 3<br />
|actiontype=Minor Action<br />
|effect=You radiate an aura from your person out to burst 3 until the end of the Encounter, which causes hostile attacks to take a randomized penalty to damage, and causes damage to the attacker whenever they fail to hit; allies however gain random bonuses to damage.<br />
:Whenever an enemy attacks and succeeds in dealing damage, the damage they deal is reduced by 1d8, if the enemy fails to deal damage with their attack, they immediately take 1d8 damage of which cannot be reduced. <br />
:Allies in your aura deal an additional 1d6 damage whenever they use a power to deal damage to an enemy; this bonus damage caused is Fire, Cold, Lightning, Acid, Force or Psychic, and is determined by rolling a second 1d6 and using the values 1 through 6.<br />
|special=Enemies who expend an action point while in your Instability Aura immediately provoke an opportunity attack, be it melee or ranged, from you and all other allies within your Instability Aura.<br />
}}<br />
<br />
{{4e Power<br />
|name=Temporal Distortion<br />
|type=Attack<br />
|usage=Daily<br />
|owner=Paragon Class<br />
|class=Sharanai<br />
|level=20<br />
|flavor=Unleashing a rift of time and space upon your enemy, you disable them and outright render them useless to their allies.<br />
|keyword1=Divine<br />
|keyword2=Psychic<br />
|keyword3=Force<br />
|range=Ranged<br />
|rangemod=10<br />
|target=One creature<br />
|actiontype=Standard Action<br />
|attack=Wisdom, Intelligence, or Constitution<br />
|defense=Will<br />
|hit=2d10 damage, and the target is weakened and slowed (save ends), along with being dazed until the end of your next turn. The target must make an immediate saving throw at the start of their next turn at a penalty equal to your highest ability modifier, or take 10 ongoing Force damage each turn (save ends).<br />
|miss=Half damage, and the target is weakened, slowed, and dazed until the start of your next turn, and the ongoing Force damage the target takes is reduced to 5.<br />
|special=The damage caused by this attack cannot be resisted or reduced.<br />
}}<br />
<br />
<br />
----<br />
{{4e Paragon Paths Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Paragon Path]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Battle_Nurse_(3.5e_Class)&diff=633537
Battle Nurse (3.5e Class)
2013-09-01T05:38:33Z
<p>Argent Fatalis: Undoing another revision again, again. 4d8 is not starter HD, ever, unless you have 3 racial HD - this is a class, not a race, and this class isn't a skill heavy class like a Rogue or Beguiler so x8 skill points is off.</p>
<hr />
<div>http://images4.wikia.nocookie.net/__cb20100701235932/aselia/images/1/14/CheriaCutin.png <br />
<br />
==Battle Nurse==<br />
<br />
Battle Nurse's are paragon's of mystical strength and skill. They are revered as maidens with the ability to cause miracles with a single touch. <br />
<br />
===Making a Battle Nurse===<br />
<br />
Battle Nurses are excel in the ways of magic and have a variety of spells that compliment her and her allies. She has the ability to pressure enemies with knives (as she gains proficency) but it takes away from her role as a support unit. <br />
<br />
'''Abilities:''' WIS is needed for a Battle Nurse as it gives her a deeper pool of TP and allows her damaging spells more output. DEX is also useful as it allows her to dodge attacks more often, and gives her better accuracy with her knives. <br />
<br />
'''Races:''' Most Battle Nurses are Humans, but exotic races such as elves and the like are not unheard of. <br />
<br />
'''Alignment:''' Any non-evil <br />
<br />
'''Starting Gold:''' As Cleric<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Nurse}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Battle Knife Damage<br />
! rowspan="2" | TP <br />
|-<br />
<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Burst Style, Technique 1 <br />
|1d4||-|30 + 1d6 +WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Angel Touch <br />
|1d4||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3 <br />
| class="left" | <br />
|1d4||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Technique 2, Iron Will <br />
|1d4||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4 <br />
| class="left" | Holy Effegy, Out of Bounds <br />
|1d4||-|+ 10 and WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5 <br />
| class="left" | Trained<br />
|1d6||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Technique 3 <br />
|1d6||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Blast Caliber 1<br />
|1d6||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Angel Touch 2, Improved Initiative <br />
|1d6||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Technique 4 <br />
|1d6||-|+ 10 and WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | Blast Caliber 2, Ta-Dah! <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Burst Adept <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | Technique 5, Greater Improved Initiative <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" | <br />
|1d8||-|+ 10 and WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Burst User-upper, Master of her Weapon <br />
|1d10||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Master Of Her Burst,<br />
|1d10||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | Technique 6 <br />
|1d10||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|1d10||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | The Burst Queen <br />
|1d10||-|+ 10 and WIS mod <br />
|-<br />
| colspan="42" class="skill" |<br />
(4+Int modifier per level, ×4 at 1st level). Battle Nurse skills are:<br />
Decipher Script, Diplomacy, Heal, Hide, Intimidate, Knowledge (Arcana), Knowledge(Anatomy), Knowledge(Nature), Knowledge(Medicine), Listen, Search, Tumble <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<br />
'''Weapon and Armor Proficiency:''' Battle Nurses are proficient with knives and throwing daggers, and has a unique set that strengthen as she does, but can only wear light armor, and cannot use shields of any kind. <br />
<br />
<br />
'''Ancient's Reprise:''' The Battle nurse gains her WIS mod to her AC as long as she is not under a heavy load, and is unarmored. This increases to WIS mod and 1/2 at 10th level. <br />
<br />
<br />
'''TP''': The Battle Nurse utilizes a pool of energy known as TP, or technical points to use her burst techniques. Each time the Battle Nurse attacks or is attacked, she gains 1 point of TP. Additionally, each time she kills an enemy or dodges an attack, she gains 2 TP. A Battle Nurse's TP is replenished when she sleeps.<br />
<br />
<br />
'''Burst Style''': The Battle Nurse is a trained specialist in a art called Shinseijutsu, or healing burst style. This art focuses on healing allies with potent spells, while hurting enemies with divine judgement. She gains techniques to compliment her power, and also gains Battle Knives as a default option for her weapon (Range of 35ft (thrown), critical of 18-20). She also gains a bonus for being so specially trained. The bonus is as follows: <br />
<br />
+1 to Critical rate when fighting with Battle Knives, can red charge spells, and can say an incantation as a free action (if swift), a swift (if standard), or a standard (if full-round) once per round. <br />
<br />
<br />
<br />
'''Technique 1''': At 1st level, the Battle Nurse learns her first set of techniques. Subjects may make a REF save (DC 10 + caster level + WIS mod) for 1/2 damage on spells. Using and casting a spell require a standard action that provokes attacks of opportunity. Each technique may only be used once per round. <br />
<br />
Shinseijutsu; Pixie Circle: The Battle Nurse calls for a healing sprite to mend her targets pain. Heals 2d8 +1 per level (max +5) of targets HP, and to those within 5ft of the first target (Heals 3d8 HP in Red Charge, but costs an extra 5 TP). Standard action, range (35ft), TP Cost- 8 <br />
<br />
Incantation (Swift Action): "Strands of forbearance, give name to your radiance. Pixie Circle!"<br />
<br />
<br />
Shinseijutsu; Seraphic Bolt: The Battle Nurse prays for a bolt of holy thunder to strike her target. Deals 1d6 +WIS mod Radiant/Electricity damage per level (max of 5d6) and has a 50% chance to knock the subject prone. WILL negates (DC 10 +1/2 level +WIS mod)(Deals an extra d6 in Red Charge, but costs an extra 6 TP). Standard action, range (35ft), TP Cost- 10 <br />
<br />
Incantation (Swift Action): "Bear this name in judgement. Seraphic Bolt!"<br />
<br />
<br />
Shinseijutsu; Remedy: The Battle Nurse prays for succor, restoring her target to normal. Removes most physical ailments (DM's disgression) from target creature (Removes all physical and magical ailments in Red Charge, but costs an extra 7 TP). Standard Action, Range (25ft), TP Cost- 12 <br />
<br />
Incantation (Swift Action): "With this name, cast all curses to oblivion!" <br />
<br />
<br />
<br />
<br />
<br />
'''Angel Touch''': At 2nd level, a Battle Nurse has the innate ability to heal those around her with a single touch. As a standard action, the Battle Nurse may heal a touched target a number of HP equal to 1/2 her WIS score. This ability can be used once per day, with an extra usage at 6th and 10th level. <br />
<br />
<br />
<br />
'''Technique 2''': At 4th level, the Battle Nurse learns her second set of Techniques with her chosen Style. <br />
<br />
Shinseijutsu; Lighting Blast: The Battle Nurse prays for a fan shaped thunder to roar across her enemies. Deals 2d6 + WIS mod Radiant/Electricity damage per level (max of 6d6)to creatures within a 15ft cone (extending from the caster)(Extends 5ft in Red Charge, but costs an extra 7 TP).<br />
Standard Action, TP Cost- 18 <br />
<br />
Incantation (Swift Action): "Blessed droplet, drive away evil with this name. Lighting Blast!" <br />
<br />
<br />
Shinseijutsu; Ethereal Rift: The Battle Nurse prays for a cross of holy water to surge beneath an enemies feet. Deals 1d8 + WIS mod Radiant/Water damage per level (max of 5d8) to creatures within a 10ft, X-shaped cross, and douses them if possible, causing them to take 1 extra HD from Electricity, but 1/2 damage from sources of fire (Deals an extra d6 in Red Charge, but costs an extra 8 TP). Standard Action, Range (30ft), TP Cost- 17<br />
<br />
Incantation (Swift Action): "Carve your punition with this name. Ethereal Rift!" <br />
<br />
<br />
<br />
'''Iron Will''': At 4th level, the Battle Nurse gains Iron Will as a bonus feat. If she already has gained this feat, she may choose another feat that she meets the prequsites for. <br />
<br />
<br />
<br />
'''Holy Effegy''': At 5th level, the Battle Nurse has followed more then just her own art, learning techniques from other walks of life. The Battle Nurse, as a standard action, may attempt to Turn Undead, Smite Evil, or Lay on Hands as a respective class of her level, but she adds WIS to her rolls instead of CHA. This ability is usable once per day. <br />
<br />
<br />
<br />
'''Out of Bounds''': At 5th level, the Battle Nurse has gained more knowledge on her artes. All her offensive spells gain a +5 to their range increment, and all her healing spells now heal a d10 instead of a d8. <br />
<br />
<br />
<br />
'''Trained''': At 6th level, the Battle Nurse has become more skilled, gaining another swift action per round. <br />
<br />
<br />
<br />
'''Technique 3''': At 7th level The Battle Nurse learns her third set of Techniques with her chosen Style. <br />
<br />
Shinseijutsu; Hurtless Circle: The Battle Nurse conjures a glyph of healing underneath her ally, healing them and those around them. Heals 2d8 +1 per level (max +10) of target and 1/2 to those within 10ft of the target's HP, and grants them DR4 until her next turn.(Grants DR 6 in Red Charge, but costs an extra 6 TP) Standard Action, Range (25ft), TP Cost- 21<br />
<br />
Incantation (Swift Action): "Strands of tranquility, give name to your miraculous soothing light. Healing Circle!" <br />
<br />
<br />
Shinseijutsu; Fleetfoot: The Battle Nurse imbues her allies feet with remarkable speed, allowing for quick manuvers. Grants target a +3 dodge bonus to AC for 1d4 rounds (Grants +5 AC in red charge, but costs an extra 9 TP). Standard Action, Range (20ft), TP Cost- 20 <br />
<br />
Incantation (Swift Action): "Reveal thy name, and instill thee with heightened grace. Fleetfoot!" <br />
<br />
<br />
<br />
<br />
'''Blast Caliber 1''': At 8th level, the Battle Nurse is so well trained with her Burst Style, she may perform a powerful attack. These special Techniques take a Full round action, and leaves her prone. Usable once per day, with a second usage at 16th level <br />
<br />
Shinseijutsu; Asterisum Line: (Must be within 10 feet of an opponent) The Battle Nurse leaps into the air gracefully, slashing the opponent with four waves of Asterium. Deals a number of d4's equal to her level (max of 12d4) to target creature. The damage is treated as Radiant, and it surpasses DR/SR. <br />
<br />
Chant: "I'll show you my true potenial. Asterisum Line!" <br />
<br />
<br />
<br />
<br />
'''Angel Touch 2''': At 9th level, the Battle Nurse has further masteres her mysterious art. Her Angel Touch ability now heals HP eqaul to her full WIS score.<br />
<br />
<br />
<br />
'''Improved Initiative''': At 9th level, the Battle Nurse gains the Improved Initiative feat. If she has this feat already, she may choose another feat that she meets the requirements for. <br />
<br />
<br />
<br />
'''Technique 4''': At 10th level, The Battle Nurse learns her fourth set of Techniques with her chosen Burst Style.<br />
<br />
Shinseijutsu; Ressurection: The Battle Nurse prays for a small angel to bestow a miracle, restoring life to an unbeating heart. Restores dead or unconcious creatures back to 3d10 HP within a 5ft long/10ft wide glyph, but they lose 1d8 X 100 XP if they are dead, and cannot be healed until your next turn. (XP penalty goes to only 1d6 X 100 in Red Charge, but costs an extra 11 TP). Standard Action, Range (25ft), TP Cost-40 <br />
<br />
Incantation (Standard Action): "Strands of rejuvenation, give name to the glimmer that burns eternal, never to be doused, and instill it with hope. Ressurection!" <br />
<br />
<br />
Shinseijutsu; Virtuous Ray: The Battle Nurse prays for a gout of angelic flame to span across the battlefield. Deals 2d8 Radiant/Fire damage per level (max of 7d8) to creatures within a 30ft line (extending from the caster). The flames persist for 1d3 rounds, dealing fire damage equal to inital damage (halved) to any creature that passes through the line (Deals an extra d8 in Red Charge, but costs an extra 7 TP). Standard Action, TP Cost- 28<br />
<br />
Incantation (Standard Action): "Reveal the name that shines upon us, not with rage or mercy, but with simple truth. Virtuous Ray!" <br />
<br />
<br />
Shinseijutsu; Insight: The Battle Nurse channels divine forsight into her ally, granting them an advantage. Grants target a +3 to attack rolls, and a +1 to critical rate for 1d4 (Grants a +4 to attack rolls and +2 to critical rate in Red Charge, but costs and extra 8 TP). Standard Action, (Range (30ft), TP Cost- 32<br />
<br />
Incantation (Standard Action): "Reveal thy name, and instill thee with heightened finesse. Insight!" <br />
<br />
<br />
<br />
'''Blast Caliber 2''': At 12th level, The Battle Nurse has become even more trained with her Burst Style, learning another special attack. Has same effect as Blast Caliber 1, but is only usable once per day. <br />
<br />
Shinseijutsu; Innocent Garden: The Battle Nurse clasps her hands together, praying for a garden of pure healing to appear. Heals allies within 30ft by 6d10 while dealing 1d8 Radiant damage + WIS mod to all opponents within 25ft. <br />
<br />
Chant: "Blessed shine, grant eternal succor to these brave souls . Innocent Garden!"<br />
<br />
<br />
<br />
'''Ta-Dah!''': At 12th level, A Battle Nurse has become more skilled in the ways of close quarter combat. Once per day when the Battle Nurse makes an attack with her Battle Knives, if she can catch the enemy off-guard (Flat-footed), she may then cast a spell with a casting time of one standard action as a free action. <br />
<br />
<br />
<br />
'''Burst Adept''': At 13th level, the Battle Nurse's techs cost 5% less TP. <br />
<br />
<br />
<br />
'''Technique 5''': At 14th level, The Battle Nurse learns her fifth set of techniques with her chosen Burst Style. <br />
<br />
Shinseijutsu; Divine Saber: The Battle Nurse prays for a storm of sacred bolts that cleanse evil within an area. Deals 3d8 + WIS mod Electricty/Radiant/ damage per level (max of 8d8) to creatures within a 20ft area, and prones them for one round (Expands 5ft in Red Charge, but costs an extra 9 TP). FOR negates proning(DC 10 + 1/2 level + WIS mod) Standard action, Range (40ft), TP Cost- 32<br />
<br />
Incantation (Standard Action): "Assemble blessed bolts, and in this name lay waste to my foes. Divine Saber!"<br />
<br />
<br />
Shinseijutsu; Nurse: The Battle Nurse gains the favor of tiny angel's, granting a healing gift to all her allies. Heals allies within 20ft of the Battle Nurse 3d10 of their HP (Extends 5ft in red charge, but costs an extra 10 TP). Standard Action, TP Cost: 34 <br />
<br />
Incantation (Standard Action): "Strands of love, give name to the glitter that extends its nurturing hand. Nurse!" <br />
<br />
<br />
<br />
'''Greater Improved Initiative''': At 14th level, the Battle Nurse gains Greater Improved Initiative as a bonus feat. If she already has this feat, you may choose another one she meets the requirements for. <br />
<br />
<br />
<br />
'''Burst User-Upper''': At 16th level, the Battle Nurse has learned how to use her healing spells more effectively. When she heals an ally of HP, she gains 10% of the amount she healed. <br />
<br />
<br />
<br />
'''Master Of her Weapon''': At 16th level, the Battle Nurse has become an expert with her chosen weapon. Critical rate on her Battle Knife goes from 18-20 to 17-20 and is treated as a magical weapon, surpassing DR.<br />
<br />
<br />
<br />
'''Master of her Burst''': At 17th level, the Battle Nurse has become a master at her Burst Style, gaining a benefit when using her abilities: <br />
<br />
Shinseijutsu: +5 to healing spells<br />
<br />
<br />
<br />
'''Technique 6''': At 18th level, The Battle Nurse learns her sixth and final set of techniques with her chosen Burst Style. <br />
<br />
Shinseijutsu; Revitalize: The Battle Nurse conjures a large field of healing around her allies. Heals 5d10 +1 per level (max +15) HP to target creature and creatures within 10ft of the first (Heals 6d10 HP in Red Charge, but costs an extra 13 TP). Standard Action, Range (25ft), TP Cost- 37<br />
<br />
Incantation (Full-Round Action): "Strands of embrace, give name to the luminosity that begat this majestic land. Revitalize!" <br />
<br />
<br />
Shinseijutsu; Indignation: The Battle Nurse prays for a divine bolt of judgement to ravavge her foes. Deals 1d12 + WIS mod Radiant/Electricity/Sonic damage per level (max of 10d12) to creatures within 20ft of the Battle Nurse, and paralyzes them for 2 rounds <br />
(FOR negates). (Deals an extra d12 and extends 5ft in Red Charge, buts costs an extra 12 TP) <br />
Standard Action, TP Cost- 40 <br />
<br />
Incantation (Full-Round Action): "Darken heavens light, and bear this name as you open the gates of hell. Indignation!"<br />
<br />
<br />
<br />
'''Burst Queen''': At 20th level, the Battle Nurse is a absolute prodigy at her Burst Style, causing the bonuses she gained from first level to stack as follows:<br />
<br />
Shinseijutsu: Can say two incantations as a free, swift, or standard action per round (respectively), + 1 crit on battle knife, +20 TP <br />
<br />
<br />
<br />
====Epic Battle Nurse====<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|+ <br />
<div>{{#anc:Table: The Epic Battle Nurse}}</div><br />
Hit Die: d6<br />
|-<br />
!Level!! Special <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Bonus Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | SR 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | SR 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Bonus Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | SR 6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Ancient's Grace <br />
|-<br />
<br />
<br />
'''Ancient's Grace:''' At 30th level, the Battle Nurse has become an absolute paragon of her style, and is impeccable in her skill. All her techniques are treated as though having the empower spell-like ability and maximize spell feat (if these feats are already acquired, this does not stack). Also, all attacks made with her Battle Knives have an automatic 50% of landing a critical hit, even if she would normally not (natural 1's are not excluded).<br />
<br />
==== Battle Nurses in the World ====<br />
<br />
"Here it comes! Ha! TRILLION DRIVE!! <br />
<br />
"Oh beautiful garden, mend our pain! Innocent Garden!" <br />
<br />
"You've forced my hand, now prepare to suffer. Virtuous Radiance!" <br />
<br />
<br />
<br />
<br />
<br />
----<br />
<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=SRD_Talk:Druid%27s_Animal_Companion&diff=633185
SRD Talk:Druid's Animal Companion
2013-08-28T13:08:29Z
<p>Argent Fatalis: /* New Question */</p>
<hr />
<div>== Buggy Links ==<br />
<br />
Alternative animal companions, giant constrictor snake link is fudged. {{Unsigned|84.108.164.233|04:36, 2 February 2008 (MST)}}<br />
<br />
:Fixed link. --[[User:Dmilewski|Dmilewski]] 08:23, 2 February 2008 (MST)<br />
<br />
<br />
== Death question ==<br />
<br />
I'm making a Druid NPC, and I was wondering: what happens to the animal companion if the druid dies in combat? Does the companion flee, vanish, keep fighting as it had been, or possibly something else? I've looked around, and I haven't found any information on this, so either I missed it or it isn't here. Can anyone help me with this? [[User:Silverkin|Silverkin]] 13:22, 2 March 2011 (MST)<br />
<br />
:If nothing else, rule 0. ask the dm how it'll work in that game, if he doesn't know either what he says goes.<br />
<br />
==Multiclass: Druid & Ranger==<br />
So, druids get animal companions, but so do rangers. Would it be possible for a character to end up with two animal companions, or does the ability just overlap? I could see it going either way. Now, mind, the animal companion is gained only at first level anyway, so this is really an academic question, but I'm curious as to what the general consensus on that is.<br />
-[[User:Silverkin|Silverkin]] 02:41, 18 February 2012 (MST)<br />
<br />
<br />
== New Question ==<br />
<br />
is there a way to not have an animal companion and get something else compensated for it?<br />
If so, could there be links to that?<br />
<br />
:There are, but most are very poor, as your animal companion is actually quite useful (and exploitable for higher optimization games). Some examples include, in Eberron the Shifter Druid Alternate Class Features (one of ''the'' best Druid ACFs ever printed), another is the Shapeshifter variant from PHB II, but that also removes your Wild Shape (and Wild Shape is broken beyond belief, just slightly less than say Polymorph). [[UA:Druid_Variant:_Druidic_Avenger|Druidic Avenger]] is another (from Unearthed Arcana) and you become a bit of a Barbarian-Druid hybrid; lose Animal Companion, take a penalty on Wild Empathy, lose Diplomacy (but gain Intimidate).<br />
<br />
:So yes, there are more than that, but those are some examples. Your best option is to Google "3.5 Druid alternate class features" and try to find one that falls roughly into what you want and what your DM will allow. Just remember to make the ''character'' first before the optimization and abilities - no one likes bland white bread characters who are just designed to overly excel at their given tasks.<br />
::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 07:08, 28 August 2013 (MDT)</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=User_talk:Marasmusine/Archive_1&diff=633118
User talk:Marasmusine/Archive 1
2013-08-27T23:37:02Z
<p>Argent Fatalis: /* Ant-Vandal Barnstar */</p>
<hr />
<div>Hello Maramusine, thank you for the welcome to the site! My only question is now, is if there is someone or some group I would contact for review on the power balancing of something I've been working on ( while it is either a WIP, or completed work ).--[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:32, 18 July 2012 (MDT)<br />
<br />
If you're my best bet, might as well use you, eh? I don't suppose you could take a look at [[Color Bearer (4e Class)]] and [[Color Bearer Powers (4e Power List)]]? I assume they're at ''least'' somewhat poorly balanced, being my first attempt at making a class. And yes, they are both incomplete, but I did just start a couple days ago <_<;; --[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:42, 18 July 2012 (MDT)<br />
<br />
Thank you very much in advanced! c: --[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:52, 18 July 2012 (MDT)<br />
<br />
Hay, Marasmusine, could you review my homebrew template [[Unown_inscribed|Unown inscribed]] sometime? I want to improve it, and you seem to know what youre doing, based on your review of my [[Stone of 100 Rencarnations (3.5e Equipment)]].--[[User:The lost unown|The lost unown]] ([[User talk:The lost unown|talk]]) 09:01, 27 September 2012 (MDT)<br />
:Sure, I'll aim to do that but I'm not sure when yet. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:08, 27 September 2012 (MDT)<br />
<br />
== A thanks ===<br />
Hey, it's Ralcos.<br />
It's been a while since I've been here, but I must say thanks for you editing my race.<br />
I made the Modron Race that was on the 4e homebrew races, and found that my race was changed for the better<br />
(I'm not claiming credit for anyone else's work, and you can look on that page's history).<br />
I just wanted to thank you for the work. I love it more than the original design.<br />
<br />
--- Ralcos<br />
<br />
== Smilodon Maioribus Review ==<br />
<br />
Hello once again Marasmusine,<br />
<br />
It has been a while since we have spoken but I believe (having reached my new permanent duty station) that now would be an excellent time to review the Smilodon Maioribus 4e Race once again, provided you are willing to do so and have the time to make such an effort. Unfortunately I am not entirely sure what, if at all, needs to be changed at this point with the race itself (the Apex Predator 4e Class itself I am intending to overhaul entirely, based on a few mechanics I learned from others who know of DnD in the armed forces).<br />
<br />
As always, thank you for your time and dedication to DnD Wiki, and your efforts, past and present, in staying in touch and assisting me with my race and class design!<br />
<br />
--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 18:43, 9 August 2012 (MDT)<br />
<br />
:Welcome back! Since you were last here I've been a bit distracted with the birth of my daughter - I've not had much time for complicated things. For your Apex Predator overhaul, I recommend concentrating on one or two core mechanics that improve through the levels (and worry less about making lots of different powers); take a look at the Hunter or the Slayer from the Essentials books. Also try to focus on ''one role'' - I've seen too many custom classes that try to do defender/striker and end up in a mess. Hope that helps! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:18, 10 August 2012 (MDT)<br />
<br />
::Thank you, Marasmusine, and most importantly, congratulations on the birth of your daughter to both you and your wife. I can certainly understand your crunch for time, especially with a newly born child around. For the Apex Predator class, that is still my intention of making a "specialist" class (with two separate, distinct sub-types), again focusing on criticals, grappling and stealth for its offensive "Vanquisher" variant, and with the "Challenger" deviation, a defender who relies on countering attacks and control. Seeing as the "Grabbed" and (knocked) "Prone" features work well, I have some ideas with them. I certainly don't intend for the Apex to be both, as I've begun making their choices fairly specific to each archetype.<br />
<br />
::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 17:34, 11 August 2012 (MDT)<br />
<br />
:::Hello again Marasmusine,<br />
<br />
:::I've made some significant changes to the [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus race]] and the [[Apex Predator (4e Class)|Apex Predator class]], both of which I would love to get your opinion on when you have the time. I've tried to heavily relegate certain features to each subdivision of the Apex Predator class (to, in large part, make them two distinct portions). While the class design is not yet finished, it would be great to get your opinion on the re-working of a few mechanics that were present; for example, a primary mechanic of the Vanquisher is [[Seize (4e Power)|Seize], an attack that does minimal damage, but Grabs the opponent. <br />
<br />
:::Other issues lie in the scaling (I've never played nor seen endgame DnD played), so I cannot truly balance the class over the levels. I like the idea of the Apex Predator fittingly being a "niche" class, or one that excels extremely well at a few select things, but relies on its companion's classes to really augment and benefit it, and vice-versa.<br />
<br />
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 17:08, 18 August 2012 (MDT)<br />
<br />
::::Hello Marasmusine,<br />
<br />
::::I have just replied the design concept to the Saber Fangs and Razored Claws situation [Talk:Apex Predator (4e Class)|on this talk page] and would certainly like your opinion and possible solutions. Thank you very much for the modifications to those areas along with the Enduring Hide armor to make them more straightforward and simplified within 4E means!<br />
<br />
::::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 14:33, 22 September 2012 (MDT)<br />
<br />
As of writing this the [[Apex_Predator_(4e_Class)|Apex Predator]] class is more or less finished after a very, very long time of working on it; it received some major improvements over the initial version. Now it simply needs balance, and for that I need opinions. I think the overall mechanics (focusing on using Mortal Bite as a finishing move, attempting to set up lunges into grabs into high damage with debuffs cycle works well, has some interesting utility powers, some fairly strong weaknesses (lack of ranged, size, poor AC even with progression feature, and some genuinely fun features like True Instinct)). More or less, it needs someone's opinion to look at it in a "near complete stage" much like Tivanir did for Champion of the Ferine's final balancing and tuning. If you have time, I would be most thankful for your assessment and input.<br />
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 17:47, 18 April 2013 (MDT)<br />
:Alrighty, good work, I'll examine it over the next few weeks and see if I can spot any balance issues. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:07, 19 April 2013 (MDT)<br />
<br />
== Image Deletions ==<br />
<br />
Wikipedia tells us to assume good faith. This means that images are assumed to be correct, ergo under the GNU FDL, when they state nothing in particular. This must be shown otherwise to allow the image to be deleted. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:03, 10 July 2012 (MDT)<br />
<br />
:Wikipedia absolutely does not assume good faith when it comes to image licensing. It gives 7 days to images without licensing/source information before they are deleted. Images that are clear copyright violations are instantly deleted. I gave [[:File:Fight-2-color.jpg]] two weeks. We can't just copy images from the internet willy nilly. I've done a Google Image search for this image now and found that it's a painting under copyright by Simon Robert. I can replace the link in [[Shekastkoré (3.5e Campaign Setting)]] with an embedded image from Robert's webpage, with correct attribution. I'll leave it up to you if you want to delete the file or not. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:06, 11 July 2012 (MDT)<br />
:Wow, sorry I came off sounding agressive. It was first thing in the morning and I hadn't had my coffee.[[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 06:11, 11 July 2012 (MDT)<br />
<br />
::Okay, then with the deletion we should provide a link to where the image is thereby not allowed, don't you think that makes sense? Thoughts on making this policy? We can leave images since their pages being here inherently state that they are under the GNU FDL v1.3 when one cannot find such a site. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:35, 16 July 2012 (MDT)<br />
:::Here are my thoughts:<br />
:::*We should make it clear that if you are uploading an image you need to say 1) Where you got the image from and who originally created it, and 2) What license it's under (note that ''we cannot use "fair use"'' for our purposes). For example, see [http://en.wikipedia.org/wiki/Special:Upload Wikipedia's upload information]. It's bad form to assume that an image doesn't have a copyright just because the uploader hasn't provided any information.<br />
:::*On the flipside, if I come to delete an image file because the above information is missing, I will make every effort to find an alternative compatible with our license, or embed the image from its original source. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 03:47, 17 July 2012 (MDT)<br />
<br />
::::By law, we do not need to do it like that so let's not. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 19:39, 17 July 2012 (MDT)<br />
:::::I need to get this straight. Here are the different kind of images we might use:<br />
:::::*Copyrighted images. We cannot use these without permission. If we can get permission, the owner would normally ask us to attribute the them and show that it's under copyright. We ''can'' use copyright work without permission where there is fair-use (e.g. book covers where we are providing information about a book), but we still need to attribute the copyright holder.<br />
:::::*Creative Commons[http://creativecommons.org/licenses/]. We ''have'' to attribute the author; if it's Sharealike we ''have'' to release it under the same license.<br />
:::::*Public Domain. We don't have to say anything: my argument is that it's good practice to provide some basic information (like I did [[:File:Vasnetsov samolet.jpg|here]]). <br />
:::::*Images the uploader created themselves. It's up to them what information they provide. Personally I credit myself for my own images. As you say, unless stated otherwise, it defaults to the GNU license.<br />
:::::If I'm understanding you correctly, you want to ''assume'' that images fall into the last two categories?<br />
<br />
::::::No. All I was saying is that the last two categorizes exist. If we find information about copyright we should delete the page with a link to the copyright location (for verification purposes). If the images is under a different license then, though, all we need to do is state that on that page of course and if we can keep the image we can keep the image (depending on the license).<br />
::::::Another thing to note is that images which are product copyright can be here if they are small enough (pretty sure). I think that is another one of their image statements in the image-related laws. If they are too big, though, they are considered (even with the different copyright categories) to infringe on product copyright (since they are images I think is the reasoning). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 20:06, 18 July 2012 (MDT)<br />
:::::::Thanks for the clarification. With regards product copyright, here's the legal wording for fair-use: ''"the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright."''<br />
:::::::Basically, we ''can'' use those images when we are providing educational information. On our wiki, this only our pages about books and other publications. We ''cannot'' use them for user-generated content. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:27, 19 July 2012 (MDT)<br />
<br />
::::::::I imagine that putting them into the D&D universe is a critique of those things from other sources and do apply for fair-use. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:42, 19 July 2012 (MDT)<br />
:::::::::I don't understand? Fair use through ''critique'' just means you can, say, use a picture of a book or toy if you are reviewing it. It has real-world context. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:35, 20 July 2012 (MDT)<br />
:::::::::On a related note, I've spotted that WotC provide a list of WotC-copyright artwork that's been pre-approved for others to use.[http://www.wizards.com/fankit/fantoolkitdnd.html] [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:38, 20 July 2012 (MDT)<br />
<br />
::::::::::Not sure if my voice matters here, but I figure, if nothing else, it couldn't really hurt to speak up. Marasmusine is correct. Unless the purpose of the article within said images are used, is to critique the image, make a commentary on it, or otherwise review or parody it, then it does not fall under fair use. There are likely very few user generated articles and pages on this site that are dedicated to parody and review, for a commentary / educational stance. Now, for the handful wherein that IS true, than fair use would apply, but for those, such as a custom race, class, monster, campaign, that isn't actively done to review the image in some way, that isn't fair use, and permission / approval would be needed. If I were to take someone's image and put it up on a page I made, without their permission, and the image was used as an aid to help demonstrate something I had written in the page, that would be theft, unless they had otherwise stated that that image is perfectly allowed to be shared mercilessly without permission, but even then that would be limited to noncommercial things. Not that that should be a worry here. That said, the 'April Fools' articles may fall under being able to qualify 'fair use' if they are directly relevant to the image. --[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:08, 20 July 2012 (MDT)<br />
<br />
:::::::::::That all sounds right to me. So I guess, sorry, those mario images were fine to delete.<br />
:::::::::::Does the Image Deletion seem right on [[:Category:Candidates for Deletion|Candidates for Deletion]]? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 12:03, 21 July 2012 (MDT)<br />
<br />
== Barnstar ==<br />
<br />
{{Barnstar|I give you this barnstar for improving, reviewing, and removing a lot of pages. Thanks a lot for your help on those pages! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:35, 16 July 2012 (MDT)}}<br />
<br />
Thanks! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:35, 16 July 2012 (MDT)<br />
<br />
== Page deleted due to Copy Rights Violation ==<br />
<br />
You had deleted a page I had posted due to a copy rights violation. I was asked by a few friends in my area to post some things from the books and I was wondering it there is a way I can avoid this from occurring in the feature? Would a Legal Disclaimer at the bottom of the page stating it is from that particular book prevent this?<br />
<br />
Thanks, --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 23:23, 23 July 2012 (MDT)<br />
:We can't reprint content from copyrighted books. The only legal thing you can do is send them your book or ask them to aquire the book themselves. There's something else you can do involving a scanner, but I couldn't possibly comment on that. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:34, 24 July 2012 (MDT)<br />
::Is there anyway to use anything from any of the D&D books? Would the Legal Disclaimer work? If not, how were any of the creatures posted from the Monster Manual, Dungeon Masters Guide, and Players Handbook?--[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 18:04, 24 July 2012 (MDT)<br />
:::You can print material released under the Open Game Content. This includes WotC's System Reference Document[http://www.wizards.com/default.asp?x=d20/article/srd35] but doesn't include that class. The legal disclaimer won't work, WotC will still be unhappy that you've fleeced them out of a book sale. I'm also definitely not suggesting that your friend use a web search engine to search for the title of book that contains the class along with the words "scan" and "pdf". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 25 July 2012 (MDT)<br />
:::::If you have a chance, could you take a look at these pages. I am sure the [[Awaken Sand (3.5e Spell) | Awaken Sand (3.5e Spell)]] is, but I am not sure of the [[Mogwai (3.5e Creature) |Mogwai]] and [[Gremlin (3.5e Creature) |Gremlin]] since they are based on movie creatures... Thanks... --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 13:10, 28 July 2012 (MDT)<br />
::::::Yeah, the spell's got to go. Gremlin and Mogwai are not copyright violations, but the images used were copied from other sources. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:49, 29 July 2012 (MDT)<br />
:::::::Thanks... Want to give a creature a feat from a book, I am looking but can't seem to find the code for doing the small raised print for references to D&D books. Could you help with this? Thanks... --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 10:53, 29 July 2012 (MDT)<br />
::::::::Do you mean <sup>superscript</sup>? If you want to look like a pro, try [[User:Marasmusine/How To Use Footnotes]] (I don't think anyone's done it that way before, you could be the first!) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:07, 30 July 2012 (MDT)<br />
:::::::::I wasn't thinking of Footnotes<sup>[[User:Marasmusine/How To Use Footnotes | Marasumine's Guide]]</sup>... but that should work really nice together... Thanks :-D --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 19:07, 30 July 2012 (MDT)<br />
<br />
== Deity Stats ==<br />
<br />
I was interested in making a deity and wanted to actually make the stats. However I can't find the formula to use... I know that they are normally a 20HD outsider that have 30-50 Class levels. By that they should be a CR 40-60 depending on just that... But are there any other factors? Also Do they use the 15,14,13,12,10,8 Elite stat array?<br />
<br />
--[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 20:51, 10 August 2012 (MDT)<br />
<br />
:About 5 years ago I sat down to create a 3.5e deity and discovered the same issue - no guideline on how to set the ability scores. However, if you are giving your deity PC class levels, it should the elite stat array; if it only has NPC class levels, use the nonelite array. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 08:06, 11 August 2012 (MDT)<br />
<br />
::Can you check out this Deity and let me know what you think? [[Karura (3.5e Deity) | Karura]] Goddess of [[The Burning Wastelands (3.5e Environment) | The Burning Wastelands]]. I Used the Epic Stats, then Added the Stat upgrades for levels and feats. Then added the stat adjustments for items that she has that are listed. Her Challange rating is for her race + Her Class + her Divine Rank. --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 19:50, 18 August 2012 (MDT)<br />
<br />
<br />
== Traps ([[User:jerden|jerden]] asking) ==<br />
<br />
I was just wondering if there was a way to change the title of my traps that still don't have (4e Trap) on them. I could copy them to new pages with (4e trap) on, but that won't really help anyone as it still will have the old ones. If it's something I can't do I'm sorry, in future I'll remember to add (4e Trap) to my (4e Trap)s! Anyway, I reacon I've wrote it enough time to remember now!<br />
:Hi Jerden, you can use the "Move" tab at the top of the screen. Also you can sign your posts using four tildes (<nowiki>~~~~</nowiki>). Thanks again for your contributions - converting the 3.5e DMG traps to 4e was on the back burner of my to-do list. You may also like to look at some of the changes I made to your entries for formatting standards, etc. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:48, 8 September 2012 (MDT)<br />
:Thanks. I'll sort them out. Anyway, I apprieciate your changes, I was actually hoping someone would do that. And I haven't really done that many of the 3.5 edition traps, I mostly just converted spells into traps (it's much easier). I'll probobly do more later once I can borrow the player handbook and possibly the monster manual. [[User:Jerden|Jerden]] ([[User talk:Jerden|talk]]) 12:38, 8 September 2012 (MDT)<br />
<br />
== Sand Elemental Page Deletion ==<br />
<br />
In reguards to the [[Sand Elemental]] page, I was trying to do the same set up as the SRD Elementals. Was this in error doing this set-up or was it just a waist for time? --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 15:18, 25 September 2012 (MDT)<br />
:Hi Korminor, actually your original formatting was fine. But I'm aiming to have the sand elementals formatted in the same way as what I've done to [[Chaos Elemental, Lesser (3.5e Creature)]] and [[Chaos Elemental, Greater (3.5e Creature)]]. The reason for this is that I've made a new index of creatures at [[User Creatures]], but the table gets screwed up if there's more than one creature template in a page. The creature template itself can display 3 creatures, so that's a maximum of 3 creatures per page - hence me splitting the creatures into "Lesser" and "Greater" pages. It's not ideal - I'd rather have them all on one page - but it's the only fix I can think of to make the index work.<br />
:What I can do, if you think it's appropriate, is keep [[Sand Elemental]] as an overview page, so long as it doesn't contain a creature template. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:36, 25 September 2012 (MDT)<br />
<br />
:Also, I never did give you a reply re: [[Karura (3.5e Deity)]]. So let me say this - in my opinion ''this is what all 3.5e deity pages should look like.'' Well formatted, well written, fully statted out. I couldn't tell you if any of the numbers are off though, but it looks like you've been careful and thorough. 15:55, 25 September 2012 (MDT)<br />
<br />
::I would like to keep the [[Sand Elemental]] page as an overview page. I was planning on adding a bit to it on their history (Been a little busy with daughter starting school). Also thanks for the comments on [[Karura (3.5e Deity)]]. I started with the elite stats, then gave the increases for the levels gained (20 outsider + 30 Sandbender), then added the items used. Thanks again, --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 17:32, 25 September 2012 (MDT)<br />
<br />
== Tiberium Rising Editing ==<br />
<br />
Hey, I'm still working on the pages. If you are going to move the pages, at least leave a redirect. Thanks --[[User:Yossarian|Yossarian]] ([[User talk:Yossarian|talk]]) 14:34, 28 September 2012 (MDT)<br />
:I usually do, I guess today I did it the other way to see what the reaction would be. So there we go. But why did you move it back? Now it has the incorrect title again. 16:24, 28 September 2012 (MDT)<br />
<br />
<br />
==Billhook Revert==<br />
Hi, we've not really met. I'm Badger, and I'm an admin who has been away for a while. Either way, we can chat more about that later, if you'd like. This message is to explain why I reverted your edits to [[Billhook_(3.5e_Equipment)|the billhook]]. The page that existed before you changed it was essentially a complete page, with mechanics and a concept. Maybe the concept needs work, and the balance sure needs some attention, but it was at least a fully fleshed out idea. Your edits reduced it to little more than a re-direct. If you are going to fundamentally change a page like you did, you might as well delete it entirely, and just redirect other pages away from it. I'm open to discussion on this point, but my understanding is that we don't try to serve as an encyclopedia, but rather as a reserve of actual content. To clarify that point, any article we have should have in-game mechanics, and not simply redirect a user to another page. Let me know how you feel about this, and I look forward to working with you in the future. --[[User:Badger|Badger]] ([[User talk:Badger|talk]]) 11:57, 5 October 2012 (MDT)<br />
<br />
== Price Calculation Check ==<br />
<br />
Would you mind checking to see if I got the math correct for calculating the Market Price for [[Helm of Korminor (3.5e Equipment) | Helm of Korminor ]] for me please? I want to know if i'm doing it correct? --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 18:54, 22 October 2012 (MDT)<br />
:Sure, I'll check it out fairly soon. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:10, 24 October 2012 (MDT)<br />
<br />
== Hobbit vs. Halfling ==<br />
<br />
I'm aware that WotC uses the term Halfling to fill in for what is most assuredly a Hobbit. I was wondering if you know of any legal reason that would force this, or if we are free to use the term Hobbit without permission from the Tolkien Estate. I guess I'm just trying to stay out of trouble, but at the same time vastly prefer to use Hobbit. In the same line of thinking, we can use Orc even though Tolkien made that one up as well... --[[User:Pyper|Pyper]] 23oct12<br />
:Whilst the Tolkien Estate aggressively protect their trademark over the word "hobbit", I've only seen it happen in the cases where products are being sold. The worst that can happen is that we'll be asked to remove the page. Add a legal disclaimer at the bottom stating that the term is trademarked. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:30, 24 October 2012 (MDT)<br />
<br />
== Category:DnD ==<br />
<br />
On some pages you have been removing [[:Category:DnD]]. This category is there so D&D is separated from D20 Modern and such organizations are possible. 4e is not "new" in the sense of not having a need for Category:DnD, but rather it has not yet been added there because of the dpl's on the 3.5e pages. Unless I am missing something, please keep Category:DnD on all D&D pages. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:19, 25 October 2012 (MDT)<br />
<br />
:Since the "4e" and "3.5e" categories are sub-categories of "DnD", it seemed to me that having both was redundant. I can't see any crossovers with "D20M", it is still separate. Maybe ''I'm'' missing something. Can you give me an example of where it is causing a problem? (Also noting the reorganization I proposed at [[Talk:Main_Page#Categories]].) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:21, 25 October 2012 (MDT)<br />
<br />
::The only disadvantage to that is that is that one has to generate a dpl for all things D&D, but that still might be okay with the publication's categories anyway and not too important huh. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:42, 25 October 2012 (MDT)<br />
:::I will steadily update the dpls; I had already rewrote the 3.5 weapons index... just spotted that [[User Magical Rings]] for example needs to specify 3.5e. It will all work once I've finished pratting around (next year at this rate!) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:52, 26 October 2012 (MDT)<br />
<br />
== Template deletion ==<br />
<br />
My author template page<br />
{{author Gaelhalee<br />
|date_created=10/28/12<br />
|status=playable, if DM has a good sense of humor<br />
}}<br />
as well as [[User:Mkill|Mkills]] <br />
{{author Mkill<br />
|date_created=10/28/12<br />
|status=playable<br />
}}<br />
was deleted without any explanation that I could find. I give some history about it in [[User_talk:Gaelhalee]]. Please respond there.<br />
<br />
== Quick Question ==<br />
<br />
Regarding community additions to unfinished content, how should I deal with a power that was added by a third party which does not really fit with my class or my design intents? Should I restructure their post as I see fit or notate a different design intent or what? My initial judgment was to change the "|class=" notation in the power, but I'm unsure if doing so would be a violation of some sort. --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 16:08, 13 November 2012 (MST)<br />
:We could rewrite it for your class, rewrite it for another class (Wizard, say), or propose it for deletion (see [[Deletion Candidates]]). Which power is it? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:06, 14 November 2012 (MST)<br />
::It's Freezing Blast, added by 209.213.26.101, the same user that made that rather overpowered [[Humans Unyielding Training (4e Feat)]] that you posted on nigh two months ago. I don't think I'll keep the name, so I'd just as soon flag it for deletion. --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 15:50, 14 November 2012 (MST)<br />
<br />
== D&D 4.0 Future Oni Class ==<br />
<br />
Vanilla 4e? I don't know what that even is. The thing is, is that Enchantment bonuses should not be implemented, because, hey, this is the future. I don't plan for D&D 4e Future to deviate from D&D 4e at all. Just adding to it. I posted this reply here because I haven't been on for... two months or something longer and figured that you wouldn't see a reply in my talk section. But yes, balancing would be wonderful for all of my creations. --[[User:Axl|Axl]] ([[User talk:Axl|talk]]) 16:48, 15 November 2012 (MST)<br />
<br />
:Actually, never mind. I'm never on D&D Wiki anymore. Feel free to delete my sourcebook and all items therein. You can probably just delete my profile as well. --[[User:Axl|Axl]] ([[User talk:Axl|talk]]) 17:09, 15 November 2012 (MST)<br />
<br />
::By vanilla D&D, I mean D&D as written in the PHB and DMG. A lot of your entries might work in the context of the Future setting, but they don't work in normal 4e D&D. That's why I was changing some of the categorization. Sorry to hear that you are leaving, let me know if you ever feel like collaborating on something. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 17:26, 15 November 2012 (MST)<br />
<br />
:::Oh, okay.<br />
:::Yeah, my entries work for future, but there are currently no settings in the future that would be compatible with my works.<br />
:::All right. I'll let you know if I do feel like collaborating. --[[User:Axl|Axl]] ([[User talk:Axl|talk]]) 18:33, 16 November 2012 (MST)<br />
<br />
== Guardian of Erberus ==<br />
<br />
Hey, Marasmusine.<br />
I was looking on the Barbed Devil race and noticed that the Guardian of Erberus page shows the feat as Barbed Claws. Shall I fix it? --[[User:PokeLinkEs|PokeLinkEs]] ([[User talk:PokeLinkEs|talk]]) 07:21, 20 November 2012 (MST)<br />
:Well spotted, that's a cut and paste error. I'll fix it, thanks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:23, 20 November 2012 (MST)<br />
<br />
== Copyright Question ==<br />
<br />
Right so how do I tell what's copywritten and what's not? I'm looking at one of the images I uploaded and nowhere on it does it say it's copywritten. I'm not trying to argue or say that you're wrong b/c I have no doubt you are correct. I just want to know how to tell in the future. Thanks! --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 13:12, 20 November 2012 (MST)<br />
:With your specific images, I dragged them into Google Images (on a hunch, since they looked professionally produced) and quickly traced them back to their original artist or publisher. If the source doesn't specifically say what kind of license it has, you can assume its under copyright (and that's the case for almost any image you find at random on the internet). On a more positive note, if you've traced it back to somewhere like deviantArt or Flickr, you can at least ask the copyright holder if you can get permission to use it. <br />
:As I say, you can always embed an external image (if the source site allows it). Here's an example from Tomasz Jedruszek's portfolio:<br />
{| style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://features.cgsociety.org/gallerycrits/219459/219459_1183250462_submedium.jpg<br />
|-<br />
|[http://morano.cgsociety.org/gallery/513169/ Vale Pact 2 by Tomasz Jedruszek]<br />
|}<br />
:If you do this, it's courtesy to attribute the artist. On the downside, you can't resize the image. Hope that helps. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:20, 20 November 2012 (MST)<br />
<br />
<br />
Oh man that helps a lot! I'll probably start using embedded external images then, assuming I can get them smaller. Most of my stuff comes from DeviantArt, CG Society, or StumbleUpon so that shouldn't be an issue. Thanks a ton! --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 14:50, 20 November 2012 (MST)<br />
:I use Flickr a lot, since most images there will provide you with a link for a resized image under "Share" (although there's less fantasy art there than at other places). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:52, 20 November 2012 (MST)<br />
<br />
== Thanks for the Help! ==<br />
<br />
Thank you for your help. Would you mind telling me of what you think about the campaign?<br />
<br />
Thanks again!<br />
<br />
--[[User:Yossarian|Yossarian]] ([[User talk:Yossarian|talk]]) 16:34, 23 November 2012 (MST)<br />
:Sure, I'll check when I next get chance. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:06, 27 November 2012 (MST)<br />
<br />
== For what reason did you delete the Dragonslayer sword? Its hardly the same as the Fullblade ==<br />
<br />
<br />
Why'd you delete the Dragonslayer Sword for 3.5? It is not exactly like the fullblade whatssoever, it does a great deal more damage, gives extra feats, not to mention the fact that its both a bludgeon and slashing weapon. There is alot more "unexplained" equipment on the site then that sword. So please don't delete stuff people actually think is cool, because now im going to have a harder time getting my DM the stats for the sword so I can get it in game.<br />
:When you are including in your campaign mundane non-magical weapon that grants 4 bonus feats, an unexplained +8 bonus damage on top of excessive damage die and a 18-20/x4 crit, you've gone beyond normal game balance and may as well just make up the stats yourself. It's better than most of the more powerful magical weapons in the game, at a fraction of the cost, except, hey, you can enchant the dragonslayer as well. Oh, it had 5' and 10' reach as well like a spiked chain, egads. Sorry, it was objectively terrible.<br />
:However, if you like, I can restore the page to your userspace if you still wish to access it.[[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:01, 27 November 2012 (MST)<br />
<br />
I would really appreciate it, yes its true, it is somewhat overpowered, but my character is also at a neg 3 level multiplier and the additional feats will definitely help level the playing field. I currently play a lvl. 3 Half-Dragon Fighter that specializes in two handed large weapons and the ECL is 6, so the Dragonslayer is the perfect fit. Currently my group and I are fighting against incrediably powerful enemies that are a CR 20 roughly and currently I can't compete in deeps with either the Barbarian or the Rogue so I need something to level the playing field. Plus I assume that most characters dont have the strength reqs. that the sword needs right off the bat like I do (28 Str, with my lowest mod being +3). But if you could get me the prior info it would really be appreciated. Thank you.<br />
:Sorry I didn't reply straight away. Someone has posted (an even more ridiculous) version here: [[DragonSlayer Sword (3.5e Equipment)]]. It really makes no sense whatsoever and I reiterate that you may as well make up the stats yourself. Have it do 5d20 + 100 damage, but hey, you can "balance" that by setting the Strength requirement to whatever your strength happens to be. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:52, 12 December 2012 (MST)<br />
<br />
== Deleting abandoned unrated, 1/5, and 2/5 Campaign settings ==<br />
<br />
One thing I've noticed about the Campaign settings section is that there are a ton of frankly worthless clutter. Most of the 1/5 pages haven't been worked on since 2010 or 2009 and I suspect a lot of the 2/5 ones are the same (mine is there right now I know but I am constantly working on it). Can a lot of those old, abandoned stubs be deleted? Can I do it myself or does it have to be an admin? I suggest everything up to 2/5 because I suspect pages that made it to 3/5 have a lot of useful stuff in them although some of them could probably go too. My main point here is that is the Campaign Settings section is meant to be a resource for the DM community out there, then it really should be a useful one. I feel like people miss a lot of the good stuff that is there because of all the clutter. Just a thought, not trying to be pushy or rude to the people who started those pages. --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 22:27, 27 November 2012 (MST)<br />
:Over the year I've already deleted a bunch - ones that have been clearly abandoned and have either barely any content, or content that is uninspiring. You're probably correct that there's more to be pruned. If you feel that a campaign stub can't be improved upon, add <nowiki>"{{delete|~~~~~|Your reasons}}"</nowiki> and I'll review it in 2 weeks. If you think the campaign has an interesting seed that someone might potentially add to, add <nowiki>"{{abandoned|~~~~~}}"</nowiki> and we give it a year before deleting it. Each setting needs checking individually (rather than sweeping the whole 1/5, 2/5 category under the carpet :) Thank-you for any help in this matter. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:28, 28 November 2012 (MST)<br />
::Roger and thanks. I'd been adding the <nowiki>"{{abandoned|~~~~~}}"</nowiki> tag to any that were stubs and not touched in over a year and that was just about all of them (1/5-2/5). I'll go back through and add in the <nowiki>"{{delete|~~~~~|Your reasons}}"</nowiki> tag to those that are pretty useless. Also of the ones that are 1/5-2/5 and do have useful stuff (but still aren't stand alone), could some sort of campaign setting tools or ideas page be put together? Cause there are some with useful stuff in these categories, just not nearly enough to be stand alone. --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 07:46, 28 November 2012 (MST)<br />
:::A "campaign seeds" page would be a good idea, if the entries aren't bigger than one or two paragraphs (or can be trimmed down). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:46, 28 November 2012 (MST)<br />
<br />
== You've deleted one the most iconic swords in the history of gaming. Why??? ==<br />
<br />
The Buster Sword has long been an awesome force in the gaming community. I don't ask that you bring the page back, but just forward me the details that were on the page. I'd raised my concerns when you proposed deleting the page, frivolously, and also failed to make copy-pasta out of it :(<br />
<br />
:You can find what the page used to be [http://www.dandwiki.com/w/index.php?title=Special:Undelete&target=Buster+Sword+%283.5e+Equipment%29&timestamp=20120122053558 here]. It wasn't very good, and had been nominated for deletion since October. No one brought up any objection to the deletion, and so it was axed. As a general rule, I don't undelete things, and this isn't content worth having on the site, as far as I am concerned. The reason it was deleted is because it wasn't different enough than the full blade to warrant it's own page. If you'd like to make your own version of the sword that is demonstrably different than the fullblade, it might just stick around. --[[User:Badger|Badger]] ([[User talk:Badger|talk]]) 18:11, 11 December 2012 (MST)<br />
<br />
<br />
<br />
<br />
I've made a new version, a little hurriedly mind you, and I hope it's up to par.<br />
<br />
<br />
==Deletions==<br />
I have noticed that when I have returned from my second hiatus, that you have deleted my custom class that I'm still working on again. Can I ask you to 'undelete' it?<br />
[[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 12:36, 13 December 2012 (MST)<br />
:Done! Would you like it moved to your user space? That way you can work on it over any period of time and it won't get caught on one of my "propose deletion" patrols. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:02, 13 December 2012 (MST)<br />
::Yeah. That would be great... but I don't know how to do that. [[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 16:42, 13 December 2012 (MST)<br />
<br />
<br />
I was working on an abandoned page and it was deleted today. Can it be un-deleted or am I starting over? The Page was scrapper. I put a lot of my free time into working on fixing it to have it disappear on me. 11:06, 23 March 2013<br />
<br />
==Help, please.==<br />
I would like your help regarding one matter, I don't know how to make multiple pages of equipment connect to each other.(making them an item set.) Could you help me with that? [[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 15:51, 14 December 2012 (MST)<br />
:Make each item using the preload(s) at [[Add New 3.5e Equipment]]. Then all you need to do it put something like this after the description on each page:<br />
==Blah Item Set==<br />
This item is part of the Blah item set. The other items in this set are:<br />
*[[Helm of Blah (3.5e Equipment)]]<br />
*[[Sandals of Blah (3.5e Equipment)]]<br />
If you are wearing 2 items in the set, then this this and this. If you are wearing 3 items in the set, then blah blah blah.<br />
:Would that do it? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:29, 14 December 2012 (MST)<br />
::Yes, thank you. [[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 04:53, 15 December 2012 (MST)<br />
<br />
== Section Adoption ==<br />
<br />
I was talking to [[User:Sabre070 | User:Sabre070]] Via Email and have gotten permission to take over his [[Mechs (3.5e Other) | Mechs (3.5e Other)]] and related pages. However I noticed that I can not access the [[Add New Mech Equipment]], related templates and other pages. Is there a way that I can be able to edit these? --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 17:46, 29 December 2012 (MST)<br />
:I have rescinded the protection on [[:Add New Mech Equipment]] and the two associated preloads. If there are others, please provide me the link. Have fun, [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:02, 30 December 2012 (MST)<br />
<br />
==Thanks==<br />
<br />
I wanted to thank you for helping edit my assorted contributions. The notifications keep pulling me back to this wiki. I also thank you for the Barnstar; it means a lot to me. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 06:01, 19 January 2013 (MST)<br />
<br />
==Helpers Page==<br />
I wanted your feedback on an idea I'm discussing with Green Dragon. I want to make a list of people who can be contacted by other users to help with any issues or questions that they might have. Inclusion would involve putting a Category on your homepage, like for example <nowiki>[[Category:Helper]] or [[Category:Barnstar]]</nowiki>. The discussion is [[User Talk:Green Dragon#Barnstar and Helper Categories|here]]. My proposed page can be found [[3.5e Helpers Page|here]]. I'm the only one on it, but once it is done we can advertise it on the main page or send people messages. Any help would be appreciated. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 08:12, 26 January 2013 (MST)<br />
<br />
:Replied on Green Dragons [[User Talk:Green Dragon|page]].--[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 13:21, 29 January 2013 (MST)<br />
<br />
== Champion of the Ferine ==<br />
<br />
Hello Marasmusine,<br />
<br />
It has been some time since we had last spoken (primarily about Sentient, Smilodon Maioribus and the Apex Predator class), however a twist of fate has more or less left me in a position among a group of avid 3.5e players (two of which are min/max'ers, and all of which have at minimum 5 years experience with the system). Having played a few campaigns of 3.5e, they made mention of testing and developing homebrew classes, which I was already marginally familiar with from the wikia here; one of the most experienced individuals is monitoring and editing the progression of the homebrew [[Champion_of_the_Ferine_(3.5e_Class)|Champion of the Ferine]], adding suggestion, balance and functionality. Much of the design is based on the unofficial tiering system (put together by a notable min/max player, JaronK, regarding the relative "strength" of classes and characters in 3.5e on a near case by case basis as to how powerful they are by design). Provided you yourself are a very knowledgeable source on all things D&D, I again would love your input on the Champion of the Ferine's current design and viability; if you are familiar with JaronK's tiering concept, the Champion of the Ferine is designed to land in the high Tier 3, nearly Tier 2. Currently the most major component incomplete is the spell list, but it is worth noting it will be utility focused (spells such as Dispell Magic, Fly, etc) and not directly offensively focused.<br />
<br />
As always, thank you for the time.<br />
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 04:14, 4 February 2013 (MST)<br />
<br />
:Hi Argent, nice to hear from you. My ability to check 3.5e classes for balance is limited, having not played that version in a long time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:31, 4 February 2013 (MST)<br />
<br />
::Likewise, Marasmusine, its good to hear from you and see all the activity and work you've put into the site.<br />
<br />
::That's perfectly understandable; any assistance at all, from formatting to wording, if you note any errors or conflicts in functions, I would appreciate your input and opinion. Continued, as someone outside the primary development of this class I would love to know your opinion alone and any questions at all that might arise; just so that I can attempt to rework certain issues and make it a more legitimate (almost official) design.<br />
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 04:37, 4 February 2013 (MST)<br />
::::Oki doki :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:38, 4 February 2013 (MST)<br />
<br />
:::::Thank you for the assessment, Marasmusine; all issues brought up were thematic choices for the sort of Paladin-Druid design, and a sort of minor focusing and balancing to some extent (along with the novelty and unusuality). All matters you brought up could be resolved in a supplement (with Alternate Class Features) at a later date, as I am certainly desiring to build other classes along a similar theme to this one and experiment with them in various 3.5e games.<br />
::::::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 15:40, 5 February 2013 (MST)<br />
<br />
== your a dead man u fucking ass ==<br />
<br />
sleep with one eye open you mother fucker because im on my way to you and when i find you im going to fucking kill everyone you love<br />
:Why? Because I deleted your utterly terrible Steampunk class, despite giving you a full two weeks notice and a chance to improve it, including giving you some suggestions on the talk page? I don't think it would have helped though, your design really was irredeemably rubbish. I'm not convinced you have seen a D&D book or even played it. Well, anyway, blocked. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:25, 10 February 2013 (MST)<br />
<br />
== Imagery Is Important To Dracomancers ==<br />
<br />
Not everyone on D&D wiki is dedicated enough to find beautiful pictures depicting their custom races and classes. I spent hours and hours finding and working images into my page that can bring my class to life for reader just like published D&D handbooks do. I believe the pictures are as important to depicting my class as the stats and attack powers are. Not every page has beautiful imagery so please do not remove it from mine.<br />
<br />
-Dragonite<br />
<br />
:Fine, I'll tag the page as unfinished until you can find images that are small enough to be aligned to the right of the screen. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:26, 12 February 2013 (MST)<br />
<br />
== Shadow Hunter ==<br />
<br />
Hello it's me it ghost boy Willie to thank you very much for the input that you gave on what was supposed to happen in 4e appreciate I was wondering however could you take a look at what might shadow Hunter class And what he could use? Thank you that would be very kind if you could do that<br />
:I'm afraid I can't make head nor tails of that class. In my opinion there's almost no need to create a new 4e class unless you have a really strong concept that none of the existing official classes can cover. You could just make a blackguard or a cleric with leanings towards stealth. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:01, 16 February 2013 (MST)<br />
<br />
== Savage Priest ==<br />
<br />
Hello Marasmusine,<br />
<br />
The [[Savage_Priest_(3.5e_Class)|Savage Priest]] class I have been working on previously is no longer going to be a Base Class, and has been refitted in concept to a Prestige Class. Is there any possible way you could delete the page as it stands now, to remove unneeded clutter on the Wiki?<br />
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 18:27, 20 February 2013 (MST)<br />
<br />
:Did you move the original page, or did you make a new one. If you haven't made a new page yet, just move the old page to PrC, and copy the preload from somewhere. If you have made a new page, just put the deletion template on the old page. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 18:45, 20 February 2013 (MST)<br />
<br />
::I have not moved it yet and figured I'd ask before going around making more or less duplicates and just haphazardly marking something for deletion. Provided that you put forward that particular answer, we'll go with making a new page and marking the old one for deletion.<br />
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 19:37, 20 February 2013 (MST)<br />
::::I'm all for prestige classes instead of base classes. I'll delete the old page in two weeks time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:26, 21 February 2013 (MST)<br />
<br />
== Warmage 4e Class Review ==<br />
<br />
Hey Marasmusine! Thought I'd stop by and let you know that the Warmage 4e Class is nicely wrapped up. I might have a power or two more to add, but there is at least 3 abilities per power-granting level now, so I think the class qualifies to have that stub at the top of it reviewed. If you have any critique on the class or powers, let me know; I always enjoy feedback. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:37, 23 February 2013 (MST)<br />
<br />
:Nevermind; GreenDragon took care of it =) I'm just glad that the class' foundation is finally built. Now I can work on some extra flavor stuff for it whenever I get some free time. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 21:12, 23 February 2013 (MST)<br />
<br />
Thanks Biral, I'm sure I'll be reviewing it at some point (on my rounds). After a really quick look now, I can't see any immediate issues, and the orb mechanic looks interesting. Oh, I just thought of something. Although they can use weapons as implements, that means they are missing out on implements with interesting magical properties. Maybe they should be able to use some implements too. Staff, since that can be used as a weapon; and Orbs, since that just well seems appropriate. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:45, 24 February 2013 (MST)<br />
<br />
:Good idea, I'll look into revising it a bit to include those. I appreciate the feedback! [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 12:55, 26 February 2013 (MST)<br />
<br />
Hey Marasmusine! Thanks for reviewing my abilities and pointing out the AC bonus discrepancy in Mystic Arsenal. I got it fixed now. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 19:16, 3 April 2013 (MDT)<br />
:If I spot anything else, I'll put a message on the warmage's talk page. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:25, 4 April 2013 (MDT)<br />
<br />
== Champion of the Ferine 4e ==<br />
<br />
Hello Marasmusine,<br />
<br />
Regarding the edits to the Champion of the Ferine 4e; unlike many standardized classes appear to, Champions of the Ferine progress strictly through abilities they had in the past. For example, you do not choose new Encounter or Daily powers, they simply advance at an appropriate rate for the level bracket. You gain new abilities to do different things altogether, but they have a linear progression with significant emphasis on keeping features from the past (and granting them some stop-gap features to fill the elements 4e removed, such as their hybrid spell casting and melee combat).<br />
<br />
I appreciate the edits, as right now it is a mechanical problem I am working on regarding them, seeing as they need to be appropriate for what they do, whilst not losing their identity that was carved out for them in the past.<br />
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 02:10, 26 February 2013 (MST)<br />
::Regarding the [W] increases for encounter powers, this is standardized because of the possibility of other game mechanics that interact with a power's Level. The damage is assumed to be within a certain range at each level. I believe this is why Power Strike et al. are class features (with no level) rather than being a Level 1 power. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 26 February 2013 (MST)<br />
<br />
::The issue present can be avoided all together then by marking them as Class Features, but giving them certain levels of being acquired? Otherwise it means I'm simply going to be reprinting the same abilities many, many times over with minor increases to their damage and the like. The main idea is that they scale as is; once they're unlocked through gained levels, they stay accessable.<br />
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 02:22, 26 February 2013 (MST)<br />
:::That's basically it. Here's how power strike looks with our template, for example.<br />
{{4e Power<br />
|flavor=By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.<br />
|name=Power Strike<br />
|actiontype=Free Action<br />
|range=Personal<br />
|owner=Class Feature<br />
|class=Ranger<br />
|usage=Encounter<br />
|type=Attack<br />
|trigger=You hit an enemy with a melee basic attack using a weapon.<br />
|target=The enemy you hit<br />
|effect=The target takes 1[W] extra damage from the triggering attack.<br>''Level 17: 2[W] extra damage.<br>Level 27: 3[W] extra damage.''<br />
}}<br />
Note that in this case, the damage increases come at mid-heroic and mid-paragon, but I guess do what you need to spread out all your features nicely. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:31, 26 February 2013 (MST)<br />
<br />
:Given the current Strikes (At-Wills, Encounters) do you believe it to be appropriate to be half way into that tier or rather retain them at 11th and 21st levels?<br />
::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 02:37, 26 February 2013 (MST)<br />
:::It's a bit more difficult to tell with the at-wills in Essentials, because they tend to be stances, movements or things that trigger on a hit, rather than attack powers. But when they do have a bonus increase, it happens at level 11 and 21. All the classes that have access to power strike have the [W] bumps at 17 and 27. I think as long as you have something cool for the player at every level (a new power, or new feature, or an additional use of an encounter class feature, or the ability score bumps at level 4, 8, etc) then that's fine. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:22, 27 February 2013 (MST)<br />
<br />
==Please Unlock==<br />
<br />
Hello Marasmusine,<br />
<br />
This is Dragonite. I understand there were some issues with the pictures but please forgive me I am still figuring out how to link them properly. I would appreciate it if you let me edit my page again since I made it and I care about it a lot. I only wanted to reduce the size of the first image and slightly increase the size of the others so that there wouldn't be one giant image and a bunch of tiny ones. I wanted better continuity on the page. I understand they were not done properly because I copied and pasted the wrong templates. You have really broken my heart since this page is my baby and I didn't think it would become such an issue for the moderators. Please show mercy and unlock the page so I can fix the pictures correctly this time. I was even going to add some feats and now I feel that I've been shut out of what I slaved over creating.<br />
<br />
-Dragonite<br />
<br />
:Okay, I've unlocked it. I felt like you had twice ignored my warnings on the talk page. Here's what we can and can't do, and possible solutions. 1) We use the Wikipedia manual of style for image placement. The lead image should not be wider than 300px, and pictures placed to go with text should not be larger than 220px, and left or right aligned with the image (this is from Wikipedia's manual of style). I don't mind if an image goes over this, but not when there's a whole bunch of them. 2) When we link externally to an image, unfortunately, there's no wiki markup that let's us resize an image. 3) If an image is under copyright, we shouldn't make a resized copy. With your desired images, that leaves us with either the originals or the thumbnails that deviantArt generates.<br />
:Possible solutions: 1) We use the thumbnails. 2) We get the artist's permission to upload a copy to this wiki, where we can resize the image using wiki markup without making a derivative. 3) We find alternate images, for example Flickr usually provides a link to a medium-sized image. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:15, 6 March 2013 (MST)<br />
<br />
Thank you for unlocking the page and providing instruction on proper imaging techniques. You are truly the merciful and all powerful moderator that D&D wiki deserves<br />
<br />
== Thanks ==<br />
<br />
Marasmusine, thanks for helping this novice with the Armorless Fighter. I really appreciate the help. :)<br />
<br />
Sir Dinadan.<br />
<br />
:No problem, hope you didn't mind the name change. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:10, 7 March 2013 (MST)<br />
<br />
Thanks once again for helping me, this time with tidying up the joldor. What does the indicator at the top of the page mean by: "needs an LA" and what should I do to fix it? Sir Dinadan, March 27, 2013<br />
<br />
:Decide if the race is more powerful than others, and if so give it a Level Adjustment. I've gone ahead and given it an LA of 0 (note the field in the x0 template, and the categories at the bottom) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:30, 28 March 2013 (MDT)<br />
<br />
== Flaws Deletions? ==<br />
<br />
So a few weeks ago I made a new character with your Hallucinations (delusional) and Ladies Man flaws. You wouldn't happen to have kept a copy of these or remember off-hand what the effects were? <br />
:Sure, I'll email you the information shortly along with the deletion rationale. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:10, 15 March 2013 (MDT)<br />
<br />
::I, too, am looking for a flaw or two that you seem to have "recently" deleted. Specifically, I was wondering if you could send the information for Kleptomaniac Thief/Kleptomania.<br />
:::Here are the mechanics. A character with that "flaw" had to make a Will save to avoid attempting to steal any shiny object she sees. The DCs were 8 (silver), 9 (copper), 10 (zinc), 11 (titanium), 12 (tungsten), 13 (bronze), 14 (steel), 15 (gold), 16 (white gold), 18 (adamantine), 20 (platinum), 22 (mithril). Modifiers for the item being dusty (-2), polished (+2), had gems (+2), obviously magical (+5), rare (+2), unique (+5), or had an iridium coating (+4, although as far as I know such a coating is used for sunglasses). Each time you fail to obtain the item (no timeframe given. A day? A year?), you gain a +2 cumulative bonus to the Will save until you pass it.<br />
:::You've got the fun of rolling a Will save dozens of times per session (one for every sword, spoon, door knocker, coin, door fitting, etc that she happens to see) and the joy of keeping track of multiple running DC values (one for every items she initially fails to save against). There's no actual numeric penalty for failing to steal anything, so it's a role-playing effect only, so [[UA:Character Flaws|literally not a flaw and not worth a bonus feat]].<br />
:::But there you have it, it's your game, use it if you want. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:53, 5 May 2013 (MDT)<br />
<br />
::As a user, I was more than a little disappointed to find a blanket deletion of many of my favorite flaws to both play with and use as a DM. But, you're the moderator, and it's your imperative, though if you have the exact texts of the "Corruption" flaw and the "Moe Weakness" flaw, they would be most appreciated.<br />
:::Well, it was not a "blanket deletion". Corruption (if it is the deleted flaw I'm looking at here) was deleted because it lacked critical information (an effects table) which was missing for ''4 years'' before it was marked as incomplete for a further ''2 months'', at which point I marked it for deletion and gave it another ''2 weeks''. I do wonder how it could've been one of your favourite flaws since it was literally unusable. Nevertheless, I have restored it [[Corruption (3.5e Flaw)|here]] and will give it another two weeks.<br />
:::Okay, here's [[Moe Weakness (3.5e Flaw)]]. It was marked with balance issues for ''three years'' before I finally marked it for deletion and gave it another 2 weeks. Again, hardly "blanket deletion". They've both got another two weeks which should be plenty of time for you to copy the text. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:55, 24 July 2013 (MDT)<br />
<br />
== Deleting 3.5 flaws ==<br />
<br />
I noticed you have been deleting many 3.5 flaws because you disagree with there balancing. While I can understand your distaste for their mechanics, please do not delete them. Please instead comment on them or actual make a tweak to them. The roleplay group I am a member of, utilized DnD-wiki for a long time because it had a variety of ideas that we could take and tweak. If you have the records about what you deleted, please restore the flaws.<br />
:For the most part there was nothing to balance. The flaws I deleted could not be "tweaked" because they fundamentally were not suitable as flaws according to the [[UA:Character Flaws|Unearthed Arcana rules]]. They were largely free feats with no numeric drawback. If you want to role-play being greedy, then role-play being greedy, you don't need a mechanic for it. All pages proposed for deletion are also left open for comments for two weeks before removal. I'm not performing a blanket restoration. If there's a particular flaw you want restoring for discussion, I can do that. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:07, 23 April 2013 (MDT)<br />
<br />
<br />
== Featured Article ==<br />
<br />
I think the Ascendent 3.5e class will work but I want your imput on class mechanics before I start fixing up the fluff and trying to bring it up to FA. It has a lot of description (needs a proof read) which helps but the top part is lacking a bit. [[User:Tivanir|Tivanir (Speak to me)]] ([[User talk:Tivanir|talk]]) 10:14, 1 May 2013 (MDT)<br />
<br />
== Onesowndemon ==<br />
<br />
This user not only edited the Time Lord Race and called me a moron and idiot for having it my way, but he also went out of his way to delete the entire Time Lord Class. Now I cant undo his alteration for some reason, probably just because Im unfamiliar with the undo function lol. Anyway, Idk if theres something you can do about it or not. I explained to him that he can create his own variant, but he keeps deleting the edits I make to fix his, so I guess he doesn't care. I know everything on here is editable by anyone, but its kind of annoying when someone refuses to make their own variant instead of altering someone else's.<br />
<br />
:I've asked him on his discussion page to stop doing it like 20 minutes ago and he's still doing :I Lol He's acting like a Troll, but luckily it's easy to undo alterations. I think he'll get bored and leave eventually<br />
<br />
::I have protected the page for 1 week. You did what you could to engage him in discussion, it seems he wasn't interested. Anyway, it's usually best not to make repeated reverts if it's clear the other person is not interested in discussion, it just makes a mess of the history. If it happens again, let it lie and inform me straight away. Thanks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:50, 9 May 2013 (MDT)<br />
<br />
<br />
the page never notified me of him trying to talk to me, to be honest i thought he was the one being a troll, i'm new to this stuff and he initially accepted some of the edits then out of the blue randomly took them away and i thought he was an entirely diffrent person other then who i was originally Editing with because he randomly made abunch of changes that earlier he was fine with and i thought it was initially an abandoned page due to the very low state it was in when i found it<br />
also i came here to ask if i fixed the balence issue of the TARDIS while still trying to be true to the ability in the lore of the show<br />
<br />
:Okay, so now you know to check the talk page and page history when multiple people are editing a page at once. Let me know if there are any problems, thanks. Also, you can sign your posts on talk pages with four tildes (<nowiki>~~~~</nowiki>). <br />
:For the TARDIS, I still don't know what the "god-like powers" are, or if you want it to be achievable or not. If you set the DC high enough to be not achievable, then there's no point in mentioning it. If you set it low enough to be valid, then it's the first thing power-hungry PCs are going to want to do. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:46, 10 May 2013 (MDT)<br />
<br />
== Tiberium Rising (3.5e Campaign Setting) Finished ==<br />
<br />
I finished the [[Tiberium Rising (3.5e Campaign Setting)]] today, and wanted to thank you for your help. Let me know if there are any problems that need fixing. I hope others will be able to get some use out of the campaign! --[[User:Yossarian|Yossarian]] ([[User talk:Yossarian|talk]]) 11:18, 10 May 2013 (MDT)<br />
:Congratulations, I know you put a lot of effort into it, I'll flag up issues as I (inevitably) come to them. Are all the pages on your watchlist? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:34, 10 May 2013 (MDT)<br />
<br />
== The writer ==<br />
<br />
No.. im not talking about that... i'm talking about the montalion vampire...<br />
:Okay, that's released under the GNU free doc license[http://www.gnu.org/copyleft/fdl.html]. You can probably use whatever ideas you like from that as long as you attribute the contributors (see the page history, there's FiddleSticks96 as well as Green Dragon). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:19, 31 May 2013 (MDT)<br />
<br />
== The Nuclear Wasteland, Completed ==<br />
<br />
Just saying thanks for your help with formatting. I finished the [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Nuclear Wasteland]] campaign, and would love to hear an opinion on it.<br />
<br />
Thanks again,<br />
<br />
--[[User:Yossarian|Yossarian]] ([[User talk:Yossarian|talk]]) 15:21, 23 June 2013 (MDT)<br />
<br />
== thanks Marasmusine ==<br />
<br />
thanks for doing the links on the Lesser Dragon racial page, I've made a couple of necessary changes, (although to be honest, me spelling armor 'armour' wasn't a typo, it was just me being British ). --[[User:ZappiestTom|&#34;To live on and not regret something which cannot be changed&#34; - ZappiestTom]] ([[User talk:ZappiestTom|talk]]) 01:30, 27 June 2013 (MDT)<br />
:Hey, you're welcome, hope you don't mind me reformatting the natural weapons and so forth. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:49, 27 June 2013 (MDT)<br />
:just don't make any unneccessary changes. but at the moment your doing a good job, by the way, how much Level adjustment do you think this Lesser Dragons should have?[[User:ZappiestTom|&#34;To live on and not regret something which cannot be changed&#34; - ZappiestTom]] ([[User talk:ZappiestTom|talk]]) 16:07, 27 June 2013 (MDT)<br />
::Using Soldarin's LA calculator I get +1 LA for flight, +0.2 for multiple attacks, +0.2 for natural armor, +0.1 for ability scores, +0.5 for skills, +0.8 for various minor abilities, -0.6 for various minor penalties. So with its current traits, +2 LA is acceptable! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:41, 27 June 2013 (MDT)<br />
<br />
Hi this aramaster thanking you for the input on the unblood, im afraid however i cant actually acess my account, so im very lucky that the page was able to be edited by anyone, but I digress, i left a little more detail on the discussion page.<br />
<br />
== need some help ==<br />
<br />
I've being trying to link both my user page and a new page to my Lesser Dragon race and I can't work out what I'm doing wrong, I'm currantly doing this <nowiki>[[Lesser Dragon (3.5e race)|Lesser Dragon]]</nowiki> ( it shows up as [[Lesser Dragon (3.5e race)|Lesser Dragon]])<br />
:It's case sensitive (upper case R in "Race") - <nowiki>[[Lesser Dragons (3.5e Race)|]]</nowiki> should get you [[Lesser Dragons (3.5e Race)|Lesser Dragons]] - [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:21, 30 June 2013 (MDT)<br />
thanks marasmusine, (curse you capitalisation!) --[[User:ZappiestTom|&#34;To live on and not regret something which cannot be changed&#34; - ZappiestTom]] ([[User talk:ZappiestTom|talk]]) 16:07, 1 July 2013 (MDT)<br />
== Would like your feedback ==<br />
<br />
I have been recently looking at the class that you helped me make last year [[Elemental Swordsman (4e Class)]] and I noted some things that I'm not that pleased with, would like to see your thoughts on it. (My thoughts are in the talk page.)<br><br />
Thanks in advance [[User:TechyKat|TechyKat]] ([[User talk:TechyKat|talk]]) 20:32, 30 June 2013 (MDT)<br />
:I have added an example of what I meant, would appreciate your feedback (or telling me it is a silly idea.) [[User:TechyKat|TechyKat]] ([[User talk:TechyKat|talk]]) 21:10, 10 July 2013 (MDT)<br />
<br />
== Question about spells ==<br />
<br />
Is it permissible to add spells that are on the [http://www.d20srd.org/ SDR] to this site? Also is it permissible to link externally to the descriptions to spells not the SRD?<br />
:If there are any missing SRD spells, let me know which ones. You can link to any external site that does not infringe on copyright (e.g. in the case of non-SRD spells published by WotC, you could only link to the WotC site if the spell is described there. [e.g. in an extract]) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:39, 8 July 2013 (MDT)<br />
<br />
== Clearer Thoughts ==<br />
Marasmusine thanks for helping me with Pyro Dragonoid, and also helped me rethink every idea I had for D&D Wiki. Even though you didn't mean to, because of your last post I found a way to clear my thoughts whenever I get '''Strange''' ideas. [[User:SilverDragon1|SilverDragon1]] ([[User talk:Silver_Dragon1|talk]]) 4:31, 15 July 2013 (MDT)<br />
<br />
== Deleted class powers. ==<br />
<br />
Hello Marasmusine,<br />
<br />
I am currently re-making the deleted Necromancer class, but I can't add the powers because the powers of the deleted class still occupy a page.<br />
I really think that they should be deleted, because they're all powers from other classes.<br />
I'm asking this to you because you deleted the original class too.<br />
[[Necromancer (4e Power List)|Here]] is a link to the page.<br />
EDIT: [[Necromancer powers|Here]] is also such a page, could you please delete that too?<br />
:Okay, done, good luck. You'll save yourself a lot of writing if you use the existing rules for summonings, and even more writing if you make necromancy a build for the Mage class. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:23, 23 July 2013 (MDT)<br />
Thank you. And for your advice on the Heroes of Shadow necromancer, I heard that it had some weak points, so I'm trying to make a more balanced Necromancer. I don't know if I'm doing it good, but here's a link:<br />
[[Necromancer (4e Class)]]<br />
<br />
== Optimized character build 4e? ==<br />
<br />
Hello Marasmusine,<br />
<br />
I'm thinking of making a optimized character build for 4th edition, but I'm having a few issues with it.<br />
Could you please give me the link to make a optimized character build for 4e?<br />
:Hi, yes, it seems that there's no preload for 4e builds. It's not a big deal since there's no set format for optimized builds. Just create the new page. If you like you can copy [[Arcane Tank (4e Optimized Character Build)]] if you want to get my style of formatting and categories. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 08:11, 28 July 2013 (MDT)<br />
<br />
==Resource Wars==<br />
<br />
I see you marked it as abandoned. I know I haven't been particularly active, but I will be returning to that project in about a month. School plus other stuff have kept me from utilizing my D20 time wisely. I just came to leave you a message here so that none of the pages got deleted, I'll admit that I would have been quite distraught. :( In any case, hope to hear from you soon!<br />
<br />
[[User:ChibiPotatoes|ChibiPotatoes]] ([[User talk:ChibiPotatoes|talk]]) 11:55, 2 August 2013 (EST)<br />
<br />
:That's great news, I will remove the tags. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 12:08, 2 August 2013 (MDT)<br />
<br />
== about those deleted flaws ==<br />
<br />
Hi, I don't mean to be a pain here, but I was using the Binge Drinker flaw for a campaign I'm currently in, so can it be un-deleted, if temporarily? I understand if you don't want to put it back on the wiki, but if you could at least bring it back up so I can save a copy of it, that'd be great, because I don't think my DM saved a copy either. (I'm sorry if I've made a faux pas here, I only made an account so I could ask this favor o~o)<br />
<br />
:Sure, here's the text:<br />
<br />
:''When your character is around and aware of alcohol your character must roll a will save (DC 16) to not drink. If you fail your will save, your character must drink one serving of alcohol. You may roll another will save to stop with an increased DC of +3 per serving of alcohol drank (stopping after your first serving has a DC 19, second serving has a DC of 22, so on).''<br />
<br />
:''Favoured Drink Variant: Select one type of alcohol as favoured. The initial DC is 19 for that drink. All other types of alcohol have DC 13. The DC to stop increases normally per drink.''<br />
<br />
:I would be remiss if I did not point out that this isn't really a Flaw (in terms of D&D mechanics), and not significant enough to warrant a bonus feat. But hey, it's your campaign. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 12:53, 6 August 2013 (MDT)<br />
<br />
::I mean, I trust your reasoning on the matter, but my DM already OK'd it for me, and I don't want to retcon it out now. That's all. Thanks!<br />
<br />
== coding bug? ==<br />
<br />
Hi maramusine, I am currently working on my +anima page and there is a minor bug near the bottom where instead of saying '+anima' it says '%2Banima' Which is odd because it only does it here despite the fact that I've used the same format previously on the same page. If you would look at it that would be great. --[[User:ZappiestTom|&#34;To live on and not regret something which cannot be changed&#34; - ZappiestTom]] ([[User talk:ZappiestTom|talk]]) 14:23, 11 August 2013 (MDT)<br />
<br />
== Nephilim (Death) Class==<br />
Hey, I tried to explain to the best of my ability with what im doing in the Nephilim (Death) class so I need you to check out the discussion plz.<br />
--Supersecretduck<br />
<br />
== Ant-Vandal Barnstar ==<br />
<br />
{{Anti-Vandal Barnstar|I give you this anti-vandal barnstar for spotting and removing vandalism diligently. Thanks for helping upkeep D&D Wiki! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:16, 21 August 2013 (MDT)}}<br />
<br />
Thanks! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:16, 21 August 2013 (MDT)<br />
<br />
:This award is made all the better by the sole fact this section is titled "Ant-Vandal Barnstar". You get those ants.<br />
::A congratulations from, --[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 17:37, 27 August 2013 (MDT)<br />
<br />
== Awesomeness Award! ==<br />
<br />
You are ''the'' most amazing person on this wiki. As of such, I made a custom award for you! Thank you for making this wiki so good, that is way better than those dusty 1e books my dad keeps goggling about.<br />
<br />
[[File:AWESOMEAWARD.png]]<br />
<br />
--[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 15:19, 27 August 2013 (MDT)<br />
<br />
:I'm genuinely touched. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:38, 27 August 2013 (MDT)<br />
<br />
== Calculators? ==<br />
<br />
I've been wanting to make some new items, probably on my user page first, to make sure they're up-to-par, or not just me being me, and people keep talking about these calculators, for calculating things like price and such. Could you link me to those? Thank you so much.<br />
<br />
I use too many commas, don't I.<br />
<br />
--[[User:DigiDuncan|~DigiDuncan!]] ([[User talk:DigiDuncan|talk]]) 15:27, 27 August 2013 (MDT)<br />
<br />
:If you mean magic items for 3.5e, the rules are at [[SRD:Creating Magic Items]]. I recall that someone had made an Excel spreadsheet for calculating the costs, it worked pretty well, but for the life of me I can't find it now. It was either on the WotC forums or the Enworld forums. I'll take another look later. It's a bit easier in 4e, you just decide what level(s) your item is and the PHB tells you how much it would cost. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:38, 27 August 2013 (MDT)<br />
<br />
::Now correct me if I'm wrong, but it appears that most of this SRD involves ''characters'' making objects, not the creation of custom items for DMs. I may be insane, also.</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Battle_Nurse_(3.5e_Class)&diff=633116
Battle Nurse (3.5e Class)
2013-08-27T23:33:41Z
<p>Argent Fatalis: Undoing illegal set of HD/skill points per level - again.</p>
<hr />
<div>http://images4.wikia.nocookie.net/__cb20100701235932/aselia/images/1/14/CheriaCutin.png <br />
<br />
==Battle Nurse==<br />
<br />
Battle Nurse's are paragon's of mystical strength and skill. They are revered as maidens with the ability to cause miracles with a single touch. <br />
<br />
===Making a Battle Nurse===<br />
<br />
Battle Nurses are excel in the ways of magic and have a variety of spells that compliment her and her allies. She has the ability to pressure enemies with knives (as she gains proficency) but it takes away from her role as a support unit. <br />
<br />
'''Abilities:''' WIS is needed for a Battle Nurse as it gives her a deeper pool of TP and allows her damaging spells more output. DEX is also useful as it allows her to dodge attacks more often, and gives her better accuracy with her knives. <br />
<br />
'''Races:''' Most Battle Nurses are Humans, but exotic races such as elves and the like are not unheard of. <br />
<br />
'''Alignment:''' Any non-evil <br />
<br />
'''Starting Gold:''' As Cleric<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Nurse}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Battle Knife Damage<br />
! rowspan="2" | TP <br />
|-<br />
<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Burst Style, Technique 1 <br />
|1d4||-|30 + 1d6 +WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Angel Touch <br />
|1d4||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3 <br />
| class="left" | <br />
|1d4||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Technique 2, Iron Will <br />
|1d4||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4 <br />
| class="left" | Holy Effegy, Out of Bounds <br />
|1d4||-|+ 10 and WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5 <br />
| class="left" | Trained<br />
|1d6||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Technique 3 <br />
|1d6||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Blast Caliber 1<br />
|1d6||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Angel Touch 2, Improved Initiative <br />
|1d6||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Technique 4 <br />
|1d6||-|+ 10 and WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | Blast Caliber 2, Ta-Dah! <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Burst Adept <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | Technique 5, Greater Improved Initiative <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" | <br />
|1d8||-|+ 10 and WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Burst User-upper, Master of her Weapon <br />
|1d10||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Master Of Her Burst,<br />
|1d10||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | Technique 6 <br />
|1d10||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|1d10||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | The Burst Queen <br />
|1d10||-|+ 10 and WIS mod <br />
|-<br />
| colspan="42" class="skill" |<br />
(4+Int modifier per level, ×4 at 1st level). Battle Nurse skills are:<br />
Decipher Script, Diplomacy, Heal, Hide, Intimidate, Knowledge (Arcana), Knowledge(Anatomy), Knowledge(Nature), Knowledge(Medicine), Listen, Search, Tumble <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<br />
'''Weapon and Armor Proficiency:''' Battle Nurses are proficient with knives and throwing daggers, and has a unique set that strengthen as she does, but can only wear light armor, and cannot use shields of any kind. <br />
<br />
<br />
'''Ancient's Reprise:''' The Battle nurse gains her WIS mod to her AC as long as she is not under a heavy load, and is unarmored. This increases to WIS mod and 1/2 at 10th level. <br />
<br />
<br />
'''TP''': The Battle Nurse utilizes a pool of energy known as TP, or technical points to use her burst techniques. Each time the Battle Nurse attacks or is attacked, she gains 1 point of TP. Additionally, each time she kills an enemy or dodges an attack, she gains 2 TP. A Battle Nurse's TP is replenished when she sleeps.<br />
<br />
<br />
'''Burst Style''': The Battle Nurse is a trained specialist in a art called Shinseijutsu, or healing burst style. This art focuses on healing allies with potent spells, while hurting enemies with divine judgement. She gains techniques to compliment her power, and also gains Battle Knives as a default option for her weapon (Range of 35ft (thrown), critical of 18-20). She also gains a bonus for being so specially trained. The bonus is as follows: <br />
<br />
+1 to Critical rate when fighting with Battle Knives, can red charge spells, and can say an incantation as a free action (if swift), a swift (if standard), or a standard (if full-round) once per round. <br />
<br />
<br />
<br />
'''Technique 1''': At 1st level, the Battle Nurse learns her first set of techniques. Subjects may make a REF save (DC 10 + caster level + WIS mod) for 1/2 damage on spells. Using and casting a spell require a standard action that provokes attacks of opportunity. Each technique may only be used once per round. <br />
<br />
Shinseijutsu; Pixie Circle: The Battle Nurse calls for a healing sprite to mend her targets pain. Heals 2d8 +1 per level (max +5) of targets HP, and to those within 5ft of the first target (Heals 3d8 HP in Red Charge, but costs an extra 5 TP). Standard action, range (35ft), TP Cost- 8 <br />
<br />
Incantation (Swift Action): "Strands of forbearance, give name to your radiance. Pixie Circle!"<br />
<br />
<br />
Shinseijutsu; Seraphic Bolt: The Battle Nurse prays for a bolt of holy thunder to strike her target. Deals 1d6 +WIS mod Radiant/Electricity damage per level (max of 5d6) and has a 50% chance to knock the subject prone. WILL negates (DC 10 +1/2 level +WIS mod)(Deals an extra d6 in Red Charge, but costs an extra 6 TP). Standard action, range (35ft), TP Cost- 10 <br />
<br />
Incantation (Swift Action): "Bear this name in judgement. Seraphic Bolt!"<br />
<br />
<br />
Shinseijutsu; Remedy: The Battle Nurse prays for succor, restoring her target to normal. Removes most physical ailments (DM's disgression) from target creature (Removes all physical and magical ailments in Red Charge, but costs an extra 7 TP). Standard Action, Range (25ft), TP Cost- 12 <br />
<br />
Incantation (Swift Action): "With this name, cast all curses to oblivion!" <br />
<br />
<br />
<br />
<br />
<br />
'''Angel Touch''': At 2nd level, a Battle Nurse has the innate ability to heal those around her with a single touch. As a standard action, the Battle Nurse may heal a touched target a number of HP equal to 1/2 her WIS score. This ability can be used once per day, with an extra usage at 6th and 10th level. <br />
<br />
<br />
<br />
'''Technique 2''': At 4th level, the Battle Nurse learns her second set of Techniques with her chosen Style. <br />
<br />
Shinseijutsu; Lighting Blast: The Battle Nurse prays for a fan shaped thunder to roar across her enemies. Deals 2d6 + WIS mod Radiant/Electricity damage per level (max of 6d6)to creatures within a 15ft cone (extending from the caster)(Extends 5ft in Red Charge, but costs an extra 7 TP).<br />
Standard Action, TP Cost- 18 <br />
<br />
Incantation (Swift Action): "Blessed droplet, drive away evil with this name. Lighting Blast!" <br />
<br />
<br />
Shinseijutsu; Ethereal Rift: The Battle Nurse prays for a cross of holy water to surge beneath an enemies feet. Deals 1d8 + WIS mod Radiant/Water damage per level (max of 5d8) to creatures within a 10ft, X-shaped cross, and douses them if possible, causing them to take 1 extra HD from Electricity, but 1/2 damage from sources of fire (Deals an extra d6 in Red Charge, but costs an extra 8 TP). Standard Action, Range (30ft), TP Cost- 17<br />
<br />
Incantation (Swift Action): "Carve your punition with this name. Ethereal Rift!" <br />
<br />
<br />
<br />
'''Iron Will''': At 4th level, the Battle Nurse gains Iron Will as a bonus feat. If she already has gained this feat, she may choose another feat that she meets the prequsites for. <br />
<br />
<br />
<br />
'''Holy Effegy''': At 5th level, the Battle Nurse has followed more then just her own art, learning techniques from other walks of life. The Battle Nurse, as a standard action, may attempt to Turn Undead, Smite Evil, or Lay on Hands as a respective class of her level, but she adds WIS to her rolls instead of CHA. This ability is usable once per day. <br />
<br />
<br />
<br />
'''Out of Bounds''': At 5th level, the Battle Nurse has gained more knowledge on her artes. All her offensive spells gain a +5 to their range increment, and all her healing spells now heal a d10 instead of a d8. <br />
<br />
<br />
<br />
'''Trained''': At 6th level, the Battle Nurse has become more skilled, gaining another swift action per round. <br />
<br />
<br />
<br />
'''Technique 3''': At 7th level The Battle Nurse learns her third set of Techniques with her chosen Style. <br />
<br />
Shinseijutsu; Hurtless Circle: The Battle Nurse conjures a glyph of healing underneath her ally, healing them and those around them. Heals 2d8 +1 per level (max +10) of target and 1/2 to those within 10ft of the target's HP, and grants them DR4 until her next turn.(Grants DR 6 in Red Charge, but costs an extra 6 TP) Standard Action, Range (25ft), TP Cost- 21<br />
<br />
Incantation (Swift Action): "Strands of tranquility, give name to your miraculous soothing light. Healing Circle!" <br />
<br />
<br />
Shinseijutsu; Fleetfoot: The Battle Nurse imbues her allies feet with remarkable speed, allowing for quick manuvers. Grants target a +3 dodge bonus to AC for 1d4 rounds (Grants +5 AC in red charge, but costs an extra 9 TP). Standard Action, Range (20ft), TP Cost- 20 <br />
<br />
Incantation (Swift Action): "Reveal thy name, and instill thee with heightened grace. Fleetfoot!" <br />
<br />
<br />
<br />
<br />
'''Blast Caliber 1''': At 8th level, the Battle Nurse is so well trained with her Burst Style, she may perform a powerful attack. These special Techniques take a Full round action, and leaves her prone. Usable once per day, with a second usage at 16th level <br />
<br />
Shinseijutsu; Asterisum Line: (Must be within 10 feet of an opponent) The Battle Nurse leaps into the air gracefully, slashing the opponent with four waves of Asterium. Deals a number of d4's equal to her level (max of 12d4) to target creature. The damage is treated as Radiant, and it surpasses DR/SR. <br />
<br />
Chant: "I'll show you my true potenial. Asterisum Line!" <br />
<br />
<br />
<br />
<br />
'''Angel Touch 2''': At 9th level, the Battle Nurse has further masteres her mysterious art. Her Angel Touch ability now heals HP eqaul to her full WIS score.<br />
<br />
<br />
<br />
'''Improved Initiative''': At 9th level, the Battle Nurse gains the Improved Initiative feat. If she has this feat already, she may choose another feat that she meets the requirements for. <br />
<br />
<br />
<br />
'''Technique 4''': At 10th level, The Battle Nurse learns her fourth set of Techniques with her chosen Burst Style.<br />
<br />
Shinseijutsu; Ressurection: The Battle Nurse prays for a small angel to bestow a miracle, restoring life to an unbeating heart. Restores dead or unconcious creatures back to 3d10 HP within a 5ft long/10ft wide glyph, but they lose 1d8 X 100 XP if they are dead, and cannot be healed until your next turn. (XP penalty goes to only 1d6 X 100 in Red Charge, but costs an extra 11 TP). Standard Action, Range (25ft), TP Cost-40 <br />
<br />
Incantation (Standard Action): "Strands of rejuvenation, give name to the glimmer that burns eternal, never to be doused, and instill it with hope. Ressurection!" <br />
<br />
<br />
Shinseijutsu; Virtuous Ray: The Battle Nurse prays for a gout of angelic flame to span across the battlefield. Deals 2d8 Radiant/Fire damage per level (max of 7d8) to creatures within a 30ft line (extending from the caster). The flames persist for 1d3 rounds, dealing fire damage equal to inital damage (halved) to any creature that passes through the line (Deals an extra d8 in Red Charge, but costs an extra 7 TP). Standard Action, TP Cost- 28<br />
<br />
Incantation (Standard Action): "Reveal the name that shines upon us, not with rage or mercy, but with simple truth. Virtuous Ray!" <br />
<br />
<br />
Shinseijutsu; Insight: The Battle Nurse channels divine forsight into her ally, granting them an advantage. Grants target a +3 to attack rolls, and a +1 to critical rate for 1d4 (Grants a +4 to attack rolls and +2 to critical rate in Red Charge, but costs and extra 8 TP). Standard Action, (Range (30ft), TP Cost- 32<br />
<br />
Incantation (Standard Action): "Reveal thy name, and instill thee with heightened finesse. Insight!" <br />
<br />
<br />
<br />
'''Blast Caliber 2''': At 12th level, The Battle Nurse has become even more trained with her Burst Style, learning another special attack. Has same effect as Blast Caliber 1, but is only usable once per day. <br />
<br />
Shinseijutsu; Innocent Garden: The Battle Nurse clasps her hands together, praying for a garden of pure healing to appear. Heals allies within 30ft by 6d10 while dealing 1d8 Radiant damage + WIS mod to all opponents within 25ft. <br />
<br />
Chant: "Blessed shine, grant eternal succor to these brave souls . Innocent Garden!"<br />
<br />
<br />
<br />
'''Ta-Dah!''': At 12th level, A Battle Nurse has become more skilled in the ways of close quarter combat. Once per day when the Battle Nurse makes an attack with her Battle Knives, if she can catch the enemy off-guard (Flat-footed), she may then cast a spell with a casting time of one standard action as a free action. <br />
<br />
<br />
<br />
'''Burst Adept''': At 13th level, the Battle Nurse's techs cost 5% less TP. <br />
<br />
<br />
<br />
'''Technique 5''': At 14th level, The Battle Nurse learns her fifth set of techniques with her chosen Burst Style. <br />
<br />
Shinseijutsu; Divine Saber: The Battle Nurse prays for a storm of sacred bolts that cleanse evil within an area. Deals 3d8 + WIS mod Electricty/Radiant/ damage per level (max of 8d8) to creatures within a 20ft area, and prones them for one round (Expands 5ft in Red Charge, but costs an extra 9 TP). FOR negates proning(DC 10 + 1/2 level + WIS mod) Standard action, Range (40ft), TP Cost- 32<br />
<br />
Incantation (Standard Action): "Assemble blessed bolts, and in this name lay waste to my foes. Divine Saber!"<br />
<br />
<br />
Shinseijutsu; Nurse: The Battle Nurse gains the favor of tiny angel's, granting a healing gift to all her allies. Heals allies within 20ft of the Battle Nurse 3d10 of their HP (Extends 5ft in red charge, but costs an extra 10 TP). Standard Action, TP Cost: 34 <br />
<br />
Incantation (Standard Action): "Strands of love, give name to the glitter that extends its nurturing hand. Nurse!" <br />
<br />
<br />
<br />
'''Greater Improved Initiative''': At 14th level, the Battle Nurse gains Greater Improved Initiative as a bonus feat. If she already has this feat, you may choose another one she meets the requirements for. <br />
<br />
<br />
<br />
'''Burst User-Upper''': At 16th level, the Battle Nurse has learned how to use her healing spells more effectively. When she heals an ally of HP, she gains 10% of the amount she healed. <br />
<br />
<br />
<br />
'''Master Of her Weapon''': At 16th level, the Battle Nurse has become an expert with her chosen weapon. Critical rate on her Battle Knife goes from 18-20 to 17-20 and is treated as a magical weapon, surpassing DR.<br />
<br />
<br />
<br />
'''Master of her Burst''': At 17th level, the Battle Nurse has become a master at her Burst Style, gaining a benefit when using her abilities: <br />
<br />
Shinseijutsu: +5 to healing spells<br />
<br />
<br />
<br />
'''Technique 6''': At 18th level, The Battle Nurse learns her sixth and final set of techniques with her chosen Burst Style. <br />
<br />
Shinseijutsu; Revitalize: The Battle Nurse conjures a large field of healing around her allies. Heals 5d10 +1 per level (max +15) HP to target creature and creatures within 10ft of the first (Heals 6d10 HP in Red Charge, but costs an extra 13 TP). Standard Action, Range (25ft), TP Cost- 37<br />
<br />
Incantation (Full-Round Action): "Strands of embrace, give name to the luminosity that begat this majestic land. Revitalize!" <br />
<br />
<br />
Shinseijutsu; Indignation: The Battle Nurse prays for a divine bolt of judgement to ravavge her foes. Deals 1d12 + WIS mod Radiant/Electricity/Sonic damage per level (max of 10d12) to creatures within 20ft of the Battle Nurse, and paralyzes them for 2 rounds <br />
(FOR negates). (Deals an extra d12 and extends 5ft in Red Charge, buts costs an extra 12 TP) <br />
Standard Action, TP Cost- 40 <br />
<br />
Incantation (Full-Round Action): "Darken heavens light, and bear this name as you open the gates of hell. Indignation!"<br />
<br />
<br />
<br />
'''Burst Queen''': At 20th level, the Battle Nurse is a absolute prodigy at her Burst Style, causing the bonuses she gained from first level to stack as follows:<br />
<br />
Shinseijutsu: Can say two incantations as a free, swift, or standard action per round (respectively), + 1 crit on battle knife, +20 TP <br />
<br />
<br />
<br />
====Epic Battle Nurse====<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|+ <br />
<div>{{#anc:Table: The Epic Battle Nurse}}</div><br />
Hit Die: d6<br />
|-<br />
!Level!! Special <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Bonus Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | SR 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | SR 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Bonus Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | SR 6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Ancient's Grace <br />
|-<br />
<br />
<br />
'''Ancient's Grace:''' At 30th level, the Battle Nurse has become an absolute paragon of her style, and is impeccable in her skill. All her techniques are treated as though having the empower spell-like ability and maximize spell feat (if these feats are already acquired, this does not stack). Also, all attacks made with her Battle Knives have an automatic 50% of landing a critical hit, even if she would normally not (natural 1's are not excluded).<br />
<br />
==== Battle Nurses in the World ====<br />
<br />
"Here it comes! Ha! TRILLION DRIVE!! <br />
<br />
"Oh beautiful garden, mend our pain! Innocent Garden!" <br />
<br />
"You've forced my hand, now prepare to suffer. Virtuous Radiance!" <br />
<br />
<br />
<br />
<br />
<br />
----<br />
<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Battle_Nurse_(3.5e_Class)&diff=632896
Battle Nurse (3.5e Class)
2013-08-25T20:10:13Z
<p>Argent Fatalis: Removal of questionable edits which seemed intended to exploit the class for use where homebrew was permitted. (3d8 HD per level, 6 + Int * 8 skill points at first, etc).</p>
<hr />
<div>http://images4.wikia.nocookie.net/__cb20100701235932/aselia/images/1/14/CheriaCutin.png <br />
<br />
==Battle Nurse==<br />
<br />
Battle Nurse's are paragon's of mystical strength and skill. They are revered as maidens with the ability to cause miracles with a single touch. <br />
<br />
===Making a Battle Nurse===<br />
<br />
Battle Nurses are excel in the ways of magic and have a variety of spells that compliment her and her allies. She has the ability to pressure enemies with knives (as she gains proficency) but it takes away from her role as a support unit. <br />
<br />
'''Abilities:''' WIS is needed for a Battle Nurse as it gives her a deeper pool of TP and allows her damaging spells more output. DEX is also useful as it allows her to dodge attacks more often, and gives her better accuracy with her knives. <br />
<br />
'''Races:''' Most Battle Nurses are Humans, but exotic races such as elves and the like are not unheard of. <br />
<br />
'''Alignment:''' Any non-evil <br />
<br />
'''Starting Gold:''' As Cleric<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Nurse}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Battle Knife Damage<br />
! rowspan="2" | TP <br />
|-<br />
<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Burst Style, Technique 1 <br />
|1d4||-|30 + 1d6 +WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Angel Touch <br />
|1d4||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3 <br />
| class="left" | <br />
|1d4||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Technique 2, Iron Will <br />
|1d4||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4 <br />
| class="left" | Holy Effegy, Out of Bounds <br />
|1d4||-|+ 10 and WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5 <br />
| class="left" | Trained<br />
|1d6||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Technique 3 <br />
|1d6||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Blast Caliber 1<br />
|1d6||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Angel Touch 2, Improved Initiative <br />
|1d6||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Technique 4 <br />
|1d6||-|+ 10 and WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | Blast Caliber 2, Ta-Dah! <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Burst Adept <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | Technique 5, Greater Improved Initiative <br />
|1d8||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" | <br />
|1d8||-|+ 10 and WIS mod <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Burst User-upper, Master of her Weapon <br />
|1d10||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Master Of Her Burst,<br />
|1d10||-|+ 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | Technique 6 <br />
|1d10||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|1d10||-|+ 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | The Burst Queen <br />
|1d10||-|+ 10 and WIS mod <br />
|-<br />
| colspan="42" class="skill" |<br />
(4+Int modifier per level, ×4 at 1st level). Battle Nurse skills are:<br />
Decipher Script, Diplomacy, Heal, Hide, Intimidate, Knowledge (Arcana), Knowledge(Anatomy), Knowledge(Nature), Knowledge(Medicine), Listen, Search, Tumble <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<br />
'''Weapon and Armor Proficiency:''' Battle Nurses are proficient with knives and throwing daggers, and has a unique set that strengthen as she does, but can only wear light armor, and cannot use shields of any kind. <br />
<br />
<br />
'''Ancient's Reprise:''' The Battle nurse gains her WIS mod to her AC as long as she is not under a heavy load, and is unarmored. This increases to WIS mod and 1/2 at 10th level. <br />
<br />
<br />
'''TP''': The Battle Nurse utilizes a pool of energy known as TP, or technical points to use her burst techniques. Each time the Battle Nurse attacks or is attacked, she gains 1 point of TP. Additionally, each time she kills an enemy or dodges an attack, she gains 2 TP. A Battle Nurse's TP is replenished when she sleeps.<br />
<br />
<br />
'''Burst Style''': The Battle Nurse is a trained specialist in a art called Shinseijutsu, or healing burst style. This art focuses on healing allies with potent spells, while hurting enemies with divine judgement. She gains techniques to compliment her power, and also gains Battle Knives as a default option for her weapon (Range of 35ft (thrown), critical of 18-20). She also gains a bonus for being so specially trained. The bonus is as follows: <br />
<br />
+1 to Critical rate when fighting with Battle Knives, can red charge spells, and can say an incantation as a free action (if swift), a swift (if standard), or a standard (if full-round) once per round. <br />
<br />
<br />
<br />
'''Technique 1''': At 1st level, the Battle Nurse learns her first set of techniques. Subjects may make a REF save (DC 10 + caster level + WIS mod) for 1/2 damage on spells. Using and casting a spell require a standard action that provokes attacks of opportunity. Each technique may only be used once per round. <br />
<br />
Shinseijutsu; Pixie Circle: The Battle Nurse calls for a healing sprite to mend her targets pain. Heals 2d8 +1 per level (max +5) of targets HP, and to those within 5ft of the first target (Heals 3d8 HP in Red Charge, but costs an extra 5 TP). Standard action, range (35ft), TP Cost- 8 <br />
<br />
Incantation (Swift Action): "Strands of forbearance, give name to your radiance. Pixie Circle!"<br />
<br />
<br />
Shinseijutsu; Seraphic Bolt: The Battle Nurse prays for a bolt of holy thunder to strike her target. Deals 1d6 +WIS mod Radiant/Electricity damage per level (max of 5d6) and has a 50% chance to knock the subject prone. WILL negates (DC 10 +1/2 level +WIS mod)(Deals an extra d6 in Red Charge, but costs an extra 6 TP). Standard action, range (35ft), TP Cost- 10 <br />
<br />
Incantation (Swift Action): "Bear this name in judgement. Seraphic Bolt!"<br />
<br />
<br />
Shinseijutsu; Remedy: The Battle Nurse prays for succor, restoring her target to normal. Removes most physical ailments (DM's disgression) from target creature (Removes all physical and magical ailments in Red Charge, but costs an extra 7 TP). Standard Action, Range (25ft), TP Cost- 12 <br />
<br />
Incantation (Swift Action): "With this name, cast all curses to oblivion!" <br />
<br />
<br />
<br />
<br />
<br />
'''Angel Touch''': At 2nd level, a Battle Nurse has the innate ability to heal those around her with a single touch. As a standard action, the Battle Nurse may heal a touched target a number of HP equal to 1/2 her WIS score. This ability can be used once per day, with an extra usage at 6th and 10th level. <br />
<br />
<br />
<br />
'''Technique 2''': At 4th level, the Battle Nurse learns her second set of Techniques with her chosen Style. <br />
<br />
Shinseijutsu; Lighting Blast: The Battle Nurse prays for a fan shaped thunder to roar across her enemies. Deals 2d6 + WIS mod Radiant/Electricity damage per level (max of 6d6)to creatures within a 15ft cone (extending from the caster)(Extends 5ft in Red Charge, but costs an extra 7 TP).<br />
Standard Action, TP Cost- 18 <br />
<br />
Incantation (Swift Action): "Blessed droplet, drive away evil with this name. Lighting Blast!" <br />
<br />
<br />
Shinseijutsu; Ethereal Rift: The Battle Nurse prays for a cross of holy water to surge beneath an enemies feet. Deals 1d8 + WIS mod Radiant/Water damage per level (max of 5d8) to creatures within a 10ft, X-shaped cross, and douses them if possible, causing them to take 1 extra HD from Electricity, but 1/2 damage from sources of fire (Deals an extra d6 in Red Charge, but costs an extra 8 TP). Standard Action, Range (30ft), TP Cost- 17<br />
<br />
Incantation (Swift Action): "Carve your punition with this name. Ethereal Rift!" <br />
<br />
<br />
<br />
'''Iron Will''': At 4th level, the Battle Nurse gains Iron Will as a bonus feat. If she already has gained this feat, she may choose another feat that she meets the prequsites for. <br />
<br />
<br />
<br />
'''Holy Effegy''': At 5th level, the Battle Nurse has followed more then just her own art, learning techniques from other walks of life. The Battle Nurse, as a standard action, may attempt to Turn Undead, Smite Evil, or Lay on Hands as a respective class of her level, but she adds WIS to her rolls instead of CHA. This ability is usable once per day. <br />
<br />
<br />
<br />
'''Out of Bounds''': At 5th level, the Battle Nurse has gained more knowledge on her artes. All her offensive spells gain a +5 to their range increment, and all her healing spells now heal a d10 instead of a d8. <br />
<br />
<br />
<br />
'''Trained''': At 6th level, the Battle Nurse has become more skilled, gaining another swift action per round. <br />
<br />
<br />
<br />
'''Technique 3''': At 7th level The Battle Nurse learns her third set of Techniques with her chosen Style. <br />
<br />
Shinseijutsu; Hurtless Circle: The Battle Nurse conjures a glyph of healing underneath her ally, healing them and those around them. Heals 2d8 +1 per level (max +10) of target and 1/2 to those within 10ft of the target's HP, and grants them DR4 until her next turn.(Grants DR 6 in Red Charge, but costs an extra 6 TP) Standard Action, Range (25ft), TP Cost- 21<br />
<br />
Incantation (Swift Action): "Strands of tranquility, give name to your miraculous soothing light. Healing Circle!" <br />
<br />
<br />
Shinseijutsu; Fleetfoot: The Battle Nurse imbues her allies feet with remarkable speed, allowing for quick manuvers. Grants target a +3 dodge bonus to AC for 1d4 rounds (Grants +5 AC in red charge, but costs an extra 9 TP). Standard Action, Range (20ft), TP Cost- 20 <br />
<br />
Incantation (Swift Action): "Reveal thy name, and instill thee with heightened grace. Fleetfoot!" <br />
<br />
<br />
<br />
<br />
'''Blast Caliber 1''': At 8th level, the Battle Nurse is so well trained with her Burst Style, she may perform a powerful attack. These special Techniques take a Full round action, and leaves her prone. Usable once per day, with a second usage at 16th level <br />
<br />
Shinseijutsu; Asterisum Line: (Must be within 10 feet of an opponent) The Battle Nurse leaps into the air gracefully, slashing the opponent with four waves of Asterium. Deals a number of d4's equal to her level (max of 12d4) to target creature. The damage is treated as Radiant, and it surpasses DR/SR. <br />
<br />
Chant: "I'll show you my true potenial. Asterisum Line!" <br />
<br />
<br />
<br />
<br />
'''Angel Touch 2''': At 9th level, the Battle Nurse has further masteres her mysterious art. Her Angel Touch ability now heals HP eqaul to her full WIS score.<br />
<br />
<br />
<br />
'''Improved Initiative''': At 9th level, the Battle Nurse gains the Improved Initiative feat. If she has this feat already, she may choose another feat that she meets the requirements for. <br />
<br />
<br />
<br />
'''Technique 4''': At 10th level, The Battle Nurse learns her fourth set of Techniques with her chosen Burst Style.<br />
<br />
Shinseijutsu; Ressurection: The Battle Nurse prays for a small angel to bestow a miracle, restoring life to an unbeating heart. Restores dead or unconcious creatures back to 3d10 HP within a 5ft long/10ft wide glyph, but they lose 1d8 X 100 XP if they are dead, and cannot be healed until your next turn. (XP penalty goes to only 1d6 X 100 in Red Charge, but costs an extra 11 TP). Standard Action, Range (25ft), TP Cost-40 <br />
<br />
Incantation (Standard Action): "Strands of rejuvenation, give name to the glimmer that burns eternal, never to be doused, and instill it with hope. Ressurection!" <br />
<br />
<br />
Shinseijutsu; Virtuous Ray: The Battle Nurse prays for a gout of angelic flame to span across the battlefield. Deals 2d8 Radiant/Fire damage per level (max of 7d8) to creatures within a 30ft line (extending from the caster). The flames persist for 1d3 rounds, dealing fire damage equal to inital damage (halved) to any creature that passes through the line (Deals an extra d8 in Red Charge, but costs an extra 7 TP). Standard Action, TP Cost- 28<br />
<br />
Incantation (Standard Action): "Reveal the name that shines upon us, not with rage or mercy, but with simple truth. Virtuous Ray!" <br />
<br />
<br />
Shinseijutsu; Insight: The Battle Nurse channels divine forsight into her ally, granting them an advantage. Grants target a +3 to attack rolls, and a +1 to critical rate for 1d4 (Grants a +4 to attack rolls and +2 to critical rate in Red Charge, but costs and extra 8 TP). Standard Action, (Range (30ft), TP Cost- 32<br />
<br />
Incantation (Standard Action): "Reveal thy name, and instill thee with heightened finesse. Insight!" <br />
<br />
<br />
<br />
'''Blast Caliber 2''': At 12th level, The Battle Nurse has become even more trained with her Burst Style, learning another special attack. Has same effect as Blast Caliber 1, but is only usable once per day. <br />
<br />
Shinseijutsu; Innocent Garden: The Battle Nurse clasps her hands together, praying for a garden of pure healing to appear. Heals allies within 30ft by 6d10 while dealing 1d8 Radiant damage + WIS mod to all opponents within 25ft. <br />
<br />
Chant: "Blessed shine, grant eternal succor to these brave souls . Innocent Garden!"<br />
<br />
<br />
<br />
'''Ta-Dah!''': At 12th level, A Battle Nurse has become more skilled in the ways of close quarter combat. Once per day when the Battle Nurse makes an attack with her Battle Knives, if she can catch the enemy off-guard (Flat-footed), she may then cast a spell with a casting time of one standard action as a free action. <br />
<br />
<br />
<br />
'''Burst Adept''': At 13th level, the Battle Nurse's techs cost 5% less TP. <br />
<br />
<br />
<br />
'''Technique 5''': At 14th level, The Battle Nurse learns her fifth set of techniques with her chosen Burst Style. <br />
<br />
Shinseijutsu; Divine Saber: The Battle Nurse prays for a storm of sacred bolts that cleanse evil within an area. Deals 3d8 + WIS mod Electricty/Radiant/ damage per level (max of 8d8) to creatures within a 20ft area, and prones them for one round (Expands 5ft in Red Charge, but costs an extra 9 TP). FOR negates proning(DC 10 + 1/2 level + WIS mod) Standard action, Range (40ft), TP Cost- 32<br />
<br />
Incantation (Standard Action): "Assemble blessed bolts, and in this name lay waste to my foes. Divine Saber!"<br />
<br />
<br />
Shinseijutsu; Nurse: The Battle Nurse gains the favor of tiny angel's, granting a healing gift to all her allies. Heals allies within 20ft of the Battle Nurse 3d10 of their HP (Extends 5ft in red charge, but costs an extra 10 TP). Standard Action, TP Cost: 34 <br />
<br />
Incantation (Standard Action): "Strands of love, give name to the glitter that extends its nurturing hand. Nurse!" <br />
<br />
<br />
<br />
'''Greater Improved Initiative''': At 14th level, the Battle Nurse gains Greater Improved Initiative as a bonus feat. If she already has this feat, you may choose another one she meets the requirements for. <br />
<br />
<br />
<br />
'''Burst User-Upper''': At 16th level, the Battle Nurse has learned how to use her healing spells more effectively. When she heals an ally of HP, she gains 10% of the amount she healed. <br />
<br />
<br />
<br />
'''Master Of her Weapon''': At 16th level, the Battle Nurse has become an expert with her chosen weapon. Critical rate on her Battle Knife goes from 18-20 to 17-20 and is treated as a magical weapon, surpassing DR.<br />
<br />
<br />
<br />
'''Master of her Burst''': At 17th level, the Battle Nurse has become a master at her Burst Style, gaining a benefit when using her abilities: <br />
<br />
Shinseijutsu: +5 to healing spells<br />
<br />
<br />
<br />
'''Technique 6''': At 18th level, The Battle Nurse learns her sixth and final set of techniques with her chosen Burst Style. <br />
<br />
Shinseijutsu; Revitalize: The Battle Nurse conjures a large field of healing around her allies. Heals 5d10 +1 per level (max +15) HP to target creature and creatures within 10ft of the first (Heals 6d10 HP in Red Charge, but costs an extra 13 TP). Standard Action, Range (25ft), TP Cost- 37<br />
<br />
Incantation (Full-Round Action): "Strands of embrace, give name to the luminosity that begat this majestic land. Revitalize!" <br />
<br />
<br />
Shinseijutsu; Indignation: The Battle Nurse prays for a divine bolt of judgement to ravavge her foes. Deals 1d12 + WIS mod Radiant/Electricity/Sonic damage per level (max of 10d12) to creatures within 20ft of the Battle Nurse, and paralyzes them for 2 rounds <br />
(FOR negates). (Deals an extra d12 and extends 5ft in Red Charge, buts costs an extra 12 TP) <br />
Standard Action, TP Cost- 40 <br />
<br />
Incantation (Full-Round Action): "Darken heavens light, and bear this name as you open the gates of hell. Indignation!"<br />
<br />
<br />
<br />
'''Burst Queen''': At 20th level, the Battle Nurse is a absolute prodigy at her Burst Style, causing the bonuses she gained from first level to stack as follows:<br />
<br />
Shinseijutsu: Can say two incantations as a free, swift, or standard action per round (respectively), + 1 crit on battle knife, +20 TP <br />
<br />
<br />
<br />
====Epic Battle Nurse====<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|+ <br />
<div>{{#anc:Table: The Epic Battle Nurse}}</div><br />
Hit Die: d6<br />
|-<br />
!Level!! Special <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Bonus Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | SR 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | SR 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Bonus Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | SR 6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Ancient's Grace <br />
|-<br />
<br />
<br />
'''Ancient's Grace:''' At 30th level, the Battle Nurse has become an absolute paragon of her style, and is impeccable in her skill. All her techniques are treated as though having the empower spell-like ability and maximize spell feat (if these feats are already acquired, this does not stack). Also, all attacks made with her Battle Knives have an automatic 50% of landing a critical hit, even if she would normally not (natural 1's are not excluded).<br />
<br />
==== Battle Nurses in the World ====<br />
<br />
"Here it comes! Ha! TRILLION DRIVE!! <br />
<br />
"Oh beautiful garden, mend our pain! Innocent Garden!" <br />
<br />
"You've forced my hand, now prepare to suffer. Virtuous Radiance!" <br />
<br />
<br />
<br />
<br />
<br />
----<br />
<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Nekomimi,_Oreisa_(3.5e_Race)&diff=632895
Nekomimi, Oreisa (3.5e Race)
2013-08-25T20:07:06Z
<p>Argent Fatalis: </p>
<hr />
<div>{{needsbalance|All kinds of craziness for the ability scores and racial features which are also very vaguely defined and lacking mechanical backing. This race, if given a LA, is well into looking somewhere around a +5 to +6 LA currently. --[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 14:07, 25 August 2013 (MDT) }}<br />
<br />
{{x0<br />
|ecl=?<br />
|type= Monstrous Humanoid<br />
|ability_adjust= +2 Dex, &minus;2 Con, &minus;2 Cha<br />
|size= Medium<br />
|favored_class= Ninja<br />
|desc= Nekomimi are a subrace of yokai called Kemonomimi and bare specific features of a cat. <br />
}}<br />
<br />
=Nekomimi=<br />
<br />
Nekomimi are a subrace of yokai called Kemonomimi and bear specific features of a cat.<br />
<br />
==Personality==<br />
<br />
Nekomimi are fickle creatures that travel on a whim, often the victim of curiosity and wanderlust, but unbelievably lazy. Getting a nekomimi to work is a task requiring a soft voice and humble hand. However, they are also known to treasure the simplest of things such as a bowl of cream or small ball and disdain expensive things. It is not uncommon for a nekomimi to turn down a generous offer of many ryo in favor of a shiny piece of scrap metal or a bottle of milk.<br />
<br />
==Physical Description==<br />
<br />
A nekomimi was an average of 5 feet tall and resembled an Oreisan human with the exception of having the ears and often the tail of a cat that could hide around the presence of humans. The color of a nekomimi's eyes and hair may vary although the fur on their ears and tail were often either white or black despite their hair color. Also a nekomimi may also appear in the form of a cat, being an inborn cantrip practiced even by non-spellcasters.<br />
<br />
==Relations==<br />
<br />
Nekomimi are a sub-race who consider solitude to be there best companion. They are the natural enemy of inumimi, too eccentric in the eyes of many usagimimi, too lazy for the mischievous kitsunemimi and too stealthy for the ushimimi. Humans are too superstitious to trust them and, like all yokai, Nekomimi look down on hanyo. The secretive ways of Kagebo-n have attracted the attention of many nekomimi although those foolish enough to discover what they keep secret end up dead. The exotic sennyo also present an interesting friendship if a nekomimi can find one that exiled from its isolated homeland.<br />
<br />
==Alignment==<br />
<br />
The wandering ways of a nekomimi tends lean in the direction chaos. To a nekomimi, law seems to have very little purpose except get in the way curiosity and enforce ignorance.<br />
<br />
==Lands==<br />
<br />
Nekomimi never live long enough in one place to declare any place home with the exceptions of the domesticated and they never live more than in small, nomadic clans.<br />
<br />
==Religion==<br />
<br />
Nekomimi often pay tribute to either of the lunar sisters Kuronaito and Shironaito or even Shiro-kane-tora, the White Metal Tiger.<br />
<br />
==Language==<br />
<br />
Nekomimi speak oriental common and neko.<br />
<br />
==Names==<br />
<br />
Names are a human invention, but due to the yokai trait, a nekomimi will adopt a common human name in order to insure the ability to wander on whim.<br />
<br />
==Racial Traits==<br />
<br />
* +5 Dexterity, +2 Constitution, +5 Charisma, +5 wisdoom: Nekomimis are smart, agile, but loners.<br />
* Monstrous Humanoid: As a subrace of Kemonomimi, they bare certain animal abilities.<br />
* Medium: As Medium creatures, Nekomimi have no special bonuses or penalties due to their size.<br />
* Nekomimi [[base land speed]] is 40 ft.<br />
* Cat Shape(Ex): A certain number of times a day, a Nekomimi can change into a cat and back into her original form. While in a cat form, she loses all proficiencies with any weapon other than her natural weapons. A nekomimi can change into a cat 1/level during any single day. Changing back into her original form does count against the number of times she can transform into a cat.<br />
* Low-Light Vision: a Nekomimi can see twice as far as a human in starlight, moonlight, and other conditions of shadowy illumination.<br />
* Cat Claws(Ex): An unarmed Nekomimi gains a claw attack in place of an unarmed strike (the damage dealt is the same as an unarmed strike of her size, but is considered lethal damage). A nekomimi deal nonlethal damage using her unarmed strike, but she takes a -4 aiming penalty on the attack roll.<br />
* Yokai Traits(Su): as a yokai, if a Nekomimi is given a name by a human, she must obey every command that human gives her even if she doesn't want to obey the command. However, if a nekomimi already bares a name, she is not subject to this trait.<br />
* Nekomimi have a +4 racial bonus on all Disguise checks made to hide their feline features.<br />
* Nekomimi have a +6 racial bonus to Climb, Hide, Jump, Listen, Move Silently, and Spot.<br />
* +6 reflex, fortitude, and will<br />
* [[Automatic Languages]]: Oriental Common, Neko (Nekomimi can talk to cats and other members of the feline race). [[Bonus Languages]]: Common, Verna, other languages DM's choice.<br />
* [[Favored Class]]: Ninja. A multiclass Nekomimi's Ninja Class doesn't count when determining whether she takes an experience point penalty for multiclassing.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Nekomimi Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 160 years || +2d10 || +4d10 || +6d10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Nekomimi Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 250 years || 300 years || 350 years || +1d10 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Nekomimi Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 6" || +2d8 || 100 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 3" || +2d8 || 90 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Feline Subtype]]<br />
[[Category:Yokai Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Wolfborn_(3.5e_Race)&diff=632894
Wolfborn (3.5e Race)
2013-08-25T20:01:29Z
<p>Argent Fatalis: Type changed from Humanoid into Monstrous Humanoid; classically this is how they should be categorized given their anthropomorphic qualities based on previous WotC material.</p>
<hr />
<div>{{x0<br />
|la=+0<br />
|ecl=1<br />
|type=[[Humanoid]]<br />
|ability_adjust=+2 Strength, +2 Wisdom, -2 Intelligence, -2 Charisma<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A fantasy race of bipeds which have wolf like attributes and faintly human qualities.<br />
}}<br />
<br />
=Wolfborn=<br />
[[Image:Wolfman.jpg|thumb|right|400px|A wolfborn shaman.]]<br />
Those of the Wolfborn clan are a group of beings who are similar in most aspects to man, but display several wolf like attributes. These include usually gray and white hair, wolf ears in the place of human ears, and often but not always those of the Wolfborn clan have been found to be born with wolf paws for feet. Due to the similarities to wolves, many of the Wolfborn in the world today have been hunted down and killed by those who consider them to be lycans. While this is not the case, most Wolfborn are outcasts.<br />
<br />
=Wolfborn History=<br />
<br />
Long long ago, when the world was still young and undeveloped, a clan of humans separated from the rest of civilization, removing themselves from societies of the time. The clan would travel about for years, seeking out a place to settle indefinitely in a quest to expand their clan and develop a new society. Eventually they would come to find such a place, setting upon a plateau high in the mountains. Here they would cultivate the land, farming and growing crops, as well as hunting what animals they could find in the surrounding land. Eventually the animals in the area would become strained, unable to support the growing population. It was at this time that the people began to capture and tame the animals in the area, developing stables and pens to domesticate a food supply. During this period a great number of changes began to happen to the land. The people cut down forests, taking all the natural resources they could as they expanded their growing population. All seemed to be well until the natural food supply ran out. The people of the clan noticed little changes themselves, now comfortable with their growing crops and amassing animal supplies. Little did they know that outside their town a storm was brewing.<br />
<br />
Living in the area was also a pack of wolves. Hundreds and hundreds of them had been being birthed upon this plateau over the ages, and now the food supply in the area had died out, all thanks to the strange two legged invaders. Unlike normal wolves, these wolves were highly intelligent and legend has it that they were actually social with one another. It is said that the wolves banded together, enraged by the audacity of the beings who had destroyed their ancestral home. To the wolves it was said that this land was actually the birthing place of wolves, a divine ground which the goddess Lumos had created specifically for her children to grow and develop. The wolves knew that this place was theirs, so with little regret they attacked the clan which had altered their holy lands. Wars would rage between the people and the wolves for years, killing off many of both species, as well as reeking further havoc upon the land and the food supply the humans had built up. Eventually it is said that Lumos could no longer stand to see her children and the humans fight with one another, so she bless the unborn of the clan, creating a likeness within them of wolves, hoping to form a common ground for the two sides. <br />
<br />
As child after child was born into the clan from that time on, the dominant trait of wolves was said to be visible. Long canine ears sprouted from the heads of these children, soft wolf like eyes could been seem upon their faces, and in some cases some children were even born with feet similar to wolf paws. Over time the people came to curse the wolves, deciding that it was obviously their fault for the twisted creatures which were being birthed everywhere throughout the clan. With new vigor the people fought back, finally driving the race of wolves to the brink of extinction. Years would pass without any problems, but the children of the clan still showed signs of wolf like traits. Eventually the people would began to see those born with these traits to be ill omens, being with evil etched into their very souls. The clan drove out all of those with the traits, scattering them like leaves in the wind. From then on they killed any child born with the "cursed trait". <br />
<br />
=Wolfborn Today=<br />
<br />
It has been many years since the Wolfborn were rejected from their own clan, and since then much has changed throughout the land. Few Wolfborn remain to this day, and many of those who still survive do so only by avoiding the people who misinterpret them as some type of lycan or cursed being. Because of this Wolfborn everywhere often hide their traits or live secluded lives often feeling rejected and alone. Being that their traits are dominant genes, Wolfborn usually pass on their traits to their children.<br />
<br />
==Personality==<br />
<br />
The Wolfborn have many different personalities throughout their race, simply because they each vary by just how they were raised. Also, most will find themselves drawn to other sentient beings to form kinship bonds, traveling and assisting such beings in any way possible (Similar to a wolf pack.) Often Wolfborn will find themselves to be distrusting to those who have not proven themselves worthy of the respect of the individual, but some Wolfborn repress these feelings and can become kind and caring beings.<br />
<br />
==Physical Description==<br />
Wolfborn are humanoids who are similar to humans in most ways but often have some wolf-like attributes.<br />
<br />
A Wolfborn may stand from anywhere around 5'2" to around 6'5" in height, and tend to have muscular bodies. Their arms and legs are, in comparison, longer than those of a normal human. Their heads too are human, but often their eyes and ears appear to be either those of a wolf or of a wolf-like nature. Some also have canine paws instead of human feet, but this is often a rarer attribute. Grown males tend to weigh in at somewhere between 150 and 220 lbs depending on their size, while females usually are between 130 and 200 lbs.<br />
<br />
Being that they are human, a Wolfborn's skin can be very diversely colored. Some Wolfborn grow random patches of fur in strange places about their bodies. Usually a Wolfborn will have either brown or black hair, though some tend to have a gray/white mix. Most Wolfborn care greatly for their body's hair, often cleaning themselves with their own tongue (though many have moved on and wash themselves in what water is available). Their eyes usually are those of a canine, ranging in colors of dark brown, red, blue, green, or in some rare cases they will have differently colored eyes.<br />
<br />
Many Wolfborn have unkempt facial hair, usually involving some type of large sideburns. It is not uncommon to find Wolfborn who have hair stretching from their scalp to below their neck, creating a sort of "mane".<br />
<br />
==Relations==<br />
<br />
Wolfborn are creatures of a civilized world, so as such they tend to enjoy company of others. They often travel in groups with others (not always other Wolfborn, but those whom they feel they can trust as well.) While not always the case, many Wolfborn will require a test of trust or a relationship of friendliness before they will simply trust those around them. Others still break away from the idea of a pack and instead become loners, often traveling long distances in search of a place to call home.<br />
<br />
==Alignment==<br />
<br />
Wolfborn are usually of the Chaotic alignment with feelings on "good" and "evil" being left to the individual.<br />
<br />
==Lands==<br />
<br />
Wolfborn have become a rare race over the years, and as such they have been broken and separated. They seek places to call home but avoid areas known for their hate of lycans.<br />
<br />
==Religion==<br />
<br />
Wolfborn can follow the paths of any god or goddess, usually adapting the religious views of their parents if they haven't decided for themselves in which deity to trust.<br />
<br />
==Language==<br />
<br />
Wolfborn speak common and often speak other languages depending on the area they are living in.<br />
<br />
==Names==<br />
<br />
Male: Lupos, Lantran, Usiel, Zach, Yorben<br />
<br />
Female: Lilandra, To'kee, Verment, Elyster<br />
<br />
==Adventures==<br />
<br />
Many Wolfborn venture out into the world in seeking the opportunity to find and embrace a new life. As such they tend to find it alluring and hard to resist when it comes to chances to break out into a new life.<br />
<br />
As usual they are far from being above other similar races, and as such it can be quite easy to tempt Wolfborn with gold and rewards as well.<br />
<br />
==Racial Traits==<br />
<br />
* Type: Monstrous Humanoid<br />
<br />
* +2 Strength, +2 Wisdom, -2 intelligence, -2 Charisma: Due to their wolf like aspects Wolfborn are often very strong. Their heritage and ability to understand their place in the world with others also often makes them wise and benevolent, but suffer somewhat in the areas of intelligence, simply because they often act on instinct before thinking.<br />
<br />
* Medium Size. Being that Wolfborn are very similar to humans they are of similar size.<br />
<br />
* A Wolfborn's base land speed is 40 feet.<br />
<br />
* Low-Light Vision: Wolfborn can see in what humans and many other species consider poor lighting conditions, courtesy of their wolf like attributes. A unfortunate side effect of this is the lack of ability to spot colors in said darkness.<br />
<br />
* +2 bonus to Intimidate and Bluff; Wolfborn have a fierce nature about them and other races often find them to be both intimidating and convincing.<br />
<br />
* +4 to Listen checks; Wolfborn have keep ears which enhance their ability to hear even the slightest movements.<br />
<br />
* +1 bonus to Reflex saves: Wolfborn have very keep senses and as such often react quicker than most other creatures.<br />
<br />
* Call of the Wild (Ex): 1/day use, release a fierce howl which invigorates your allies, giving them +2 to all attack rolls and +2 to damage rolls for 1 minute per character level.<br />
<br />
* Automatic Languages: Common<br />
<br />
* Favored Class: Ranger or Druid<br />
<br />
* Running Start: At level 1 all Wolfborn gain the "Run" feat without exception. Wolfborn are beings which have great endurance and speed, and as such even from a young age they learn to push their bodies to new heights.<br />
<br />
* +1 level adjustment.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Wolfborn Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 20 years || +1d6 || +2d6 || +3d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Wolfborn Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 45 years || 85 years || 130 years || 150 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Wolfborn Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 8" || +2d6 || 130 lb. || &times; (1d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 6" || +2d6 || 110 lb. || &times; (1d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Canine Subtype]]<br />
[[Category:LA2]]<br />
[[Category:ECL3]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Wolfborn_(3.5e_Race)&diff=632893
Wolfborn (3.5e Race)
2013-08-25T19:59:55Z
<p>Argent Fatalis: Adjusting scores and features to be more in line with most base races and even the best +1 LA races in the official books.</p>
<hr />
<div>{{x0<br />
|la=+0<br />
|ecl=1<br />
|type=[[Humanoid]]<br />
|ability_adjust=+2 Strength, +2 Wisdom, -2 Intelligence, -2 Charisma<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=A fantasy race of bipeds which have wolf like attributes and faintly human qualities.<br />
}}<br />
<br />
=Wolfborn=<br />
[[Image:Wolfman.jpg|thumb|right|400px|A wolfborn shaman.]]<br />
Those of the Wolfborn clan are a group of beings who are similar in most aspects to man, but display several wolf like attributes. These include usually gray and white hair, wolf ears in the place of human ears, and often but not always those of the Wolfborn clan have been found to be born with wolf paws for feet. Due to the similarities to wolves, many of the Wolfborn in the world today have been hunted down and killed by those who consider them to be lycans. While this is not the case, most Wolfborn are outcasts.<br />
<br />
=Wolfborn History=<br />
<br />
Long long ago, when the world was still young and undeveloped, a clan of humans separated from the rest of civilization, removing themselves from societies of the time. The clan would travel about for years, seeking out a place to settle indefinitely in a quest to expand their clan and develop a new society. Eventually they would come to find such a place, setting upon a plateau high in the mountains. Here they would cultivate the land, farming and growing crops, as well as hunting what animals they could find in the surrounding land. Eventually the animals in the area would become strained, unable to support the growing population. It was at this time that the people began to capture and tame the animals in the area, developing stables and pens to domesticate a food supply. During this period a great number of changes began to happen to the land. The people cut down forests, taking all the natural resources they could as they expanded their growing population. All seemed to be well until the natural food supply ran out. The people of the clan noticed little changes themselves, now comfortable with their growing crops and amassing animal supplies. Little did they know that outside their town a storm was brewing.<br />
<br />
Living in the area was also a pack of wolves. Hundreds and hundreds of them had been being birthed upon this plateau over the ages, and now the food supply in the area had died out, all thanks to the strange two legged invaders. Unlike normal wolves, these wolves were highly intelligent and legend has it that they were actually social with one another. It is said that the wolves banded together, enraged by the audacity of the beings who had destroyed their ancestral home. To the wolves it was said that this land was actually the birthing place of wolves, a divine ground which the goddess Lumos had created specifically for her children to grow and develop. The wolves knew that this place was theirs, so with little regret they attacked the clan which had altered their holy lands. Wars would rage between the people and the wolves for years, killing off many of both species, as well as reeking further havoc upon the land and the food supply the humans had built up. Eventually it is said that Lumos could no longer stand to see her children and the humans fight with one another, so she bless the unborn of the clan, creating a likeness within them of wolves, hoping to form a common ground for the two sides. <br />
<br />
As child after child was born into the clan from that time on, the dominant trait of wolves was said to be visible. Long canine ears sprouted from the heads of these children, soft wolf like eyes could been seem upon their faces, and in some cases some children were even born with feet similar to wolf paws. Over time the people came to curse the wolves, deciding that it was obviously their fault for the twisted creatures which were being birthed everywhere throughout the clan. With new vigor the people fought back, finally driving the race of wolves to the brink of extinction. Years would pass without any problems, but the children of the clan still showed signs of wolf like traits. Eventually the people would began to see those born with these traits to be ill omens, being with evil etched into their very souls. The clan drove out all of those with the traits, scattering them like leaves in the wind. From then on they killed any child born with the "cursed trait". <br />
<br />
=Wolfborn Today=<br />
<br />
It has been many years since the Wolfborn were rejected from their own clan, and since then much has changed throughout the land. Few Wolfborn remain to this day, and many of those who still survive do so only by avoiding the people who misinterpret them as some type of lycan or cursed being. Because of this Wolfborn everywhere often hide their traits or live secluded lives often feeling rejected and alone. Being that their traits are dominant genes, Wolfborn usually pass on their traits to their children.<br />
<br />
==Personality==<br />
<br />
The Wolfborn have many different personalities throughout their race, simply because they each vary by just how they were raised. Also, most will find themselves drawn to other sentient beings to form kinship bonds, traveling and assisting such beings in any way possible (Similar to a wolf pack.) Often Wolfborn will find themselves to be distrusting to those who have not proven themselves worthy of the respect of the individual, but some Wolfborn repress these feelings and can become kind and caring beings.<br />
<br />
==Physical Description==<br />
Wolfborn are humanoids who are similar to humans in most ways but often have some wolf-like attributes.<br />
<br />
A Wolfborn may stand from anywhere around 5'2" to around 6'5" in height, and tend to have muscular bodies. Their arms and legs are, in comparison, longer than those of a normal human. Their heads too are human, but often their eyes and ears appear to be either those of a wolf or of a wolf-like nature. Some also have canine paws instead of human feet, but this is often a rarer attribute. Grown males tend to weigh in at somewhere between 150 and 220 lbs depending on their size, while females usually are between 130 and 200 lbs.<br />
<br />
Being that they are human, a Wolfborn's skin can be very diversely colored. Some Wolfborn grow random patches of fur in strange places about their bodies. Usually a Wolfborn will have either brown or black hair, though some tend to have a gray/white mix. Most Wolfborn care greatly for their body's hair, often cleaning themselves with their own tongue (though many have moved on and wash themselves in what water is available). Their eyes usually are those of a canine, ranging in colors of dark brown, red, blue, green, or in some rare cases they will have differently colored eyes.<br />
<br />
Many Wolfborn have unkempt facial hair, usually involving some type of large sideburns. It is not uncommon to find Wolfborn who have hair stretching from their scalp to below their neck, creating a sort of "mane".<br />
<br />
==Relations==<br />
<br />
Wolfborn are creatures of a civilized world, so as such they tend to enjoy company of others. They often travel in groups with others (not always other Wolfborn, but those whom they feel they can trust as well.) While not always the case, many Wolfborn will require a test of trust or a relationship of friendliness before they will simply trust those around them. Others still break away from the idea of a pack and instead become loners, often traveling long distances in search of a place to call home.<br />
<br />
==Alignment==<br />
<br />
Wolfborn are usually of the Chaotic alignment with feelings on "good" and "evil" being left to the individual.<br />
<br />
==Lands==<br />
<br />
Wolfborn have become a rare race over the years, and as such they have been broken and separated. They seek places to call home but avoid areas known for their hate of lycans.<br />
<br />
==Religion==<br />
<br />
Wolfborn can follow the paths of any god or goddess, usually adapting the religious views of their parents if they haven't decided for themselves in which deity to trust.<br />
<br />
==Language==<br />
<br />
Wolfborn speak common and often speak other languages depending on the area they are living in.<br />
<br />
==Names==<br />
<br />
Male: Lupos, Lantran, Usiel, Zach, Yorben<br />
<br />
Female: Lilandra, To'kee, Verment, Elyster<br />
<br />
==Adventures==<br />
<br />
Many Wolfborn venture out into the world in seeking the opportunity to find and embrace a new life. As such they tend to find it alluring and hard to resist when it comes to chances to break out into a new life.<br />
<br />
As usual they are far from being above other similar races, and as such it can be quite easy to tempt Wolfborn with gold and rewards as well.<br />
<br />
==Racial Traits==<br />
<br />
* Type: Humanoid<br />
<br />
* +2 Strength, +2 Wisdom, -2 intelligence, -2 Charisma: Due to their wolf like aspects Wolfborn are often very strong. Their heritage and ability to understand their place in the world with others also often makes them wise and benevolent, but suffer somewhat in the areas of intelligence, simply because they often act on instinct before thinking.<br />
<br />
* Medium Size. Being that Wolfborn are very similar to humans they are of similar size.<br />
<br />
* A Wolfborn's base land speed is 40 feet.<br />
<br />
* Low-Light Vision: Wolfborn can see in what humans and many other species consider poor lighting conditions, courtesy of their wolf like attributes. A unfortunate side effect of this is the lack of ability to spot colors in said darkness.<br />
<br />
* +2 bonus to Intimidate and Bluff; Wolfborn have a fierce nature about them and other races often find them to be both intimidating and convincing.<br />
<br />
* +4 to Listen checks; Wolfborn have keep ears which enhance their ability to hear even the slightest movements.<br />
<br />
* +1 bonus to Reflex saves: Wolfborn have very keep senses and as such often react quicker than most other creatures.<br />
<br />
* Call of the Wild (Ex): 1/day use, release a fierce howl which invigorates your allies, giving them +2 to all attack rolls and +2 to damage rolls for 1 minute per character level.<br />
<br />
* Automatic Languages: Common<br />
<br />
* Favored Class: Ranger or Druid<br />
<br />
* Running Start: At level 1 all Wolfborn gain the "Run" feat without exception. Wolfborn are beings which have great endurance and speed, and as such even from a young age they learn to push their bodies to new heights.<br />
<br />
* +1 level adjustment.<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Wolfborn Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 20 years || +1d6 || +2d6 || +3d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Wolfborn Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 45 years || 85 years || 130 years || 150 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Wolfborn Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' 8" || +2d6 || 130 lb. || &times; (1d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 6" || +2d6 || 110 lb. || &times; (1d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Canine Subtype]]<br />
[[Category:LA2]]<br />
[[Category:ECL3]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=User:Argent_Fatalis&diff=632812
User:Argent Fatalis
2013-08-25T04:42:46Z
<p>Argent Fatalis: </p>
<hr />
<div>== Introduction ==<br />
I am Argent Fatalis, a member of the [[Main Page|Dungeons and Dragons Wiki]], and far from new to the concept of roleplaying games or their functions. If you would like to speak with me, please use [[User talk:Argent Fatalis|my user talk page]] and I will respond to you as soon as possible. I appreciate all commentary, questions, critique and suggestions to all of my work and prefer to hear what people think of my designs and efforts rather than not, so by all means please do so.<br />
<br />
For an individual far more experienced and knowledgeable in the world of Dungeons and Dragons 3.5e and 4e, I suggest speaking with [[User:Marasmusine|Marasmusine]] or [[User:Salasay|Salasay]].<br />
<br />
== Projects ==<br />
<br />
'''Characters:'''<br />
* [[Andarra_Bloodmane_(3.5e_NPC)|Andarra Bloodmane (3.5e Veteran NPC)]] / [[Andarra_Bloodmane_(4e_Creature)|Andarra Bloodmane (4e Solo Brute Creature)]]<br />
: ''Andarra Bloodmane exhibits aggressive, bestial behavior most unexpected of a [[Half-Elf|Half Elf]], but one not too uncommon for those of her kind; the [[Champion of the Ferine (3.5e Class)|Champions of the Ferine]]. Un-apologetically snide and cynical, she has little love for those who do not share her fervent passion for combat and the beast-soul, yet even then Andarra judges harshly. To those that win her favor, however, she is a staunch ally, willing to fight to the death and launch herself into combat without question or provocation. Striking to devastating effect, her blows are unmatched in speed and potency, giving her frail half Elven form a deceitful amount of power... that is if she ever relinquished her Alternate Form.''<br />
<br />
* [[Andarra's_Rage_(3.5e_Equipment)|Andarra's Rage (3.5e Minor Artifact)]]<br />
: ''All the rage and destructive power that boils to a frothing anger in [[Andarra_Bloodmane_(3.5e_NPC)|Andarra Bloodmane]] finds itself condensed at its purest into a plain, unassuming silver band. Worn around her neck, the artifact is an object of great power, and desperation, for it drives its bearers to suffer Andarra's will; the hungering desire to prey upon the weak and unworthy. Where the band originates from is unknown, but in the clutches of Andarra Bloodmane does it lie now.''<br />
<br />
*[[An'sorrak_(3.5e_Equipment)|An'sorrak (3.5e Major Artifact)]]<br />
: ''An'sorrak, as it is often called, is an epic blade forged of silvered adamantine with cold iron edges, and ornately detailed with accents of ancient bronze and gold. The fuller of the blade features deep runic engravings, clearly worked into the weapon by its owner. Most iconic of An'sorrak is its cross-guard, that of which features a fierce leonine visage resting upon a black onyx seat, bearing a pristine sapphire upon its head, with large paws extended. The firm leather bound grip of the grand blade ends in a pommel that is punctuated by a tremendous sapphire jewel, captured in the grasp of a beast's clutches.''<br />
<br />
'''Races:''' <br />
* [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus (4e Race)]]<br />
:''Smilodon Maioribus, or the "Greater Smilodon" is a [[Apex Predator (4e Class)|unique 4th Edition Race-Class]], being both a species and a class type at the same time. Atypical of intelligent races in Dungeons and Dragons, Greater Smilodon remain as true quadrupeds, walking on all fours, and classify as Large creatures. With tremendous amounts of natural Armor Class and Hit Points, augmented by brutal melee attacks with natural weapons, Smilodon Maioribus characters can fulfill the rolls of both a Defender and a Striker well.''<br />
<br />
'''Templates:'''<br />
* [[Half-Beast_(3.5e_Template)|Half-Beast (3.5e Template)]]<br />
:''Half-Beasts are the direct result of a cross between magical beast and a mortal creature, specifically a human, elf, half elf or Shifter. Supernatural in nature, they exemplify many of the wildest and most animal traits in a humanoid form whilst not losing any of their humanoid granted intellect. However, because of their origin, they are the frequent targets of discrimination and alienation; such mistreatment, though unfair, is at times a subject of pride for a Half-Beast.''<br />
<br />
* [[Beast_Heir_(3.5e_Template)|Beast Heir (3.5e Template)]]<br />
:''Beast Heirs are those who carry generations old Half-Beast blood within them and find it manifested by chance through their culmination of their parents. Vaguely animal in nature, Beast Heirs are quite unusual in the sense that they, like their Half-Beast ancestors, retain all of their intellect despite coming from a more primal source. Just as Half-Beasts are, but to a lesser extent, Beast Heirs are the subjects of cultural loathing in most societies, but similar pride among their lot can be noted.''<br />
<br />
* [[Beast_of_Legend_(3.5e_Template)|Beast of Legend (3.5e Template)]]<br />
:''Beasts of Legend are the physical manifestations of the animal soul in animals. Transformed into magical beasts, Beasts of Legend are truly epic and terrifying feline, canine or ursine powers which are the absolute manifestation of bestial strength. Highly intelligent and wizened beyond their years, Beasts of Legend are exceptionally powerful entities that further the will of the predator.''<br />
<br />
* [[Veteran_(3.5e_Template)|Veteran (3.5e Template)]]<br />
:''Veteran creatures are significantly more experienced and seasoned combatants who have lived among a world wrought with strife. More durable and more dangerous than their counterparts, they are talented individuals. The talents and merits of veterancy are not limited to the mortal races, for animals and magical beasts can become veterans in their own right, honed by exceptional trial and difficulty in their lifetime. Regardless, most Veteran creatures hold higher status amongst their peers.''<br />
<br />
* [[Greater_Beast_(3.5e_Template)|Greater Beast (3.5 Template)]]<br />
:''Greater Beasts are superior to their regular animal counterparts in every sense; larger, faster, stronger, more intelligent, they represent superior breeding and stock, subsequently they are frequently sought after. ''<br />
<br />
'''Classes:'''<br />
* [[Champion of the Ferine (3.5e Class)|Champion of the Ferine (3.5e)]]<br />
:''The Champion of the Ferine is the union of several unlikely qualities and origins into a singular class; feral warriors who draw upon pure animal ferocity by sheer willpower alone, tapping into Divine sources to augment their already impressive heavy armor and devastating greatsword strikes beyond any level achievable by mortals. With time the unmatched will of a Champion of the Ferine draws them closer to the animals powers they revere, granting them further bestial traits. Champions of the Ferine fulfill the role of offensive strikers with enormous Fortitude and Will saves, whilst focusing on crushing strikes that leave their victims shuddering in the wake of their flurry.''<br />
:''As NPCs: [[Champion_of_the_Ferine_(4e_Creature)| Champion of the Ferine (4e Creature)]].''<br />
<br />
* [[Psychic_Predator_(3.5e_Prestige_Class)|Psychic Predator Prestige Class (3.5e)]]<br />
:''Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.''<br />
<br />
* [[Harrier_(3.5e_Prestige_Class)|Harrier Prestige Class (3.5e)]]<br />
:''Harriers are skillful combatants who utilize clever group tactics and surprise strikes to magnify their threat. Highly mobile, Harriers are capable of maneuvering themselves into the most advantageous position to strike, whilst benefiting largely from the flanking their allies provide. Few of those who follow the Rogue and Scout archetype hear the calling of the Harrier, but those that do take part in a strength unlike any other. Devoted to their pack, otherwise called their companions, Harriers are social individuals that place the good of the whole above themselves. With good Will and Reflex saves, Harriers can prove difficult targets, not only able to stay out of reach, but also capable of shrugging off many magical afflictions.''<br />
<br />
* [[Savage_Priest_(3.5e_Prestige_Class)|Savage Priest Prestige Class (3.5e)]]<br />
:''Only a few find themselves granted animal might and magic freely, and those that do become Savage Priests; distantly related to the oft imagined warrior-priest, Savage Priests are the Divinely empowered with an inborn penchant for conflict and strife. Stalwart combatants, they instinctually relish warfare, wielding blade in hand and commanding savage animal allies with the other against their chosen enemies. Like their closest relatives, the Champions of the Ferine, the Savage Priest freely wears heavy armor and suffers no penalties in doing so despite their natural origin. Savage Priests excel as offensive spell casters and as commanders of dominated beasts, all while displaying exemplary Fortitude and Will in the heat of battle.''<br />
<br />
* [[Beast_Shaman_(3.5e_Class)|Beast Shaman (3.5e)]]<br />
:'''Status: DESIGNING'''<br />
:''Beast Shamans are martial adepts who utilize their extraordinary connection to animals and natural ability to beckon the animal soul within as weapons, fighting tooth and nail whilst unleashing latent power within. Primal and fierce, Beast Shamans are deeply spiritual but not with nature itself, and owe their incredible feats of martial superiority to pure feral instinct and animal cunning. Not limited to physical combat, Beast Shamans can engage their enemies with potent supernatural attacks which behave similarly to spells.''<br />
<br />
* [[Apex Predator (4e Class)|Apex Predator (4e Class)]]<br />
:''The Apex Predator is the Race-Class of the [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus]] species, with unique, specific abilities that favors their natural traits and talents, focusing on critical hits and execution of various abilities in combination. Apex Predators come in two variations; the Vanquisher Apex, a specialization that focuses on stealth, grappling attacks and devastating critical strikes and the Challenger Apex which talents itself with damage mitigation and disabling of enemies with brutal retaliation.''<br />
<br />
'''Five Towers Content:'''<br />
* [[Sharanai_(4e_Paragon_Path)|Sharanai, the Twin Disciplines (4e Paragon Path)]]<br />
<br />
* [[Ashanai_(4e_Paragon_Path)|Ashanai, Blessed of Ashid (4e Paragon Path)]]<br />
<br />
* [[Shihanai_(4e_Paragon_Path)|Shihanai, Favored of the Mother (4e Paragon Path)]]<br />
<br />
* [[Rushanai_(4e_Paragon_Path)|Rushanai, Warden of the Earth (4e Paragon Path)]]<br />
<br />
* [[Kishanai_(4e_Paragon_Path)|Kishanai, Follower of the Wandering Wind (4e Paragon Path)]]<br />
<br />
* [[Rysanai_(4e_Paragon_Path)|Rysanai, the Roaring River (4e Paragon Path)]]<br />
<br />
* [[Sifanai_(4e_Paragon_Path)|Sifanai, Harbinger of Flame (4e Paragon Path)]]<br />
<br />
* [[Kasanai_(4e_Paragon_Path)|Kasanai, Aspect of the Unifier (4e Paragon Path)]]<br />
<br />
* [[Ja'anai_(4e_Paragon_Path)|Ja'anai, the Will of Life (4e Paragon Path)]]<br />
<br />
* [[Va'anai_(4e_Paragon_Path)|Va'anai, Incarnation of Demise (4e Paragon Path)]]<br />
<br />
* [[Zil'anai_(4e_Paragon_Path)|Zil'anai, the Feral Avatar (4e Paragon Path)]]<br />
<br />
* [[Nualanai_(4e_Paragon_Path)|Naulanai, Hand of the Deceiver (4e Paragon Path)]]<br />
<br />
<br />
'''Spells:'''<br />
* [[Blood_of_the_Predator_(3.5e_Spell)|Blood of the Predator]]<br />
:''With a drop of loaned feline, canine or ursine blood, you may communicate freely with the animal donor, all while benefiting from a fragment of their true physical might.''<br />
<br />
* [[Empower_Beast_(3.5e_Spell)|Empower Beast]]<br />
:''A calm touch and words of animal power imbue a bestial ally to shrug off the worst of any spell's effects, ensuring they can fight to the last breath.''<br />
<br />
'''Feats, Flaws and Traits:'''<br />
* [[Cheat_Fate_(4e_Feat)|Cheat Fate (4e Feat)]]<br />
:''You have a knack for denying the cruelest, most unfortunate of fates, but it is clear fortune is a fickle mistress and swiftly enacts retribution for your cheating.''<br />
<br />
* [[Wildborn_Blood_(3.5e_Feat)|Wildborn Blood [Shifter] (3.5e Feat)]]<br />
:''Your mixture of magical beast and lycanthropic blood makes your senses supernaturally wise and your body exceptionally physically gifted while shifting.''<br />
<br />
* [[Shifter_Fury_(3.5e_Feat)|Shifter Fury [Shifter] (3.5e Feat)]]<br />
:''When you shift and enter a raging state with it, there is seemingly nothing that can stop your vicious assault.''<br />
<br />
* [[Hunter's_Eyes_(3.5e_Feat)|Hunter's Eyes [Shifter] (3.5e Feat)]]<br />
:''Keen eyes follow through to keen strikes; when you loose claw and fang, you strike with lethal precision.''<br />
<br />
* [[Shifter_Flurry_(3.5e_Feat)|Shifter Flurry [Shifter] (3.5e Feat)]]<br />
:''A flurry of claws and fangs, you lash out once more in the hopes to rake, rend and tear your foes again.''<br />
<br />
* [[Ferocious_Parry_(3.5e_Feat)|Ferocious Parry (3.5e Feat)]]<br />
:''With a shift in your stance and an adjustment to your grip, you ready yourself to deflect attacks and strike back with far more conviction to your blows than your enemies.''<br />
<br />
* [[Extend_Empowerment_(3.5e_Feat)|Extend Empowerment (3.5e Feat)]]<br />
:''The power granted to you by the animal soul to fuel your attacks lasts longer than that of others.''<br />
<br />
* [[Inherited_Instinct_(3.5e_Feat)|Inherited Instinct (3.5e Feat)]]<br />
:''Gained from your wild blood you have an uncanny level of instinct and insight, that which your mortal heritage cannot compete with.''<br />
<br />
* [[Favor_the_Fang_and_Claw_(3.5e_Feat)|Favor the Fang and Claw (3.5e Feat)]]<br />
:''You cannot help but favor the natural gifts of your beast heritage, something those of your mortal kin lack.''<br />
<br />
* [[Gift_of_the_Animal_Soul_(3.5e_Feat)|Gift of the Animal Soul (3.5e Feat)]]<br />
:''By entering a trance, you place your mind closer to the animal soul, learning from its seemingly infinite reserves of savage wisdom. Upon returning to your regular state of mind, you feel and behave more akin to the very things you witnessed.''<br />
<br />
* [[Manifest_Bloodline_(3.5e_Feat)|Manifest Bloodline (3.5e Feat)]]<br />
:''The animal within manifests completely, granting you a savage power and strength unknown to others.''<br />
<br />
* [[Vicious_Ally_(3.5e_Feat)|Vicious Ally (3.5e Feat)]]<br />
:''Your animal companion is significantly more ferocious than most of its kind, and is willing to fight relentlessly in the face of impending death.''<br />
<br />
* [[Frenzied_Ally_(3.5e_Feat)|Frenzied Ally (3.5e Feat)]]<br />
:''When your animal companion believes itself outnumbered, outmaneuvered or cornered, it fights with unmatched aggression and brutality.''<br />
<br />
* [[Beast_Cleave_(3.5e_Feat)|Beast Cleave (3.5e Feat)]]<br />
:''Your animal companion wastes no time in finishing one opponent and immediately engaging the next, going so far as to tear a trail cross the field of battle.''<br />
<br />
* [[Righteous_Command_(3.5e_Feat)|Righteous Command (3.5e Feat)]]<br />
:''With but mere thought the power of good that embraces you strikes the mind of a wicked foe, compelling them to assail you rather than your more fragile companions.''<br />
<br />
* [[Rage_Against_the_Unliving_(3.5e_Flaw)|Rage Against the Unliving (3.5e Flaw)]]<br />
:''The defiance to natural order the undead bring with them cause you to fly into an feral rampage.''<br />
<br />
* [[Curse_of_the_Wild_(3.5e_Flaw)|Curse of the Wild (3.5e Flaw)]]<br />
:''The lycanthropic affliction that runs through your veins is so potent that you can barely control your changes even at the best of times, but in turn, it proves easier to assume your much more savage form on whim.''<br />
<br />
* [[Tame_Spirit_(3.5e_Flaw)|Tame Spirit (3.5e Flaw)]]<br />
:''Something about your being is civil to its core, and despite your lycanthropic affliction, you manage to hold some greater semblance of control.''<br />
<br />
* [[Savage_Tendencies_(3.5e_Trait)|Savage Tendencies (3.5e Trait)]]<br />
:''An individual with more animal tendencies at heart trusts their claws and fangs, or even fists, more so than they do any melee weapon. Most commonly this behavior stems from the fact that they are familiar at an innate level with how to rake, bite, or otherwise strike with a finesse most creatures otherwise lack. Characters with this trait should consider roleplaying themselves as avoiding melee weapons whenever possible out of simple reasoning that there is no purpose to wield a weapon which is more foreign to them than ones they were born with.''</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Righteous_Command_(3.5e_Feat)&diff=632811
Righteous Command (3.5e Feat)
2013-08-25T04:41:56Z
<p>Argent Fatalis: Created page with "{{3.5e Feat |name=Righteous Command |types=General, Divine |summary=With but mere thought the power of good that embraces you strikes the mind of a wicked foe, compelling them..."</p>
<hr />
<div>{{3.5e Feat<br />
|name=Righteous Command<br />
|types=General, Divine<br />
|summary=With but mere thought the power of good that embraces you strikes the mind of a wicked foe, compelling them to assail you rather than your more fragile companions.<br />
|prereqs=Must be of Neutral Good, Lawful Good or Chaotic Good alignment.<br />
|benefit=Once per round as a swift action you may invoke a supernatural command backed by the raw spirit of righteousness to compel an enemy to attack you, even if it is against their will.<br />
<br />
:In order for a creature to be subject to Righteous Command it must not be immune to [[Mind-affecting|mind-affecting]] abilities and must fail a Will save as determined by the following DC; the DC to resist your Righteous Command is equal to your character level plus your [[SRD:Intimidate_Skill|Intimidate]] or [[SRD:Diplomacy_Skill|Diplomacy]] skill. <br />
<br />
:A target compelled by Righteous Command to attack you must do so for 1 round to the best of its ability.<br />
<br />
:Against targets who are opposed to your alignment by at least one step the DC is increased by +2, and for targets who are opposite your alignment in all respects the DC is increased by +4 instead. [[Animal Type|Animals]] and other creatures with an [[SRD:Intelligence|Intelligence]] score less than 3 gain a +4 bonus to their save against Righteous Command; creatures without an [[SRD:Intelligence|Intelligence]] score (and thus mindless) are immune to the effect of Righteous Command.<br />
<br />
|special=Righteous Command is a [[Supernatural_ability#Supernatural|supernatural]] [[Mind-affecting|mind-affecting]] ability.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Feats|Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
[[Category:Divine Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Beast_Shaman_(3.5e_Class)&diff=632594
Beast Shaman (3.5e Class)
2013-08-23T11:50:50Z
<p>Argent Fatalis: /* Making a Beast Shaman */</p>
<hr />
<div>{{needsbalance|This article is in the process of being constructed. Please do not alter or edit the Beast Shaman class unless for administrative or site specific functions.}}<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=DNR (Do Not Release)<br />
|editing=<br />
|type=Neutral, Divine, Martial Adept, Combat-Focused<br />
|desc=Beast Shamans are martial adepts who utilize their extraordinary connection to animals and natural ability to beckon the animal soul within as weapons - fighting tooth and nail whilst unleashing latent power within. Primal and fierce, Beast Shamans are deeply spiritual but not with nature itself, and owe their incredible feats of martial superiority to pure feral instinct and animal cunning. Not limited to physical combat, Beast Shamans can engage their enemies with potent supernatural attacks which behave similarly to spells.<br />
}}<br />
<br />
=== Developer Log ===<br />
:'''''Beast Shaman Version 0.1.0'''''<br />
::''Please consult the [[Talk:Beast_Shaman_(3.5e_Class)|Developer's Log]] for updates and changes before editing. Upon finishing and finalizing your edit, please update the [[Talk:Beast_Shaman_(3.5e_Class)|Developer's Log]].''<br />
<br />
== Beast Shaman ==<br />
The animal soul is one that finds itself buried deep within the innumerable mortal races that traverse each and every realm, owing from a time when each was not too distant from their truly animal cousins, whom often still roamed upon fours, and do to this very day. In this primal time, long before any wizard, before any druid, and even then before the barbarian, there was only mortal and beast; magic, an element of the world, was still unknown and truly arcane to even the most awakened of these simple, savage peoples, who would quake at its mere presence. Over years innumerable, this close simplicity between mortal and beast drew ever more thin until it became truly severed; it was some great span of time beyond here that magic enabled that connection once more, but never as it was prior when mortal and beast walked side by side.<br />
<br />
Beast Shamans are the ones who never quite lost that connection.<br />
<br />
=== Making a Beast Shaman ===<br />
<br />
Those who are Beast Shamans are not those of meager fortitude, might, agility nor innate knowledge; they are ferocious combatants who take on animal aspects to rake with claw, and bite with fang, or strike with raw force of spirit. Their martial prowess stems from perfect understanding of instinct, that which is rationalized by mortal thought and applied when appropriate rather than on natural impulse, yet this same unfathomably deep understanding of animal will grants them a well of power to draw upon, that of the animal soul. Already able to draw from this source like any predator of the wild, a Beast Shaman draws even more upon it, enabling supernatural achievements well beyond that which a mere mortal could achieve otherwise.<br />
<br />
'''Abilities:''' Both Strength and Wisdom are of tremendous importance to a Beast Shaman, for their uncanny acts of martial supremacy rely on pure, unrivaled might in the form of Strength, yet Wisdom provides many of their most important defenses such as Armor Class and bonuses to Will saves, along with determining their supernatural prowess. Without Constitution, however, a Beast Shaman is particularly vulnerable to attacks which target their hit points or Fortitude, but it is not nearly as paramount as Strength and Wisdom.<br />
<br />
'''Races:''' Like [[Champion_of_the_Ferine_(3.5e_Class)|Champions of the Ferine]], Beast Shamans are few and far between, but are primarily [[SRD:Human|humans]], [[SRD:Elf|elves]], and Shifters. Humans, often carrying sparks of their frequently forgotten animal nature, can find that feral soul rekindled unexpectedly; mere contact with the right beast, or even seeing it, can evoke a long buried desire to come closer to predatory nature. Elves that do return to the wilderness for extended periods of time may find themselves suddenly reverting to primitive mannerisms, mimicking the ideals of predators they respect and ultimately becoming accepted among them. Shifters, however, face a torn fate as Beast Shamans; the urge to dabble in twisted mortal magics, like those that ultimately gave rise to their race, is always a threat when the connection to the animal soul is reestablished. Just as is the desire to return to their true, bestial nature before their lycanthropic progenitors arose, and take on purely animal forms and losing themselves in the process. Yet Shifters who avoid both find a satisfaction previously unknown to them and countless among their race as they freely alter between mortal and bestial tendencies.<br />
<br />
'''Alignment:''' Answering to no mortal or divine authority unless absolutely required, Beast Shamans act as their instinct guides them, without care for morally right or wrong behavior short of their own personal convictions. A Beast Shaman must be Neutral on at least one alignment axis, but may be any combination of alignments that satisfy this requirement.<br />
<br />
'''Starting Gold:''' 4d4x10<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Beast Shaman}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Maneuvers Known<br />
! rowspan="2" | Maneuvers Readied<br />
! rowspan="2" | Stances Known<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | [[#Unarmed_Strike|Unarmed Strike]], [[#Two-Weapon Fighting (Unarmed)|Two-Weapon Fighting (Unarmed)]], [[#Predator's Step|Predator's Step]], [[#Object of the Animal Soul|Object of the Animal Soul]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Primal Wisdom|Primal Wisdom]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | [[#Scent|Scent]], [[#Ancient Empathy|Ancient Empathy]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Hunter's Heart|Hunter's Heart]]<br />
|7||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | [[#Natural Resilience|Natural Resilience]]<br />
|8||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | [[#Beast Shape|Beast Shape]] (3/day), [[#Improved Two-Weapon Fighting (Unarmed)|Improved Two-Weapon Fighting (Unarmed)]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | [[#Fierce Resolve|Fierce Resolve]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | [[#Enchanted Hide|Enchanted Hide]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | [[#Multiattack|Multiattack]]<br />
|9||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | [[#Superior Shape|Superior Shape]]<br />
|9||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | [[#Greater Two-Weapon Fighting (Unarmed)|Greater Two-Weapon Fighting (Unarmed)]]<br />
|9||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | [[#Might of the Wild|Might of the Wild]]<br />
|9||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" |<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | [[#Primal Strike|Primal Strike]]<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | [[#Retributive Form|Retributive Form]]<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | [[#Beast Shape|Beast Shape]] (6/day)<br />
|10||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Animal Mettle|Animal Mettle]] (3/day)<br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Wild Perfection|Wild Perfection]]<br />
|11||7||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense_Motive_Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Beast Shaman.<br />
<br />
'''Weapon and Armor Proficiency:''' A Beast Shaman is strictly proficient with her unarmed attacks and the [[Quarterstaff|quarterstaff]]. All natural attacks (claw, bite, and so forth) of any form she assumes or by any virtue of her being a Beast Shaman she is automatically proficient with.<br />
<br />
Beast Shamans are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a medium or heavy load, a Beast Shaman loses her AC Bonus, as well as her fast movement gained from Predator's Step.<br />
<br />
'''Maneuvers:''' A Beast Shaman begins her career with the knowledge of four primal schools of maneuvers. The disciplines available to her are the Path of the Tiger, Path of the Wolf, Path of the Bear and Path of the Primeval. [[Beast_Shaman_Maneuvers_(3.5e_Maneuver)|The Beast Shaman's available maneuvers can be found here.]]<br />
<br />
Once a Beast Shaman knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver used by a Beast Shaman is considered an extraordinary ability unless otherwise noted in the description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.<br />
<br />
A Beast Shaman learns additional maneuvers at higher levels, as shown in the table above. She must meet a maneuver's prerequisite to learn it.<br />
<br />
Upon reaching 4th level, and at every even-numbered Beast Shaman level after that (6th, 8th, 10th, and so on), a Beast Shaman can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observe her restriction on the highest-level maneuvers she can know; she need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, a Beast Shaman could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as she meets the prerequisite of the new maneuver. She can swap only a single maneuver at any given level.<br />
<br />
'''Maneuvers Readied:''' A Beast Shaman can ready all five of the maneuvers she knows at 1st level, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. Beast Shamans ready maneuvers by entering an intense trance-like focus for 5 minutes, in which they go on a mental journey as various beasts; during this duration, a Beast Shaman is entirely aware of their surroundings and may act and react as normal. The maneuvers a Beast Shaman chooses remain readied until she decides to focus again and change them. She need not sleep or rest for any long period of time in order to ready her maneuvers; any time she spends 5 minutes focused, she may change her readied maneuvers. <br />
<br />
A Beast Shaman begins an encounter with all of her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When a Beast Shaman initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).<br />
<br />
All Beast Shamans have two means of recovering their maneuvers, the first being the slowest and least efficient method, but one which costs very little of them compared to the second.<br />
<br />
A Beast Shaman may recover her expended maneuvers by using a full round action to enter her focus once more, tuning out the combat around her. Doing this does not provoke attacks of opportunity nor in any way jeopardize her; she is still entirely capable of defending herself, but she takes no other actions. If the Beast Shaman completes her meditation, she may choose one discipline of maneuvers to refresh. All maneuvers of that school (which she knows) are available for her use that subsequent round.<br />
<br />
The second means a Beast Shaman may recover her expended maneuvers is by spending a use of her Beast Shape for that day; as a swift action, a Beast Shaman may convert one of her daily uses of Beast Shape into a power source of primal energy, which allows her to completely refresh all of her expended maneuvers. If a Beast Shaman has risen to the 20th level and thus has the benefit of the [[#Wild Perfection|Wild Perfection]] class feature, she may, to a maximum of 6 times a day, draw pure animal energy from the environment and her soul to preform this action, seeing as she no longer has a daily limit to her uses of Beast Shape.<br />
<br />
'''Stances Known:''' A Beast Shaman begins play with knowledge of one 1st-level stance from any discipline available to her. At the 4th, 11th, and 16th levels she may choose additional stances to learn. Unlike maneuvers, stances are not expended, and a Beast Shaman does not have to ready them. All the stances a Beast Shaman knows are available to her at all times, and she can change the stance she currently is using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a Beast Shaman cannot learn a new stance at higher levels in place of one she already knows.<br />
<br />
'''{{#anc:Unarmed Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a Beast Shaman gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus [[SRD:Feats|feat]]. A Beast Shaman's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Beast Shaman may even make unarmed strikes with her hands full. A Beast Shaman may apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for all of her unarmed strikes, even those which are part of her Two-Weapon Fighting (Unarmed) feature.<br />
<br />
Usually a Beast Shaman's unarmed strikes deal lethal damage, but she can choose to deal [[SRD:Nonlethal Damage|nonlethal damage]] instead with no penalty on her [[SRD:Attack Roll|attack roll]]. She has the same choice to deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]] while [[SRD:Grappling|grappling]].<br />
<br />
A Beast Shaman’s [[SRD:Unarmed Strike|unarmed strike]] is treated both as a manufactured weapon and a [[SRD:Natural Weapon|natural weapon]] for the purpose of spells and effects that enhance or improve either manufactured weapons or [[SRD:Natural Weapon|natural weapons]].<br />
<br />
A Beast Shaman also deals more damage with her unarmed strikes than a normal person would. A Small Beast Shaman deals less damage than the usual amount with her unarmed attacks, while a Large Beast Shaman deals more damage; see [[#Table: Beast Shaman Unarmed Damage by Size|Table: Beast Shaman Unarmed Damage by Size]] for the damage dealt based on size and level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ {{#anc:Table: Beast Shaman Unarmed Damage by Size}}<br />
|-<br />
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8<br />
|}<br />
<br />
'''{{#anc:Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 1st level Beast Shaman gains the benefit of the [[SRD:Two-Weapon_Fighting_(Feat)|Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat, and may apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for those which are part of her Two-Weapon Fighting (Unarmed) feature.<br />
<br />
'''{{#anc:Predator's Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 1st level Beast Shaman gains a bonus to her land speed. For every 1 point of her Wisdom modifier beyond 0, she gains +5 feet to her land speed. In addition, the DC to track a Beast Shaman by any means in a wilderness environment (such as a forest, mountain range, jungle, grassy plains, etc) is increased by +4 for each point of Wisdom modifier value beyond 0. Should her Wisdom modifier be a value lower than 0, she receives no bonus to land speed or difficulty in being tracked, but does not take any penalties.<br />
<br />
She may also move through any sort of undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.<br />
<br />
A Beast Shaman in armor or carrying a medium or heavy load loses these benefits.<br />
<br />
'''{{#anc:Object of the Animal Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Beast Shaman is intimately tied at their very core to the animal soul, and it is through this that Beast Shaman never need fear what lies beyond the grave for them; there is no unknown for what becomes of them when they die, the result is specific and explicit. Beast Shamans, by any means, cannot have their soul destroyed, removed, corrupted or otherwise contained. Effects which attempt to sever soul from body, outright destroy it, or otherwise subvert it in some manner, do not succeed in doing so, albeit they do destroy the Beast Shaman's body (if appropriate). In any event where a Beast Shaman's soul would be parted from their body, or subject to any of the scenarios presented above, their spirit instead becomes part of the animal soul itself, integrating into it and becoming one with the same source it originated from. A Beast Shaman may, however, be resurrected or returned to life as normal, as the animal soul is willing to return its agents to life to further its goals.<br />
<br />
Additionally, any attempts to transform a Beast Shaman into an [[Undead Type|undead]] creature, during their life or after their death, immediately fails. Beast Shamans cannot be raised as the undead, and any attempts to do so simply fail with no ill effect on the individual attempting to raise them or the Beast Shaman.<br />
<br />
'''{{#anc:AC Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 2nd level, when unarmored and unencumbered, the Beast Shaman adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a Beast Shaman gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five Beast Shaman levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when she is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.<br />
<br />
This AC bonus applies even while she is Beast Shaped.<br />
<br />
'''{{#anc:Primal Wisdom}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 2nd level, a Beast Shaman may add one half of her Wisdom modifier as a bonus to all of her skill checks which are increased by Wisdom. Her Charisma score no longer determines the effectiveness, or adds bonus or penalty to, her [[SRD:Handle_Animal_Skill|Handle Animal]] checks, and her Intelligence score no longer determines the effectiveness, or adds bonus or penalty to, her [[SRD:Knowledge Skill|Knowledge]] (Nature) checks, and both are instead determined by her Wisdom score's modifier plus the bonus from Primal Wisdom.<br />
<br />
'''{{#anc:Scent}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Beast Shaman of 3rd level gains the benefit of [[Scent|Scent]], and may utilize the qualities provided by the [[Track|Track]] feat only in conjunction with her Scent extraordinary ability. She is otherwise treated as having [[Track|Track]] as a bonus feat.<br />
<br />
'''{{#anc:Ancient Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level Beast Shaman can improve the attitude of any feline, canine or ursine [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]]. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. The Beast Shaman rolls 1d20 and adds her character level and her [[SRD:Wisdom|Wisdom]] modifier to determine the check result. If she is Beast Shaped into an animal of the same kind or similar in species, such as using Ancient Empathy whilst in a tiger Beast Shape when communicating with leopards, she gains a +4 circumstance bonus to the check result.<br />
<br />
The typical domestic [[SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[SRD:Animal Type|animals]] are usually unfriendly.<br />
<br />
To use Ancient Empathy, the Beast Shaman and the [[SRD:Animal Type|animal]] must be able to study each other, which means that they must be within 30 feet of one another. Influencing an [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]] in this manner takes a full-round action. Unlike a regular [[SRD:Diplomacy Skill|Diplomacy]] check however, she may reattempt her Ancient Empathy at a -4 penalty within 10 minutes of the first failure; she may continue each of these attempts every 10 minutes, accumulating an additional -4 penalty each time for doing so. She must wait a complete 24 hours from her last Ancient Empathy attempt if she desires to influence the same creature again without a penalty at a later date.<br />
<br />
Unlike when a Druid uses Wild Empathy to influence a [[SRD:Magical Beast Type|magical beast]], a Beast Shaman takes no penalty in doing so.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Beast Shaman can react to danger before her mortal companions can thanks to animal insight. She retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.<br />
<br />
If a Beast Shaman already has Uncanny Dodge from a different [[SRD:Class|class]] she automatically gains [[#Improved Uncanny Dodge|Improved Uncanny Dodge]] instead.<br />
<br />
'''{{#anc:Hunter's Heart}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 4th level a Beast Shaman comes to better understand her wild nature, embracing more the power it has granted her as a natural huntress. A Beast Shaman utilizing the [[Survival|Survival]] skill to hunt and forage for food always gains a +5 bonus to the roll.<br />
<br />
'''{{#anc:Natural Resilience}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 5th level, a Beast Shaman gains the benefit of Fast Healing 2. She also receives the benefit of permanent bonuses to her saving throws against all poison and disease effects in addition to abilities that behave like or similarly to either. This bonus to saving throws is equal to her Wisdom modifier and she may attempt an additional saving throw against each poison or disease or like effect ailing her each hour. She may also take 20 (treating her save as a 20 on the dice, plus any of her relative bonuses to saving throws) against a poison, disease or similar effect provided she has one uninterrupted minute to concentrate on bolstering her immune system.<br />
<br />
The Fast Healing granted by Natural Resilience increases by 2 for every five Beast Shaman levels thereafter (4 at 10th, 6 at 15th, and 8 at 20th level, and so on, including epic levels).<br />
<br />
'''{{#anc:Beast Shape|Beast Shape}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, a Beast Shaman gains the ability to turn herself into an [[SRD:Animal Type|animal]] within one size category of her normal size and back again three times per day. Her options for new forms include all feline, canine and ursine [[SRD:Animal Type|animals]]. This ability functions like the [[SRD:Alternate Form|alternate form]] special ability, and a Druid's [[SRD:Druid#Wild_Shape|Wild Shape]], except as noted here. <br />
<br />
The effect lasts for 1 hour per Beast Shaman level, or until she changes back. Changing form (to [[SRD:Animal Type|animal]] or back) is a [[SRD:Standard Actions|standard action]] and doesn’t provoke an [[SRD:Attack of Opportunity|attack of opportunity]]. Each time a Beast Shaman uses Beast Shape, she regains lost [[SRD:Hit Points|hit points]] equal to the value she would have gained if she had rested for a night.<br />
<br />
Any gear worn or carried by the Beast Shaman melds into the new form and becomes nonfunctional; equipment the Beast Shaman is not proficient with, but she is wearing, falls to the ground around her when she uses Beast Shape instead of melding into her new form. When the Beast Shamans reverts to her mortal form, any objects previously melded into the animal form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Beast Shaman's feet.<br />
<br />
The form chosen must be that of an [[SRD:Animal Type|animal]] which is a feline, canine or ursine, and its [[SRD:Hit Dice|Hit Dice]] may not exceed her Beast Shaman level.<br />
<br />
A Beast Shaman loses her ability to speak while in [[SRD:Animal Type|animal]] form because she is limited to the sounds that a normal, untrained [[SRD:Animal Type|animal]] can make, but she can communicate normally with other [[SRD:Animal Type|animals]] of the same general grouping as her new form.<br />
<br />
All Beast Shaman class features, except for the following, carry over into her Beast Shape; any maneuvers she knows which do not include the "Beast Shape" keyword may not be utilized while she is Beast Shaped, and she does not gain the benefit of her unarmed attacks nor Two-Weapon Fighting features for her unarmed attacks.<br />
<br />
When a Beast Shaman is immobilized, or otherwise unable to move normally at her land movement speed, the act of assuming or leaving her Beast Shape immediately frees her from those effects as if she had succeeded in the appropriate DC to be rid of them until the start of her next turn.<br />
<br />
A Beast Shaman can use this ability more times per day at 16th level, to a maximum of six times a day, and as many times as she desires per day at 20th level.<br />
<br />
'''{{#anc:Improved Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 6th level Beast Shaman gains the benefit of the [[SRD:Improved_Two-Weapon_Fighting|Improved Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat.<br />
<br />
'''{{#anc:Fierce Resolve|Fierce Resolve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Beast Shaman may continue to fight without penalty even if she is disabled or dying. When reduced to 0 or less hit points, a Beast Shaman can act as if she was not disabled, and she does not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 or less hit points. When reduced to -1 to -9 hit points, she does not fall unconscious nor does she automatically lose 1 hit point each round when at -1 to -9 hit points. When the Beast Shaman's current hit points drop to -10 or lower, she immediately dies.<br />
<br />
This class feature is instead treated as Shifter Ferocity for Shifter Beast Shamans of the 7th level as if it were a bonus Shifter feat, however it functions the same as listed here in place of its normal qualities.<br />
<br />
'''{{#anc:Enchanted Hide}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An 8th level Beast Shaman may enchant her Beast Shape's animal form as if it were a piece of armor and a weapon, assuming its benefits whenever she takes on her Beast Shape. Enchanted Hide allows her to place magical enchantment effects usually used for armor on her self, and magical enchantment effects usually used for weapons. These enchantments do not receive an increase to cost based on the item's base value (a Beast Shaman's feline, canine, or ursine form's pelt has no given value and thus is considered free) and are paid at the normal, base amount for the enchantment itself, but otherwise function and are priced as normal.<br />
<br />
However, any enchantments which regularly effect her outside of Beast Shape do not apply in her Beast Shape if an enchantment is placed upon her Beast Shape for that same slot unless she has a ''Wilding Clasp'' (or similar effect). For example, a Beast Shaman with a ''+1 Flaming Necklace of Natural Weapons'' uses her Beast Shape, but her Beast Shape has the ''+1 Seeking'' enchantment, she may only use the ''+1 Seeking'' enchantment while Beast Shaped unless she has a ''Wilding Clasp'' on the ''+1 Flaming Necklace of Natural Weapons'', in which case she may choose between the enchantments whenever she makes her attack roll but before the success or failure of the attack is decided. This quality of Enchanted Hide applies to all appropriate magical equipment that might effect her in or out of her Beast Shape.<br />
<br />
Enchanted Hide increases the Beast Shaman's armor class while Beast Shaped by +2, and advances all the damage dies of her natural attacks in that form by one step.<br />
<br />
'''{{#anc:Multiattack|Multiattack]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 9th level Beast Shaman gains the [[Multiattack|Multiattack]] feat as a bonus feat while she is Beast Shaped.<br />
<br />
If the Beast Shaman is a Shifter, they also gain Shifter Multiattack as a bonus Shifter feat, ignoring any prerequisites.<br />
<br />
'''{{#anc:Superior Shape|Superior Shape]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When having reached 10th level, a Beast Shaman permanently gains the [[Shapechanger_Subtype|Shapechanger Subtype]] regardless of any form she takes, and while using Beast Shape, she gains immunity to all undesired [[SRD:Transmutation|Transmutation]] and [[SRD:Polymorph_(Spell)|Polymorph]] effects.<br />
<br />
'''{{#anc:Greater Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 11th level a Beast Shaman gains the benefit of the [[SRD:Greater_Two-Weapon_Fighting|Greater Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat.<br />
<br />
'''{{#anc:Might of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 12th level Beast Shaman receives an increase of natural endurance and physical might, permanently increasing her Constitution and Strength scores by +2. When she utilizes her Beast Shape class feature, Might of the Wild's bonuses transfer over and added to the new form, but are increased to +4 bonuses rather than +2. Assuming Beast Shape is no longer a standard action and is now a swift action.<br />
<br />
Additionally, a Beast Shaman gains Damage Reduction 2/-, but when she assumes her Beast Shape this Damage Reduction is increased to 5/-, and the damage dies of her natural attacks in Beast Shape are all advanced by one step.<br />
<br />
'''{{#anc:Primal Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 14th level Beast Shaman may add her Wisdom modifier as bonus damage to her melee damage rolls, even those that deal magical damage, so long as they are a melee attack or part of one. In addition, prior to rolling a melee attack roll, she may change the damage type of her melee attack to piercing, slashing, or bludgeoning damage, regardless of the normal damage type for that attack. The exception to her changing the damage type of her attacks is when she utilizes a maneuver that specifies otherwise, such as a Path of the Tiger technique that mentions the maneuver only deals its damage as slashing.<br />
<br />
'''{{#anc:Retributive Form}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the 15th level a Beast Shaman who is a target to a spell or effect that attempts to alter her shape, such as a [[SRD:Polymorph_(Spell)|Polymorph]] spell from the [[SRD:Transmutation|Transmutation]] school, may enact instantaneous revenge if she desires. As an immediate action, she may deal her character level plus her Wisdom modifier in unerring force damage to the attacker; the subject of the retributive attack must make a [[SRD:Concentration_Skill|Concentration]] check with a DC equal to the damage dealt by Retributive Form or lose one of their highest level spell slots for that day as if they had expended a spell of that level. <br />
<br />
The Beast Shaman is treated as having automatically succeeded against the spell's effect (handled as a natural 20 on the dice) and suffers no secondary or ill effects from the attempted, forceful change of her shape.<br />
<br />
'''{{#anc:Animal Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon assuming the 18th level, a Beast Shaman adds her Wisdom modifier to all of her saving throws. <br />
<br />
Additionally, any saving throw made by her that comes up as a natural failure (1 on the dice) grants her a free and immediate re-roll by Animal Mettle using the same bonuses (and penalties) she did initially at the original DC. Doing so expends one use of her Animal Mettle for the day should she take such an action.<br />
<br />
Even if she expends all of her uses of Animal Mettle for the day the Wisdom bonus to her saving throws still applies.<br />
<br />
'''{{#anc:Wild Perfection}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Having reached 20th level, a Beast Shaman becomes the perfect apotheosis of mortal soul and primal spirit. She may now utilize her Beast Shape class feature indefinitely and as many times per day as desired, and now adds the physical ability scores of her Beast Shape to those of her base ability scores whenever she assumes her Beast Shape. <br />
<br />
While Beast Shaped she is under the continuous effects of [[Speak_with_animals|Speak with Animals]] and [[True_seeing|True Seeing]], and she gains the benefit of Darkvision out to 120 ft, along with Blindsense out to 60 ft. Further, Beast Shape becomes a free and immediate action, allowing the Beast Shaman to assume her Beast Shape at any time she so desires, even if it is not her turn or when she is otherwise unable to act.<br />
<br />
She no longer takes [[SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the she still dies of old age when her time is up.<br />
<br />
==== Ex-Beast Shamans ====<br />
<br />
A Beast Shaman who ceases to revere the ferocious beasts of nature or changes to a prohibited alignment loses access to all of her class features until she atones. She must return to a proper alignment and seek out someone to cast an Atonement spell for her in addition to completing an appropriate quest to reconnect herself with her predatory nature. <br />
<br />
A character may not multiclass into a Beast Shaman; she must begin play as a Beast Shaman. She may, however, multiclass into other classes and or prestige classes as normal.<br />
<br />
==== Epic Beast Shaman ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Beast Shaman}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#Greater Might of the Wild|Greater Might of the Wild]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | [[#Beast Rend|Beast Rend]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | [[#Animal Mettle|Animal Mettle]] (6/day)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | [[#Improved Multiattack|Improved Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Echo of the Beasts of Legend|Echo of the Beasts of Legend]]<br />
|-<br />
| colspan="42" class="skill" |<br />
5 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Greater Might of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 21st level Beast Shaman's Might of the Wild class feature progresses from +2 Strength and Constitution while not Beast Shaped to +4, and while she is Beast Shaped the benefits are increased to +6 Strength and Constitution instead of +4.<br />
<br />
Additionally, her Damage Reduction improves from 2/- to Damage Reduction 5/-, and is further advanced when she assumes her Beast Shape, increasing her Damage Reduction while Beast Shaped from 5/- to Damage Reduction 10/-. All damage dies of her natural attacks in Beast Shape are further advanced by one step.<br />
<br />
'''{{#anc:Beast Rend}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 23rd level a Beast Shaman learns how to rend creatures while she is in her Beast Shape whenever she strikes with multiple melee attacks. If the Beast Shaman in Beast Shape hits an opponent with at least two melee attacks in the same [[SRD:Round|round]], she may automatically rend the opponent. This deals additional damage equal to the base damage of her smaller damage die plus 1 and 1/2 times her [[SRD:Strength|Strength]] modifier; the base damage includes an enhancement bonus on damage, if any. The Beast Shaman can only rend once per [[SRD:Round|round]], regardless of how many successful attacks she makes.<br />
<br />
'''{{#anc:Improved Multiattack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 27th level Beast Shaman gains the Improved Multiattack feat as a bonus feat, ignoring any prerequisites, while she is Beast Shaped.<br />
<br />
'''{{#anc:Echo of the Beasts of Legend}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon reaching the 30th level, a Beast Shaman becomes an echo of the ancient Beasts of Legend and gains the following benefits.<br />
<br />
Even while not Beast Shaped, a Beast Shaman may be treated as a [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]], in addition to her regular type whenever it is beneficial to her; she does not, however, find herself subject to any hostile effects which regularly target these types. For example, a 30th level Beast Shaman is immune to effects such as [[SRD:Charm_Animal|Charm Animal]], but she can benefit from [[SRD:Animal_Growth|Animal Growth]] spell. Her Strength, Dexterity and Constitution scores are increased by +6 when she is Beast Shaped, and she may increase her size category by one step whenever she assumes her Beast Shape (a Medium Beast Shaman can become a Huge tiger rather than a Large tiger for example), if she so desires, and she gains a +2 Sacred bonus to all of her saves.<br />
<br />
The damage dies of all of her attacks while Beast Shaped are advanced by one step, and have their critical range and damage multiplier doubled, stacking with any like effects. Any attack by the Beast Shaman, melee or not, is now treated as if it was benefiting from a [[SRD:Ghost_Touch_(Weapon_Enhancement)|Ghost Touch]] enhancement.<br />
<br />
Finally, the Beast Shaman gains the benefit of Frightful Presence while she is Beast Shaped; all hostile creatures within 50 ft that have equal to or fewer HD than the Beast Shaman are [[SRD:Shaken|Shaken]] whenever she roars, growls, charges, attacks or otherwise takes an action that would make her appear intimidating in some fashion. The Shaken effect lasts until the unnerved creature is more than 50 ft away. Upon a successful save, the target is immune to the Beast Shaman's Frightful Presence for 24 hours. The DC to avoid becoming Shaken by the Beast Shaman is her character level + her Wisdom modifier + her Intimidate skill versus Will.<br />
<br />
Frightful Presence applies to creatures who are regularly immune to fear as a supernatural, rather than extraordinary, effect.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Beast Shaman ====<br />
<br />
'''Religion:''' Beast Shamans follow no particular deity, and in fact, many readily resent the divine intervention by countless forces beyond the animal realm, viewing such intrusions as breaking the natural order which is already established. Though some do choose to worship a power alongside their devotion to the animal spirit, such is often a relic of their more civilized time or out of cultural expectation, yet those that do worship tend to favor the deities Obad-Hai and Ehlonna, but never exclusively surrender themselves to their deity's will; a Beast Shaman is forever a paragon of the true wild. Though there is no standard doctrine among Beast Shamans, it is universal that each and every member puts the benefit and expansion of the animal kingdom, particularly its predators, before their own well being and that of others. While not zealots, Beast Shamans are exceptionally firm in their standing and will never willingly part with their spiritual conviction to improve the state of each and every feline, canine or ursine predator.<br />
<br />
To those outside the minds and spirits of Beast Shamans, the open defiance to any deity's influence or direct action is often a subject of tension for the more religious types, who frequently view them as nothing more than exceptionally dangerous animals and false seers. A Beast Shaman is often the subject of unfair treatment by the most practiced and lawful schools of religion such as those of Heironeous, Yondalla, and St. Cuthbert, whose followers may view a Beast Shaman as a defiant to their law. In truth, Beast Shamans tend to follow the laws of the land when it does not interfere with the progress of their favored animal spirits, and will at times even practice regional or religious customs out of courtesy.<br />
<br />
'''Other Classes:''' Beast Shamans are frequently lone travelers due to an instinct to roam and scour both the wilderness and civilization alike for opportunities and expansion, but it is not a truly rare event for a Beast Shaman to take up fist, claw and fang alongside a traveling band. Though often an unusual member to an expedition, Beast Shamans have a natural affinity for those who follow an instinct very close to their own, and often spend their time with the party's Druid and or Ranger, providing insight and talent both lack in exchange for similar favors. It is not unusual, for example, for a Beast Shaman to be the offspring of a Druid or Ranger, and to interact with an individual who is much alike their family offers a sense of home, even in foreign environments.<br />
<br />
Whilst getting along well with those of the animal and natural vein, Beast Shamans are weary, with reason, of those who dedicate their lives to the name of some god. Clerics and Paladins frequently represent the polarity to a Beast Shaman, often displaying exceptionally pious manners for the laws and domains of a deity, whereas the Beast Shaman answer solely to animal will; pure instinct. Though not at odds, the subject of religion or divine intervention is a subject best skirted as differences of opinion, and source of inspiration, tend to lead to more than just disagreements with words.<br />
<br />
Those of the Arcane domain, namely the studious types such as Wizards, often find Beast Shamans a particularly intriguing presence among a group; a relic of a long forgotten past, the source of their power is only occasionally named, and far more rarely viewed. Just as [[Champion_of_the_Ferine_(3.5e_Class)|Champions of the Ferine]] are a subject of interest for their unusual ties to a power source otherwise impossible to truly tap, the Beast Shaman is unique thing to be learned from. The more charismatic individuals of the Arcane, Bards and Sorcerers, contrastingly take little interest in their significantly more savage counterpart, and may make them the subject of belittlement or humor from time to time, or generally ignore them.<br />
<br />
For those of martial talent, the Fighters, Rogues, Barbarians and martial adepts, a Beast Shaman is an ally to be welcomed on the front line of battle; their powerful animal forms providing much needed distraction and offensive potential, combined with their agility and mobility, makes them crucial implements for devastating any enemy they might come across. While a Beast Shaman may not wield a blade with any finesse, the raw strength of their melee strikes is worthy of a toast now and then, and it is hardly uncommon for the Beast Shaman's martial compatriots to enjoy an occasional harmless skirmish with them for the sake of fun. To any Beast Shaman, a mock fight is seldom different from the experience most young predators enjoy with their siblings, and offers potential for bonding with their traveling companions and establishing a rapport.<br />
<br />
'''Combat:''' Combat for a Beast Shaman revolves entirely around their ability to strike fast and multiple times; a flurry of blows much akin to a Monk's, a Beast Shaman has great reason to favor making a full-attack whenever possible against an enemy. However, some of a Beast Shaman's maneuvers do not allow her to strike with all of her bonus attacks gained through her Two-Weapon Fighting technique, but often offer significantly more utility than her regular melee attacks, particularly when the enemy requires more dedication to defeat than usual.<br />
<br />
Unlike the majority of martial classes, a Beast Shaman is not without the ability to strike from afar with attacks very similar to spells; though unlike spell-like abilities, she unleashes her power through supernatural means, causing powerful magic-like effects to occur. Her tactics vary with the needs of the battle, and its not uncommon for a Beast Shaman to cast an arcing blast of Spirit Lightning to cripple and harm a cluster of foes before she enters the fray, just as much as it is not uncommon for her to rush into the heat of the conflict and strike foes with startling speed in her new bestial form.<br />
<br />
==== Beast Shamans in the World ====<br />
<br />
{{quote|It is in this connection to the deepest roots of animal power that we, as the embodiment of it, understand there is more than just divinity and mortality.|orig=Arkash Wildborne, Shifter Beast Shaman}}<br />
<br />
Often the children of Barbarians, Rangers and Druids, Beast Shamans as children immediately take on spiritual connection and empathy toward animals, primarily those that are within the greater triumvirate, those animals which are feline, canine and ursine. It is of little surprise, most often, to their parents and families that such is the result, but over time it becomes evident they are more than an individual with latent Druidic talent. Whereas Champions of the Ferine manifest haphazardly and without clear reason as to why, short of an immense will power and animal affinity, Beast Shamans are those who are more or less bred into existence; there is no Beast Shaman in existence without blood that has come close to the wild. Shifters, of all races, are the sole exception, for their [[SRD:Lycanthrope|lycanthropic]] heritage bleeds through directly, resulting in the possibility of Beast Shaman offspring even if both parents lack any direct connection to the wild or even slightest of contact; a Shifter Sorcerer and Shifter Crusader can very well produce a Shifter child who has the talents of a Beast Shaman without any interaction with an animal in their life.<br />
<br />
Significantly more rare of Beast Shamans are those who are of [[SRD:Elf|elven]] descent. For reasons not well understood, even by powerful and elder Beast Shamans, most elven children who have the latent blood within them necessary for them simply being Beast Shamans are never brought anywhere near term while others are instead stillborn; those that do survive however, are subjects of great discussion. It is believed by many, erroneously, that it is a punishment placed upon the elves by ancient beasts of tremendous power, those who now make up the animal soul, for the Elves drifting away from the wilderness that they so claim to love. In reality, the few scholars who have expended years of their life in the study of the animal soul recognize that it is a force which does not readily resent or hold grudges, no matter the transgression, and willingly forgives even grievous errors provided the individual truly atones and surrenders to its power once more. As such, an elven Beast Shaman is an unusual sight to behold and are very easily recognized by their feral glare and golden eyes along with a much more pronounced build.<br />
<br />
Humans, of the three primary Beast Shaman races, are the most common. The unique malleability of the human beast makes them a common candidate for eventual contact with sources of animal power; it is rumored that even being in the presence of a Champion of the Ferine can impact a human enough that their child could be a Beast Shaman, but this has yet to be proven. Given what is known about the animal soul and its agents, such is not an outlandish possibility, but it is highly unlikely. Most human Beast Shamans are from Barbarian tribes or the results of pairings of Druids; to their families, and their siblings, a Beast Shaman is a welcome member. The contrary sadly occurs in environments where civilization rules where their families, and the young Beast Shaman are shunned and, occasionally, feared; becoming a pariah, they seldom remain for long within their home and seek out the surrounding wilderness.<br />
<br />
Born into their power by blood, Beast Shamans are wanderers and rarely keep company other than those who are quite similar in goals and powers. A Beast Shaman among Druids or a tribe of nomadic Barbarians is where one can find them if they find them among any numbers. As adventurers, however, that lure of exploring the unknown and the opportunity to further their convictions is something that cannot, and does not, go ignored by them. When presented the opportunity to join others, provided there is little conflict in personality and purpose, a Beast Shaman has no issue with heading off into the unknown.<br />
<br />
'''Daily Life:''' Most Beast Shamans live like their closest cousins in spirit; like great cats of the wild, they prowl the evening hours, or even the dead of night, stalking through forests or across tundra on the hunt for their sustenance. Or like the wolf, they take on that predator's aspect and hunt along side a pack they introduce themselves into, chasing down their prey and eating along side their animal brothers and sisters. Some take up the habits of the bear and forage throughout the day, spending their time by a stream and catching with but their hands, or paws, trout and salmon or enjoying the sweetness of gathered wild berries. Highly ascetic, Beast Shamans have little to their name, and what they do bring with them often has much personal importance; such goods can range from simple jewelry to elaborate totems, even water polished stones or items of awesome magic power that appear otherwise mundane. What they do own, they are highly protective of, and only share its simple beauty to those they are most close to.<br />
<br />
'''Notables:''' Of all names only that of ''Arkash Wildborne'' have any value to a Beast Shaman. Arkash, a Razorclaw Shifter, is one of the few Beast Shamans accepted by society for his association with Sylania Andonai, the lead envoy to most elder Druids. One of her companions, like Aeron R'roth, Arkash Wildborne is a heroic Beast Shaman who opposes the undead, aberrations and demons of the world, and fights to the death for those who do the same in the name of preserving the beasts of the wild.<br />
<br />
'''Organizations:''' Beast Shamans have no dedicated organization or faction to which they belong; each and every member is unique, but can be easily recognized by one another without any verbal communication being required. A Beast Shaman can look another in the eye and understand who, and what they are as a Beast Shaman despite any outward discrepancies. Because of this, and their exceptional rarity, there is no need for congregating without some greater purpose.<br />
<br />
As aforementioned, a Beast Shaman's only organization might be the Barbarian tribe they were born in, or wandered into, or a closed circle of Druids who find the unique personality and insight of a Beast Shaman a powerful, and worthy companion. Others yet are merely wanderers among a band of roaming adventurers who seek treasure, fame and glory, while the Beast Shaman longs for furthering the power of the animal soul in the world.<br />
<br />
'''NPC Reactions:''' Outcasts in the majority of the world, most Beast Shamans are barred from entering cities without simple disguise; unable to roam freely, if they so wished, in a town as their more familiar beast form, they are unjustly the subject of fear. In most civilizations, Beast Shamans, thanks to the awesome animal power they wield, are feared for the ability to control, command and communicate with animals, primarily because they have, in the past, destroyed similar cities using such means. Other reasons for this fear is the iconic supernatural feat of a mighty Beast Shaman, ''Unleash the Animal Soul'', a direct touch of the animal soul itself which ferociously and violently transforms its victim into a savage animal. Though such a power would rather be used to free those willing from their mortal bonds and grant them the peace of mind and body in their new bestial form, it too is a weapon, one which is spoken of in hushed tones in the presence of a Beast Shaman, if at all.<br />
<br />
Often posing as Monks, Beast Shamans, should they disguise themselves, rarely engage in the vices of city life; they find no want for drink or comfort, nor need for gambling. Their business is often short, but should it find itself extended, they frequently examine the world around them in great detail, taking time to understand as best they can of what this other side of the coin offers, and thus wander the streets and businesses.<br />
<br />
==== Beast Shaman Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (Nature)]] can research Beast Shamans to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Beast Shamans are adepts of martial and animal spirit who fight with hand and fist over blade and spell. Able to take on animal forms like Druids, Beast Shamans are exceptional, if not limited, shapeshifters.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | There is no career into becoming a Beast Shaman; it is not something that is learned, it is something that is bestowed unto them before birth. All Beast Shamans have inherited their powers through blood that in some manner has been influenced by the animal soul.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Long before the mortal races diverged completely from their animal cousins, most every race in existence at some point had been inspired by the animal soul, but with time, this spark has faded and all but dulled by interference from forces like those of the divine or outer realms. Beast Shamans are those who retain and exemplify this long lost spark.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Beast Shamans are, at heart, minute fragments of the long dead Beasts of Legend embodied in mortal forms. Their humanoid spirits part of the animal soul itself, they are able to manifest their powers by supernatural appointment, one that not even deities can interfere with.<br />
|}<br />
<br />
==== Beast Shamans in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=631928
Psychic Predator (3.5e Prestige Class)
2013-08-19T02:53:49Z
<p>Argent Fatalis: /* Psychic Predator */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. Like intellectual predators they camouflage themselves in plain sight.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
[[File:Asher_Final_(Small).png|300px|thumb|right|A seemingly mundane individual violently sheds any illusions of normality as he takes on his predatory, psionically charged form.]]<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]], [[#Contained Instinct|Contained Instinct]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
The Psychic Predator permanently gains [[Low-light_vision|low-light vision]] in all forms even when she is not benefiting from Savage Manifestation, which occurs whenever she has both [i]Bite of the Wolf[/i] and [i]Claws of the Beast[/i] manifested together.<br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested at the same time, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Contained Instinct}} ([[Ex]]):''' As part of having attained her 2nd level a Psychic Predator finds that her killer nature, which lurks just beneath the surface of her mind, is actually as malleable as her own physical form. Using a portion of this animal cunning, she can focus her mind much more easily on a demanding mental task.<br />
<br />
Contained Instinct provides a Psychic Predator with a +2 bonus to all [[SRD:Autohypnosis Skill|Autohypnosis]] and [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category. These specifics, once chosen, are assumed every time she takes on her hybrid form, and can only be altered by a successful [[Psychic_reformation|Psychic Reformation]].<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear, increasing their duration by one round.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=631927
Psychic Predator (3.5e Prestige Class)
2013-08-19T02:52:03Z
<p>Argent Fatalis: /* Psychic Predator */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. Like intellectual predators they camouflage themselves in plain sight.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
[[File:Asher_Final_(Small).png|300px|thumb|right|A seemingly mundane individual violently sheds any illusions of normality as he takes on his predatory, psionically charged form.]]<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]], [[#Contained Instinct|Contained Instinct]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]], [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
The Psychic Predator permanently gains [[Low-light_vision|low-light vision]] in all forms even when she is not benefiting from Savage Manifestation, which occurs whenever she has both [i]Bite of the Wolf[/i] and [i]Claws of the Beast[/i] manifested together.<br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested at the same time, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Contained Instinct}} ([[Ex]]):''' As part of having attained her 2nd level a Psychic Predator finds that her killer nature, which lurks just beneath the surface of her mind, is actually as malleable as her own physical form. Using a portion of this animal cunning, she can focus her mind much more easily on a demanding mental task.<br />
<br />
Contained Instinct provides a Psychic Predator with a +2 bonus to all [[SRD:Autohypnosis Skill|Autohypnosis]] and [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category. These specifics, once chosen, are assumed every time she takes on her hybrid form, and can only be altered by a successful [[Psychic_reformation|Psychic Reformation]].<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear, increasing their duration by one round.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=631925
Psychic Predator (3.5e Prestige Class)
2013-08-19T02:40:45Z
<p>Argent Fatalis: /* Psychic Predator */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. Like intellectual predators they camouflage themselves in plain sight.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
[[File:Asher_Final_(Small).png|300px|thumb|right|A seemingly mundane individual violently sheds any illusions of normality as he takes on his predatory, psionically charged form.]]<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]], [[#Contained Instinct|Contained Instinct]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]], [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
While under the effects of ''Savage Manifestation'', the Psychic Predator gains [[Low-light_vision|low-light vision]]. <br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested together, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 insight bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Contained Instinct}} ([[Ex]]):''' As part of having attained her 2nd level a Psychic Predator finds that her killer nature, which lurks just beneath the surface of her mind, is actually as malleable as her own physical form. Using a portion of this animal cunning, she can focus her mind much more easily on a demanding mental task.<br />
<br />
Contained Instinct provides a Psychic Predator with a +2 bonus to all [[SRD:Autohypnosis Skill|Autohypnosis]] and [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category. These specifics, once chosen, are assumed every time she takes on her hybrid form, and can only be altered by a successful [[Psychic_reformation|Psychic Reformation]].<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Beast_Shaman_(3.5e_Class)&diff=631356
Beast Shaman (3.5e Class)
2013-08-14T11:19:18Z
<p>Argent Fatalis: </p>
<hr />
<div>{{needsbalance|This article is in the process of being constructed. Please do not alter or edit the Beast Shaman class unless for administrative or site specific functions.}}<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=DNR (Do Not Release)<br />
|editing=<br />
|type=Neutral, Divine, Martial Adept, Combat-Focused<br />
|desc=Beast Shamans are martial adepts who utilize their extraordinary connection to animals and natural ability to beckon the animal soul within as weapons - fighting tooth and nail whilst unleashing latent power within. Primal and fierce, Beast Shamans are deeply spiritual but not with nature itself, and owe their incredible feats of martial superiority to pure feral instinct and animal cunning. Not limited to physical combat, Beast Shamans can engage their enemies with potent supernatural attacks which behave similarly to spells.<br />
}}<br />
<br />
=== Developer Log ===<br />
:'''''Beast Shaman Version 0.1.0'''''<br />
::''Please consult the [[Talk:Beast_Shaman_(3.5e_Class)|Developer's Log]] for updates and changes before editing. Upon finishing and finalizing your edit, please update the [[Talk:Beast_Shaman_(3.5e_Class)|Developer's Log]].''<br />
<br />
== Beast Shaman ==<br />
The animal soul is one that finds itself buried deep within the innumerable mortal races that traverse each and every realm, owing from a time when each was not too distant from their truly animal cousins, whom often still roamed upon fours, and do to this very day. In this primal time, long before any wizard, before any druid, and even then before the barbarian, there was only mortal and beast; magic, an element of the world, was still unknown and truly arcane to even the most awakened of these simple, savage peoples, who would quake at its mere presence. Over years innumerable, this close simplicity between mortal and beast drew ever more thin until it became truly severed; it was some great span of time beyond here that magic enabled that connection once more, but never as it was prior when mortal and beast walked side by side.<br />
<br />
Beast Shamans are the ones who never quite lost that connection.<br />
<br />
=== Making a Beast Shaman ===<br />
<br />
Those who are Beast Shamans are not those of meager fortitude, might, agility nor innate knowledge; they are ferocious combatants who take on animal aspects to rake with claw, and bite with fang, or strike with raw force of spirit. Their martial prowess stems from perfect understanding of instinct, that which is rationalized by mortal thought and applied when appropriate rather than on natural impulse, yet this same unfathomably deep understanding of animal will grants them a well of power to draw upon, that of the animal soul. Already able to draw from this source like any predator of the wild, a Beast Shaman draws even more upon it, enabling supernatural achievements well beyond that which a mere mortal could achieve otherwise.<br />
<br />
'''Abilities:''' Both Strength and Wisdom are of tremendous importance to a Beast Shaman, for their uncanny acts of martial supremacy rely on pure, unrivaled might in the form of Strength, yet Wisdom provides many of their most important defenses such as Armor Class and bonuses to Will saves, along with determining their supernatural prowess. Without Constitution, however, a Beast Shaman is particularly vulnerable to attacks which target their hit points or Fortitude, but it is not nearly as paramount as Strength and Wisdom.<br />
<br />
'''Races:''' Like [[Champion_of_the_Ferine_(3.5e_Class)|Champions of the Ferine]], Beast Shamans are few and far between, but are primarily [[SRD:Human|humans]], [[SRD:Elf|elves]], and Shifters. Humans, often carrying sparks of their frequently forgotten animal nature, can find that feral soul rekindled unexpectedly; mere contact with the right beast, or even seeing it, can evoke a long buried desire to come closer to predatory nature. Elves that do return to the wilderness for extended periods of time may find themselves suddenly reverting to primitive mannerisms, mimicking the ideals of predators they respect and ultimately becoming accepted among them. Shifters, however, face a torn fate as Beast Shamans; the urge to dabble in twisted mortal magics, like those that ultimately gave rise to their race, is always a threat when the connection to the animal soul is reestablished. Just as is the desire to return to their true, bestial nature before their lycanthropic progenitors arose, and take on purely animal forms and losing themselves in the process. Yet Shifters who avoid both find a satisfaction previously unknown to them and countless among their race as they freely alter between mortal and bestial tendencies.<br />
<br />
'''Alignment:''' Answering to no mortal or divine authority unless absolutely required, Beast Shamans act as their instinct guides them, without care for morally right or wrong behavior short of their own personal convictions. A Beast Shaman must be Neutral on at least one alignment axis, but may be any combination of alignments that satisfy this requirement.<br />
<br />
'''Starting Gold:''' 4d4x10<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Beast Shaman}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Maneuvers Known<br />
! rowspan="2" | Maneuvers Readied<br />
! rowspan="2" | Stances Known<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | [[#Unarmed_Strike|Unarmed Strike]], [[#Two-Weapon Fighting (Unarmed)|Two-Weapon Fighting (Unarmed)]], [[#Predator's Step|Predator's Step]], [[#Object of the Animal Soul|Object of the Animal Soul]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Primal Wisdom|Primal Wisdom]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | [[#Scent|Scent]], [[#Ancient Empathy|Ancient Empathy]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Hunter's Heart|Hunter's Heart]]<br />
|7||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | [[#Natural Resilience|Natural Resilience]]<br />
|8||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | [[#Beast Shape|Beast Shape]] (3/day), [[#Improved Two-Weapon Fighting (Unarmed)|Improved Two-Weapon Fighting (Unarmed)]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | [[#Fierce Resolve|Fierce Resolve]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | [[#Enchanted Hide|Enchanted Hide]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | [[#Multiattack|Multiattack]]<br />
|9||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | [[#Superior Shape|Superior Shape]]<br />
|9||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | [[#Greater Two-Weapon Fighting (Unarmed)|Greater Two-Weapon Fighting (Unarmed)]]<br />
|9||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | [[#Might of the Wild|Might of the Wild]]<br />
|9||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" |<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | [[#Primal Strike|Primal Strike]]<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | [[#Retributive Form|Retributive Form]]<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | [[#Beast Shape|Beast Shape]] (6/day)<br />
|10||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Animal Mettle|Animal Mettle]] (3/day)<br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Wild Perfection|Wild Perfection]]<br />
|11||7||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (5 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense_Motive_Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Beast Shaman.<br />
<br />
'''Weapon and Armor Proficiency:''' A Beast Shaman is strictly proficient with her unarmed attacks and the [[Quarterstaff|quarterstaff]]. All natural attacks (claw, bite, and so forth) of any form she assumes or by any virtue of her being a Beast Shaman she is automatically proficient with.<br />
<br />
Beast Shamans are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a medium or heavy load, a Beast Shaman loses her AC Bonus, as well as her fast movement gained from Predator's Step.<br />
<br />
'''Maneuvers:''' A Beast Shaman begins her career with the knowledge of four primal schools of maneuvers. The disciplines available to her are the Path of the Tiger, Path of the Wolf, Path of the Bear and Path of the Primeval. [[Beast_Shaman_Maneuvers_(3.5e_Maneuver)|The Beast Shaman's available maneuvers can be found here.]]<br />
<br />
Once a Beast Shaman knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver used by a Beast Shaman is considered an extraordinary ability unless otherwise noted in the description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.<br />
<br />
A Beast Shaman learns additional maneuvers at higher levels, as shown in the table above. She must meet a maneuver's prerequisite to learn it.<br />
<br />
Upon reaching 4th level, and at every even-numbered Beast Shaman level after that (6th, 8th, 10th, and so on), a Beast Shaman can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observe her restriction on the highest-level maneuvers she can know; she need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, a Beast Shaman could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as she meets the prerequisite of the new maneuver. She can swap only a single maneuver at any given level.<br />
<br />
'''Maneuvers Readied:''' A Beast Shaman can ready all five of the maneuvers she knows at 1st level, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. Beast Shamans ready maneuvers by entering an intense trance-like focus for 5 minutes, in which they go on a mental journey as various beasts; during this duration, a Beast Shaman is entirely aware of their surroundings and may act and react as normal. The maneuvers a Beast Shaman chooses remain readied until she decides to focus again and change them. She need not sleep or rest for any long period of time in order to ready her maneuvers; any time she spends 5 minutes focused, she may change her readied maneuvers. <br />
<br />
A Beast Shaman begins an encounter with all of her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When a Beast Shaman initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).<br />
<br />
All Beast Shamans have two means of recovering their maneuvers, the first being the slowest and least efficient method, but one which costs very little of them compared to the second.<br />
<br />
A Beast Shaman may recover her expended maneuvers by using a full round action to enter her focus once more, tuning out the combat around her. Doing this does not provoke attacks of opportunity nor in any way jeopardize her; she is still entirely capable of defending herself, but she takes no other actions. If the Beast Shaman completes her meditation, she may choose one discipline of maneuvers to refresh. All maneuvers of that school (which she knows) are available for her use that subsequent round.<br />
<br />
The second means a Beast Shaman may recover her expended maneuvers is by spending a use of her Beast Shape for that day; as a swift action, a Beast Shaman may convert one of her daily uses of Beast Shape into a power source of primal energy, which allows her to completely refresh all of her expended maneuvers. If a Beast Shaman has risen to the 20th level and thus has the benefit of the [[#Wild Perfection|Wild Perfection]] class feature, she may, to a maximum of 6 times a day, draw pure animal energy from the environment and her soul to preform this action, seeing as she no longer has a daily limit to her uses of Beast Shape.<br />
<br />
'''Stances Known:''' A Beast Shaman begins play with knowledge of one 1st-level stance from any discipline available to her. At the 4th, 11th, and 16th levels she may choose additional stances to learn. Unlike maneuvers, stances are not expended, and a Beast Shaman does not have to ready them. All the stances a Beast Shaman knows are available to her at all times, and she can change the stance she currently is using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a Beast Shaman cannot learn a new stance at higher levels in place of one she already knows.<br />
<br />
'''{{#anc:Unarmed Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a Beast Shaman gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus [[SRD:Feats|feat]]. A Beast Shaman's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Beast Shaman may even make unarmed strikes with her hands full. A Beast Shaman may apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for all of her unarmed strikes, even those which are part of her Two-Weapon Fighting (Unarmed) feature.<br />
<br />
Usually a Beast Shaman's unarmed strikes deal lethal damage, but she can choose to deal [[SRD:Nonlethal Damage|nonlethal damage]] instead with no penalty on her [[SRD:Attack Roll|attack roll]]. She has the same choice to deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]] while [[SRD:Grappling|grappling]].<br />
<br />
A Beast Shaman’s [[SRD:Unarmed Strike|unarmed strike]] is treated both as a manufactured weapon and a [[SRD:Natural Weapon|natural weapon]] for the purpose of spells and effects that enhance or improve either manufactured weapons or [[SRD:Natural Weapon|natural weapons]].<br />
<br />
A Beast Shaman also deals more damage with her unarmed strikes than a normal person would. A Small Beast Shaman deals less damage than the usual amount with her unarmed attacks, while a Large Beast Shaman deals more damage; see [[#Table: Beast Shaman Unarmed Damage by Size|Table: Beast Shaman Unarmed Damage by Size]] for the damage dealt based on size and level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ {{#anc:Table: Beast Shaman Unarmed Damage by Size}}<br />
|-<br />
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8<br />
|}<br />
<br />
'''{{#anc:Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 1st level Beast Shaman gains the benefit of the [[SRD:Two-Weapon_Fighting_(Feat)|Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat, and may apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for those which are part of her Two-Weapon Fighting (Unarmed) feature.<br />
<br />
'''{{#anc:Predator's Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 1st level Beast Shaman gains a bonus to her land speed. For every 1 point of her Wisdom modifier beyond 0, she gains +5 feet to her land speed. In addition, the DC to track a Beast Shaman by any means in a wilderness environment (such as a forest, mountain range, jungle, grassy plains, etc) is increased by +4 for each point of Wisdom modifier value beyond 0. Should her Wisdom modifier be a value lower than 0, she receives no bonus to land speed or difficulty in being tracked, but does not take any penalties.<br />
<br />
She may also move through any sort of undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.<br />
<br />
A Beast Shaman in armor or carrying a medium or heavy load loses these benefits.<br />
<br />
'''{{#anc:Object of the Animal Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Beast Shaman is intimately tied at their very core to the animal soul, and it is through this that Beast Shaman never need fear what lies beyond the grave for them; there is no unknown for what becomes of them when they die, the result is specific and explicit. Beast Shamans, by any means, cannot have their soul destroyed, removed, corrupted or otherwise contained. Effects which attempt to sever soul from body, outright destroy it, or otherwise subvert it in some manner, do not succeed in doing so, albeit they do destroy the Beast Shaman's body (if appropriate). In any event where a Beast Shaman's soul would be parted from their body, or subject to any of the scenarios presented above, their spirit instead becomes part of the animal soul itself, integrating into it and becoming one with the same source it originated from. A Beast Shaman may, however, be resurrected or returned to life as normal, as the animal soul is willing to return its agents to life to further its goals.<br />
<br />
Additionally, any attempts to transform a Beast Shaman into an [[Undead Type|undead]] creature, during their life or after their death, immediately fails. Beast Shamans cannot be raised as the undead, and any attempts to do so simply fail with no ill effect on the individual attempting to raise them or the Beast Shaman.<br />
<br />
'''{{#anc:AC Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 2nd level, when unarmored and unencumbered, the Beast Shaman adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a Beast Shaman gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five Beast Shaman levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when she is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.<br />
<br />
This AC bonus applies even while she is Beast Shaped.<br />
<br />
'''{{#anc:Primal Wisdom}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 2nd level, a Beast Shaman may add one half of her Wisdom modifier as a bonus to all of her skill checks which are increased by Wisdom. Her Charisma score no longer determines the effectiveness, or adds bonus or penalty to, her [[SRD:Handle_Animal_Skill|Handle Animal]] checks, and her Intelligence score no longer determines the effectiveness, or adds bonus or penalty to, her [[SRD:Knowledge Skill|Knowledge]] (Nature) checks, and both are instead determined by her Wisdom score's modifier plus the bonus from Primal Wisdom.<br />
<br />
'''{{#anc:Scent}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Beast Shaman of 3rd level gains the benefit of [[Scent|Scent]], and may utilize the qualities provided by the [[Track|Track]] feat only in conjunction with her Scent extraordinary ability. She is otherwise treated as having [[Track|Track]] as a bonus feat.<br />
<br />
'''{{#anc:Ancient Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level Beast Shaman can improve the attitude of any feline, canine or ursine [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]]. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. The Beast Shaman rolls 1d20 and adds her character level and her [[SRD:Wisdom|Wisdom]] modifier to determine the check result. If she is Beast Shaped into an animal of the same kind or similar in species, such as using Ancient Empathy whilst in a tiger Beast Shape when communicating with leopards, she gains a +4 circumstance bonus to the check result.<br />
<br />
The typical domestic [[SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[SRD:Animal Type|animals]] are usually unfriendly.<br />
<br />
To use Ancient Empathy, the Beast Shaman and the [[SRD:Animal Type|animal]] must be able to study each other, which means that they must be within 30 feet of one another. Influencing an [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]] in this manner takes a full-round action. Unlike a regular [[SRD:Diplomacy Skill|Diplomacy]] check however, she may reattempt her Ancient Empathy at a -4 penalty within 10 minutes of the first failure; she may continue each of these attempts every 10 minutes, accumulating an additional -4 penalty each time for doing so. She must wait a complete 24 hours from her last Ancient Empathy attempt if she desires to influence the same creature again without a penalty at a later date.<br />
<br />
Unlike when a Druid uses Wild Empathy to influence a [[SRD:Magical Beast Type|magical beast]], a Beast Shaman takes no penalty in doing so.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Beast Shaman can react to danger before her mortal companions can thanks to animal insight. She retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.<br />
<br />
If a Beast Shaman already has Uncanny Dodge from a different [[SRD:Class|class]] she automatically gains [[#Improved Uncanny Dodge|Improved Uncanny Dodge]] instead.<br />
<br />
'''{{#anc:Hunter's Heart}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 4th level a Beast Shaman comes to better understand her wild nature, embracing more the power it has granted her as a natural huntress. A Beast Shaman utilizing the [[Survival|Survival]] skill to hunt and forage for food always gains a +5 bonus to the roll.<br />
<br />
'''{{#anc:Natural Resilience}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 5th level, a Beast Shaman gains the benefit of Fast Healing 2. She also receives the benefit of permanent bonuses to her saving throws against all poison and disease effects in addition to abilities that behave like or similarly to either. This bonus to saving throws is equal to her Wisdom modifier and she may attempt an additional saving throw against each poison or disease or like effect ailing her each hour. She may also take 20 (treating her save as a 20 on the dice, plus any of her relative bonuses to saving throws) against a poison, disease or similar effect provided she has one uninterrupted minute to concentrate on bolstering her immune system.<br />
<br />
The Fast Healing granted by Natural Resilience increases by 2 for every five Beast Shaman levels thereafter (4 at 10th, 6 at 15th, and 8 at 20th level, and so on, including epic levels).<br />
<br />
'''{{#anc:Beast Shape|Beast Shape}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, a Beast Shaman gains the ability to turn herself into an [[SRD:Animal Type|animal]] within one size category of her normal size and back again three times per day. Her options for new forms include all feline, canine and ursine [[SRD:Animal Type|animals]]. This ability functions like the [[SRD:Alternate Form|alternate form]] special ability, and a Druid's [[SRD:Druid#Wild_Shape|Wild Shape]], except as noted here. <br />
<br />
The effect lasts for 1 hour per Beast Shaman level, or until she changes back. Changing form (to [[SRD:Animal Type|animal]] or back) is a [[SRD:Standard Actions|standard action]] and doesn’t provoke an [[SRD:Attack of Opportunity|attack of opportunity]]. Each time a Beast Shaman uses Beast Shape, she regains lost [[SRD:Hit Points|hit points]] equal to the value she would have gained if she had rested for a night.<br />
<br />
Any gear worn or carried by the Beast Shaman melds into the new form and becomes nonfunctional; equipment the Beast Shaman is not proficient with, but she is wearing, falls to the ground around her when she uses Beast Shape instead of melding into her new form. When the Beast Shamans reverts to her mortal form, any objects previously melded into the animal form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Beast Shaman's feet.<br />
<br />
The form chosen must be that of an [[SRD:Animal Type|animal]] which is a feline, canine or ursine, and its [[SRD:Hit Dice|Hit Dice]] may not exceed her Beast Shaman level.<br />
<br />
A Beast Shaman loses her ability to speak while in [[SRD:Animal Type|animal]] form because she is limited to the sounds that a normal, untrained [[SRD:Animal Type|animal]] can make, but she can communicate normally with other [[SRD:Animal Type|animals]] of the same general grouping as her new form.<br />
<br />
All Beast Shaman class features, except for the following, carry over into her Beast Shape; any maneuvers she knows which do not include the "Beast Shape" keyword may not be utilized while she is Beast Shaped, and she does not gain the benefit of her unarmed attacks nor Two-Weapon Fighting features for her unarmed attacks.<br />
<br />
When a Beast Shaman is immobilized, or otherwise unable to move normally at her land movement speed, the act of assuming or leaving her Beast Shape immediately frees her from those effects as if she had succeeded in the appropriate DC to be rid of them until the start of her next turn.<br />
<br />
A Beast Shaman can use this ability more times per day at 16th level, to a maximum of six times a day, and as many times as she desires per day at 20th level.<br />
<br />
'''{{#anc:Improved Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 6th level Beast Shaman gains the benefit of the [[SRD:Improved_Two-Weapon_Fighting|Improved Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat.<br />
<br />
'''{{#anc:Fierce Resolve|Fierce Resolve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Beast Shaman may continue to fight without penalty even if she is disabled or dying. When reduced to 0 or less hit points, a Beast Shaman can act as if she was not disabled, and she does not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 or less hit points. When reduced to -1 to -9 hit points, she does not fall unconscious nor does she automatically lose 1 hit point each round when at -1 to -9 hit points. When the Beast Shaman's current hit points drop to -10 or lower, she immediately dies.<br />
<br />
This class feature is instead treated as Shifter Ferocity for Shifter Beast Shamans of the 7th level as if it were a bonus Shifter feat, however it functions the same as listed here in place of its normal qualities.<br />
<br />
'''{{#anc:Enchanted Hide}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An 8th level Beast Shaman may enchant her Beast Shape's animal form as if it were a piece of armor and a weapon, assuming its benefits whenever she takes on her Beast Shape. Enchanted Hide allows her to place magical enchantment effects usually used for armor on her self, and magical enchantment effects usually used for weapons. These enchantments do not receive an increase to cost based on the item's base value (a Beast Shaman's feline, canine, or ursine form's pelt has no given value and thus is considered free) and are paid at the normal, base amount for the enchantment itself, but otherwise function and are priced as normal.<br />
<br />
However, any enchantments which regularly effect her outside of Beast Shape do not apply in her Beast Shape if an enchantment is placed upon her Beast Shape for that same slot unless she has a ''Wilding Clasp'' (or similar effect). For example, a Beast Shaman with a ''+1 Flaming Necklace of Natural Weapons'' uses her Beast Shape, but her Beast Shape has the ''+1 Seeking'' enchantment, she may only use the ''+1 Seeking'' enchantment while Beast Shaped unless she has a ''Wilding Clasp'' on the ''+1 Flaming Necklace of Natural Weapons'', in which case she may choose between the enchantments whenever she makes her attack roll but before the success or failure of the attack is decided. This quality of Enchanted Hide applies to all appropriate magical equipment that might effect her in or out of her Beast Shape.<br />
<br />
Enchanted Hide increases the Beast Shaman's armor class while Beast Shaped by +2, and advances all the damage dies of her natural attacks in that form by one step.<br />
<br />
'''{{#anc:Multiattack|Multiattack]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 9th level Beast Shaman gains the [[Multiattack|Multiattack]] feat as a bonus feat while she is Beast Shaped.<br />
<br />
If the Beast Shaman is a Shifter, they also gain Shifter Multiattack as a bonus Shifter feat, ignoring any prerequisites.<br />
<br />
'''{{#anc:Superior Shape|Superior Shape]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When having reached 10th level, a Beast Shaman permanently gains the [[Shapechanger_Subtype|Shapechanger Subtype]] regardless of any form she takes, and while using Beast Shape, she gains immunity to all undesired [[SRD:Transmutation|Transmutation]] and [[SRD:Polymorph_(Spell)|Polymorph]] effects.<br />
<br />
'''{{#anc:Greater Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 11th level a Beast Shaman gains the benefit of the [[SRD:Greater_Two-Weapon_Fighting|Greater Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat.<br />
<br />
'''{{#anc:Might of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 12th level Beast Shaman receives an increase of natural endurance and physical might, permanently increasing her Constitution and Strength scores by +2. When she utilizes her Beast Shape class feature, Might of the Wild's bonuses transfer over and added to the new form, but are increased to +4 bonuses rather than +2. Assuming Beast Shape is no longer a standard action and is now a swift action.<br />
<br />
Additionally, a Beast Shaman gains Damage Reduction 2/-, but when she assumes her Beast Shape this Damage Reduction is increased to 5/-, and the damage dies of her natural attacks in Beast Shape are all advanced by one step.<br />
<br />
'''{{#anc:Primal Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 14th level Beast Shaman may add her Wisdom modifier as bonus damage to her melee damage rolls, even those that deal magical damage, so long as they are a melee attack or part of one. In addition, prior to rolling a melee attack roll, she may change the damage type of her melee attack to piercing, slashing, or bludgeoning damage, regardless of the normal damage type for that attack. The exception to her changing the damage type of her attacks is when she utilizes a maneuver that specifies otherwise, such as a Path of the Tiger technique that mentions the maneuver only deals its damage as slashing.<br />
<br />
'''{{#anc:Retributive Form}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the 15th level a Beast Shaman who is a target to a spell or effect that attempts to alter her shape, such as a [[SRD:Polymorph_(Spell)|Polymorph]] spell from the [[SRD:Transmutation|Transmutation]] school, may enact instantaneous revenge if she desires. As an immediate action, she may deal her character level plus her Wisdom modifier in unerring force damage to the attacker; the subject of the retributive attack must make a [[SRD:Concentration_Skill|Concentration]] check with a DC equal to the damage dealt by Retributive Form or lose one of their highest level spell slots for that day as if they had expended a spell of that level. <br />
<br />
The Beast Shaman is treated as having automatically succeeded against the spell's effect (handled as a natural 20 on the dice) and suffers no secondary or ill effects from the attempted, forceful change of her shape.<br />
<br />
'''{{#anc:Animal Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon assuming the 18th level, a Beast Shaman adds her Wisdom modifier to all of her saving throws. <br />
<br />
Additionally, any saving throw made by her that comes up as a natural failure (1 on the dice) grants her a free and immediate re-roll by Animal Mettle using the same bonuses (and penalties) she did initially at the original DC. Doing so expends one use of her Animal Mettle for the day should she take such an action.<br />
<br />
Even if she expends all of her uses of Animal Mettle for the day the Wisdom bonus to her saving throws still applies.<br />
<br />
'''{{#anc:Wild Perfection}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Having reached 20th level, a Beast Shaman becomes the perfect apotheosis of mortal soul and primal spirit. She may now utilize her Beast Shape class feature indefinitely and as many times per day as desired, and now adds the physical ability scores of her Beast Shape to those of her base ability scores whenever she assumes her Beast Shape. <br />
<br />
While Beast Shaped she is under the continuous effects of [[Speak_with_animals|Speak with Animals]] and [[True_seeing|True Seeing]], and she gains the benefit of Darkvision out to 120 ft, along with Blindsense out to 60 ft. Further, Beast Shape becomes a free and immediate action, allowing the Beast Shaman to assume her Beast Shape at any time she so desires, even if it is not her turn or when she is otherwise unable to act.<br />
<br />
She no longer takes [[SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the she still dies of old age when her time is up.<br />
<br />
==== Ex-Beast Shamans ====<br />
<br />
A Beast Shaman who ceases to revere the ferocious beasts of nature or changes to a prohibited alignment loses access to all of her class features until she atones. She must return to a proper alignment and seek out someone to cast an Atonement spell for her in addition to completing an appropriate quest to reconnect herself with her predatory nature. <br />
<br />
A character may not multiclass into a Beast Shaman; she must begin play as a Beast Shaman. She may, however, multiclass into other classes and or prestige classes as normal.<br />
<br />
==== Epic Beast Shaman ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Beast Shaman}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#Greater Might of the Wild|Greater Might of the Wild]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | [[#Beast Rend|Beast Rend]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | [[#Animal Mettle|Animal Mettle]] (6/day)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | [[#Improved Multiattack|Improved Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Echo of the Beasts of Legend|Echo of the Beasts of Legend]]<br />
|-<br />
| colspan="42" class="skill" |<br />
5 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Greater Might of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 21st level Beast Shaman's Might of the Wild class feature progresses from +2 Strength and Constitution while not Beast Shaped to +4, and while she is Beast Shaped the benefits are increased to +6 Strength and Constitution instead of +4.<br />
<br />
Additionally, her Damage Reduction improves from 2/- to Damage Reduction 5/-, and is further advanced when she assumes her Beast Shape, increasing her Damage Reduction while Beast Shaped from 5/- to Damage Reduction 10/-. All damage dies of her natural attacks in Beast Shape are further advanced by one step.<br />
<br />
'''{{#anc:Beast Rend}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 23rd level a Beast Shaman learns how to rend creatures while she is in her Beast Shape whenever she strikes with multiple melee attacks. If the Beast Shaman in Beast Shape hits an opponent with at least two melee attacks in the same [[SRD:Round|round]], she may automatically rend the opponent. This deals additional damage equal to the base damage of her smaller damage die plus 1 and 1/2 times her [[SRD:Strength|Strength]] modifier; the base damage includes an enhancement bonus on damage, if any. The Beast Shaman can only rend once per [[SRD:Round|round]], regardless of how many successful attacks she makes.<br />
<br />
'''{{#anc:Improved Multiattack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 27th level Beast Shaman gains the Improved Multiattack feat as a bonus feat, ignoring any prerequisites, while she is Beast Shaped.<br />
<br />
'''{{#anc:Echo of the Beasts of Legend}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon reaching the 30th level, a Beast Shaman becomes an echo of the ancient Beasts of Legend and gains the following benefits.<br />
<br />
Even while not Beast Shaped, a Beast Shaman may be treated as a [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]], in addition to her regular type whenever it is beneficial to her; she does not, however, find herself subject to any hostile effects which regularly target these types. For example, a 30th level Beast Shaman is immune to effects such as [[SRD:Charm_Animal|Charm Animal]], but she can benefit from [[SRD:Animal_Growth|Animal Growth]] spell. Her Strength, Dexterity and Constitution scores are increased by +6 when she is Beast Shaped, and she may increase her size category by one step whenever she assumes her Beast Shape (a Medium Beast Shaman can become a Huge tiger rather than a Large tiger for example), if she so desires, and she gains a +2 Sacred bonus to all of her saves.<br />
<br />
The damage dies of all of her attacks while Beast Shaped are advanced by one step, and have their critical range and damage multiplier doubled, stacking with any like effects. Any attack by the Beast Shaman, melee or not, is now treated as if it was benefiting from a [[SRD:Ghost_Touch_(Weapon_Enhancement)|Ghost Touch]] enhancement.<br />
<br />
Finally, the Beast Shaman gains the benefit of Frightful Presence while she is Beast Shaped; all hostile creatures within 50 ft that have equal to or fewer HD than the Beast Shaman are [[SRD:Shaken|Shaken]] whenever she roars, growls, charges, attacks or otherwise takes an action that would make her appear intimidating in some fashion. The Shaken effect lasts until the unnerved creature is more than 50 ft away. Upon a successful save, the target is immune to the Beast Shaman's Frightful Presence for 24 hours. The DC to avoid becoming Shaken by the Beast Shaman is her character level + her Wisdom modifier + her Intimidate skill versus Will.<br />
<br />
Frightful Presence applies to creatures who are regularly immune to fear as a supernatural, rather than extraordinary, effect.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Beast Shaman ====<br />
<br />
'''Religion:''' Beast Shamans follow no particular deity, and in fact, many readily resent the divine intervention by countless forces beyond the animal realm, viewing such intrusions as breaking the natural order which is already established. Though some do choose to worship a power alongside their devotion to the animal spirit, such is often a relic of their more civilized time or out of cultural expectation, yet those that do worship tend to favor the deities Obad-Hai and Ehlonna, but never exclusively surrender themselves to their deity's will; a Beast Shaman is forever a paragon of the true wild. Though there is no standard doctrine among Beast Shamans, it is universal that each and every member puts the benefit and expansion of the animal kingdom, particularly its predators, before their own well being and that of others. While not zealots, Beast Shamans are exceptionally firm in their standing and will never willingly part with their spiritual conviction to improve the state of each and every feline, canine or ursine predator.<br />
<br />
To those outside the minds and spirits of Beast Shamans, the open defiance to any deity's influence or direct action is often a subject of tension for the more religious types, who frequently view them as nothing more than exceptionally dangerous animals and false seers. A Beast Shaman is often the subject of unfair treatment by the most practiced and lawful schools of religion such as those of Heironeous, Yondalla, and St. Cuthbert, whose followers may view a Beast Shaman as a defiant to their law. In truth, Beast Shamans tend to follow the laws of the land when it does not interfere with the progress of their favored animal spirits, and will at times even practice regional or religious customs out of courtesy.<br />
<br />
'''Other Classes:''' Beast Shamans are frequently lone travelers due to an instinct to roam and scour both the wilderness and civilization alike for opportunities and expansion, but it is not a truly rare event for a Beast Shaman to take up fist, claw and fang alongside a traveling band. Though often an unusual member to an expedition, Beast Shamans have a natural affinity for those who follow an instinct very close to their own, and often spend their time with the party's Druid and or Ranger, providing insight and talent both lack in exchange for similar favors. It is not unusual, for example, for a Beast Shaman to be the offspring of a Druid or Ranger, and to interact with an individual who is much alike their family offers a sense of home, even in foreign environments.<br />
<br />
Whilst getting along well with those of the animal and natural vein, Beast Shamans are weary, with reason, of those who dedicate their lives to the name of some god. Clerics and Paladins frequently represent the polarity to a Beast Shaman, often displaying exceptionally pious manners for the laws and domains of a deity, whereas the Beast Shaman answer solely to animal will; pure instinct. Though not at odds, the subject of religion or divine intervention is a subject best skirted as differences of opinion, and source of inspiration, tend to lead to more than just disagreements with words.<br />
<br />
Those of the Arcane domain, namely the studious types such as Wizards, often find Beast Shamans a particularly intriguing presence among a group; a relic of a long forgotten past, the source of their power is only occasionally named, and far more rarely viewed. Just as [[Champion_of_the_Ferine_(3.5e_Class)|Champions of the Ferine]] are a subject of interest for their unusual ties to a power source otherwise impossible to truly tap, the Beast Shaman is unique thing to be learned from. The more charismatic individuals of the Arcane, Bards and Sorcerers, contrastingly take little interest in their significantly more savage counterpart, and may make them the subject of belittlement or humor from time to time, or generally ignore them.<br />
<br />
For those of martial talent, the Fighters, Rogues, Barbarians and martial adepts, a Beast Shaman is an ally to be welcomed on the front line of battle; their powerful animal forms providing much needed distraction and offensive potential, combined with their agility and mobility, makes them crucial implements for devastating any enemy they might come across. While a Beast Shaman may not wield a blade with any finesse, the raw strength of their melee strikes is worthy of a toast now and then, and it is hardly uncommon for the Beast Shaman's martial compatriots to enjoy an occasional harmless skirmish with them for the sake of fun. To any Beast Shaman, a mock fight is seldom different from the experience most young predators enjoy with their siblings, and offers potential for bonding with their traveling companions and establishing a rapport.<br />
<br />
'''Combat:''' Combat for a Beast Shaman revolves entirely around their ability to strike fast and multiple times; a flurry of blows much akin to a Monk's, a Beast Shaman has great reason to favor making a full-attack whenever possible against an enemy. However, some of a Beast Shaman's maneuvers do not allow her to strike with all of her bonus attacks gained through her Two-Weapon Fighting technique, but often offer significantly more utility than her regular melee attacks, particularly when the enemy requires more dedication to defeat than usual.<br />
<br />
Unlike the majority of martial classes, a Beast Shaman is not without the ability to strike from afar with attacks very similar to spells; though unlike spell-like abilities, she unleashes her power through supernatural means, causing powerful magic-like effects to occur. Her tactics vary with the needs of the battle, and its not uncommon for a Beast Shaman to cast an arcing blast of Spirit Lightning to cripple and harm a cluster of foes before she enters the fray, just as much as it is not uncommon for her to rush into the heat of the conflict and strike foes with startling speed in her new bestial form.<br />
<br />
==== Beast Shamans in the World ====<br />
<br />
{{quote|It is in this connection to the deepest roots of animal power that we, as the embodiment of it, understand there is more than just divinity and mortality.|orig=Arkash Wildborne, Shifter Beast Shaman}}<br />
<br />
Often the children of Barbarians, Rangers and Druids, Beast Shamans as children immediately take on spiritual connection and empathy toward animals, primarily those that are within the greater triumvirate, those animals which are feline, canine and ursine. It is of little surprise, most often, to their parents and families that such is the result, but over time it becomes evident they are more than an individual with latent Druidic talent. Whereas Champions of the Ferine manifest haphazardly and without clear reason as to why, short of an immense will power and animal affinity, Beast Shamans are those who are more or less bred into existence; there is no Beast Shaman in existence without blood that has come close to the wild. Shifters, of all races, are the sole exception, for their [[SRD:Lycanthrope|lycanthropic]] heritage bleeds through directly, resulting in the possibility of Beast Shaman offspring even if both parents lack any direct connection to the wild or even slightest of contact; a Shifter Sorcerer and Shifter Crusader can very well produce a Shifter child who has the talents of a Beast Shaman without any interaction with an animal in their life.<br />
<br />
Significantly more rare of Beast Shamans are those who are of [[SRD:Elf|elven]] descent. For reasons not well understood, even by powerful and elder Beast Shamans, most elven children who have the latent blood within them necessary for them simply being Beast Shamans are never brought anywhere near term while others are instead stillborn; those that do survive however, are subjects of great discussion. It is believed by many, erroneously, that it is a punishment placed upon the elves by ancient beasts of tremendous power, those who now make up the animal soul, for the Elves drifting away from the wilderness that they so claim to love. In reality, the few scholars who have expended years of their life in the study of the animal soul recognize that it is a force which does not readily resent or hold grudges, no matter the transgression, and willingly forgives even grievous errors provided the individual truly atones and surrenders to its power once more. As such, an elven Beast Shaman is an unusual sight to behold and are very easily recognized by their feral glare and golden eyes along with a much more pronounced build.<br />
<br />
Humans, of the three primary Beast Shaman races, are the most common. The unique malleability of the human beast makes them a common candidate for eventual contact with sources of animal power; it is rumored that even being in the presence of a Champion of the Ferine can impact a human enough that their child could be a Beast Shaman, but this has yet to be proven. Given what is known about the animal soul and its agents, such is not an outlandish possibility, but it is highly unlikely. Most human Beast Shamans are from Barbarian tribes or the results of pairings of Druids; to their families, and their siblings, a Beast Shaman is a welcome member. The contrary sadly occurs in environments where civilization rules where their families, and the young Beast Shaman are shunned and, occasionally, feared; becoming a pariah, they seldom remain for long within their home and seek out the surrounding wilderness.<br />
<br />
Born into their power by blood, Beast Shamans are wanderers and rarely keep company other than those who are quite similar in goals and powers. A Beast Shaman among Druids or a tribe of nomadic Barbarians is where one can find them if they find them among any numbers. As adventurers, however, that lure of exploring the unknown and the opportunity to further their convictions is something that cannot, and does not, go ignored by them. When presented the opportunity to join others, provided there is little conflict in personality and purpose, a Beast Shaman has no issue with heading off into the unknown.<br />
<br />
'''Daily Life:''' Most Beast Shamans live like their closest cousins in spirit; like great cats of the wild, they prowl the evening hours, or even the dead of night, stalking through forests or across tundra on the hunt for their sustenance. Or like the wolf, they take on that predator's aspect and hunt along side a pack they introduce themselves into, chasing down their prey and eating along side their animal brothers and sisters. Some take up the habits of the bear and forage throughout the day, spending their time by a stream and catching with but their hands, or paws, trout and salmon or enjoying the sweetness of gathered wild berries. Highly ascetic, Beast Shamans have little to their name, and what they do bring with them often has much personal importance; such goods can range from simple jewelry to elaborate totems, even water polished stones or items of awesome magic power that appear otherwise mundane. What they do own, they are highly protective of, and only share its simple beauty to those they are most close to.<br />
<br />
'''Notables:''' Of all names only that of ''Arkash Wildborne'' have any value to a Beast Shaman. Arkash, a Razorclaw Shifter, is one of the few Beast Shamans accepted by society for his association with Sylania Andonai, the lead envoy to most elder Druids. One of her companions, like Aeron R'roth, Arkash Wildborne is a heroic Beast Shaman who opposes the undead, aberrations and demons of the world, and fights to the death for those who do the same in the name of preserving the beasts of the wild.<br />
<br />
'''Organizations:''' Beast Shamans have no dedicated organization or faction to which they belong; each and every member is unique, but can be easily recognized by one another without any verbal communication being required. A Beast Shaman can look another in the eye and understand who, and what they are as a Beast Shaman despite any outward discrepancies. Because of this, and their exceptional rarity, there is no need for congregating without some greater purpose.<br />
<br />
As aforementioned, a Beast Shaman's only organization might be the Barbarian tribe they were born in, or wandered into, or a closed circle of Druids who find the unique personality and insight of a Beast Shaman a powerful, and worthy companion. Others yet are merely wanderers among a band of roaming adventurers who seek treasure, fame and glory, while the Beast Shaman longs for furthering the power of the animal soul in the world.<br />
<br />
'''NPC Reactions:''' Outcasts in the majority of the world, most Beast Shamans are barred from entering cities without simple disguise; unable to roam freely, if they so wished, in a town as their more familiar beast form, they are unjustly the subject of fear. In most civilizations, Beast Shamans, thanks to the awesome animal power they wield, are feared for the ability to control, command and communicate with animals, primarily because they have, in the past, destroyed similar cities using such means. Other reasons for this fear is the iconic supernatural feat of a mighty Beast Shaman, ''Unleash the Animal Soul'', a direct touch of the animal soul itself which ferociously and violently transforms its victim into a savage animal. Though such a power would rather be used to free those willing from their mortal bonds and grant them the peace of mind and body in their new bestial form, it too is a weapon, one which is spoken of in hushed tones in the presence of a Beast Shaman, if at all.<br />
<br />
Often posing as Monks, Beast Shamans, should they disguise themselves, rarely engage in the vices of city life; they find no want for drink or comfort, nor need for gambling. Their business is often short, but should it find itself extended, they frequently examine the world around them in great detail, taking time to understand as best they can of what this other side of the coin offers, and thus wander the streets and businesses.<br />
<br />
==== Beast Shaman Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (Nature)]] can research Beast Shamans to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Beast Shamans are adepts of martial and animal spirit who fight with hand and fist over blade and spell. Able to take on animal forms like Druids, Beast Shamans are exceptional, if not limited, shapeshifters.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | There is no career into becoming a Beast Shaman; it is not something that is learned, it is something that is bestowed unto them before birth. All Beast Shamans have inherited their powers through blood that in some manner has been influenced by the animal soul.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Long before the mortal races diverged completely from their animal cousins, most every race in existence at some point had been inspired by the animal soul, but with time, this spark has faded and all but dulled by interference from forces like those of the divine or outer realms. Beast Shamans are those who retain and exemplify this long lost spark.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Beast Shamans are, at heart, minute fragments of the long dead Beasts of Legend embodied in mortal forms. Their humanoid spirits part of the animal soul itself, they are able to manifest their powers by supernatural appointment, one that not even deities can interfere with.<br />
|}<br />
<br />
==== Beast Shamans in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=User:Argent_Fatalis&diff=631355
User:Argent Fatalis
2013-08-14T11:13:09Z
<p>Argent Fatalis: </p>
<hr />
<div>== Introduction ==<br />
I am Argent Fatalis, a member of the [[Main Page|Dungeons and Dragons Wiki]], and far from new to the concept of roleplaying games or their functions. If you would like to speak with me, please use [[User talk:Argent Fatalis|my user talk page]] and I will respond to you as soon as possible. I appreciate all commentary, questions, critique and suggestions to all of my work and prefer to hear what people think of my designs and efforts rather than not, so by all means please do so.<br />
<br />
For an individual far more experienced and knowledgeable in the world of Dungeons and Dragons 3.5e and 4e, I suggest speaking with [[User:Marasmusine|Marasmusine]] or [[User:Salasay|Salasay]].<br />
<br />
== Projects ==<br />
<br />
'''Characters:'''<br />
* [[Andarra_Bloodmane_(3.5e_NPC)|Andarra Bloodmane (3.5e Veteran NPC)]] / [[Andarra_Bloodmane_(4e_Creature)|Andarra Bloodmane (4e Solo Brute Creature)]]<br />
: ''Andarra Bloodmane exhibits aggressive, bestial behavior most unexpected of a [[Half-Elf|Half Elf]], but one not too uncommon for those of her kind; the [[Champion of the Ferine (3.5e Class)|Champions of the Ferine]]. Un-apologetically snide and cynical, she has little love for those who do not share her fervent passion for combat and the beast-soul, yet even then Andarra judges harshly. To those that win her favor, however, she is a staunch ally, willing to fight to the death and launch herself into combat without question or provocation. Striking to devastating effect, her blows are unmatched in speed and potency, giving her frail half Elven form a deceitful amount of power... that is if she ever relinquished her Alternate Form.''<br />
<br />
* [[Andarra's_Rage_(3.5e_Equipment)|Andarra's Rage (3.5e Minor Artifact)]]<br />
: ''All the rage and destructive power that boils to a frothing anger in [[Andarra_Bloodmane_(3.5e_NPC)|Andarra Bloodmane]] finds itself condensed at its purest into a plain, unassuming silver band. Worn around her neck, the artifact is an object of great power, and desperation, for it drives its bearers to suffer Andarra's will; the hungering desire to prey upon the weak and unworthy. Where the band originates from is unknown, but in the clutches of Andarra Bloodmane does it lie now.''<br />
<br />
*[[An'sorrak_(3.5e_Equipment)|An'sorrak (3.5e Major Artifact)]]<br />
: ''An'sorrak, as it is often called, is an epic blade forged of silvered adamantine with cold iron edges, and ornately detailed with accents of ancient bronze and gold. The fuller of the blade features deep runic engravings, clearly worked into the weapon by its owner. Most iconic of An'sorrak is its cross-guard, that of which features a fierce leonine visage resting upon a black onyx seat, bearing a pristine sapphire upon its head, with large paws extended. The firm leather bound grip of the grand blade ends in a pommel that is punctuated by a tremendous sapphire jewel, captured in the grasp of a beast's clutches.''<br />
<br />
'''Races:''' <br />
* [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus (4e Race)]]<br />
:''Smilodon Maioribus, or the "Greater Smilodon" is a [[Apex Predator (4e Class)|unique 4th Edition Race-Class]], being both a species and a class type at the same time. Atypical of intelligent races in Dungeons and Dragons, Greater Smilodon remain as true quadrupeds, walking on all fours, and classify as Large creatures. With tremendous amounts of natural Armor Class and Hit Points, augmented by brutal melee attacks with natural weapons, Smilodon Maioribus characters can fulfill the rolls of both a Defender and a Striker well.''<br />
<br />
'''Templates:'''<br />
* [[Half-Beast_(3.5e_Template)|Half-Beast (3.5e Template)]]<br />
:''Half-Beasts are the direct result of a cross between magical beast and a mortal creature, specifically a human, elf, half elf or Shifter. Supernatural in nature, they exemplify many of the wildest and most animal traits in a humanoid form whilst not losing any of their humanoid granted intellect. However, because of their origin, they are the frequent targets of discrimination and alienation; such mistreatment, though unfair, is at times a subject of pride for a Half-Beast.''<br />
<br />
* [[Beast_Heir_(3.5e_Template)|Beast Heir (3.5e Template)]]<br />
:''Beast Heirs are those who carry generations old Half-Beast blood within them and find it manifested by chance through their culmination of their parents. Vaguely animal in nature, Beast Heirs are quite unusual in the sense that they, like their Half-Beast ancestors, retain all of their intellect despite coming from a more primal source. Just as Half-Beasts are, but to a lesser extent, Beast Heirs are the subjects of cultural loathing in most societies, but similar pride among their lot can be noted.''<br />
<br />
* [[Beast_of_Legend_(3.5e_Template)|Beast of Legend (3.5e Template)]]<br />
:''Beasts of Legend are the physical manifestations of the animal soul in animals. Transformed into magical beasts, Beasts of Legend are truly epic and terrifying feline, canine or ursine powers which are the absolute manifestation of bestial strength. Highly intelligent and wizened beyond their years, Beasts of Legend are exceptionally powerful entities that further the will of the predator.''<br />
<br />
* [[Veteran_(3.5e_Template)|Veteran (3.5e Template)]]<br />
:''Veteran creatures are significantly more experienced and seasoned combatants who have lived among a world wrought with strife. More durable and more dangerous than their counterparts, they are talented individuals. The talents and merits of veterancy are not limited to the mortal races, for animals and magical beasts can become veterans in their own right, honed by exceptional trial and difficulty in their lifetime. Regardless, most Veteran creatures hold higher status amongst their peers.''<br />
<br />
* [[Greater_Beast_(3.5e_Template)|Greater Beast (3.5 Template)]]<br />
:''Greater Beasts are superior to their regular animal counterparts in every sense; larger, faster, stronger, more intelligent, they represent superior breeding and stock, subsequently they are frequently sought after. ''<br />
<br />
'''Classes:'''<br />
* [[Champion of the Ferine (3.5e Class)|Champion of the Ferine (3.5e)]]<br />
:''The Champion of the Ferine is the union of several unlikely qualities and origins into a singular class; feral warriors who draw upon pure animal ferocity by sheer willpower alone, tapping into Divine sources to augment their already impressive heavy armor and devastating greatsword strikes beyond any level achievable by mortals. With time the unmatched will of a Champion of the Ferine draws them closer to the animals powers they revere, granting them further bestial traits. Champions of the Ferine fulfill the role of offensive strikers with enormous Fortitude and Will saves, whilst focusing on crushing strikes that leave their victims shuddering in the wake of their flurry.''<br />
:''As NPCs: [[Champion_of_the_Ferine_(4e_Creature)| Champion of the Ferine (4e Creature)]].''<br />
<br />
* [[Psychic_Predator_(3.5e_Prestige_Class)|Psychic Predator Prestige Class (3.5e)]]<br />
:''Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.''<br />
<br />
* [[Harrier_(3.5e_Prestige_Class)|Harrier Prestige Class (3.5e)]]<br />
:''Harriers are skillful combatants who utilize clever group tactics and surprise strikes to magnify their threat. Highly mobile, Harriers are capable of maneuvering themselves into the most advantageous position to strike, whilst benefiting largely from the flanking their allies provide. Few of those who follow the Rogue and Scout archetype hear the calling of the Harrier, but those that do take part in a strength unlike any other. Devoted to their pack, otherwise called their companions, Harriers are social individuals that place the good of the whole above themselves. With good Will and Reflex saves, Harriers can prove difficult targets, not only able to stay out of reach, but also capable of shrugging off many magical afflictions.''<br />
<br />
* [[Savage_Priest_(3.5e_Prestige_Class)|Savage Priest Prestige Class (3.5e)]]<br />
:''Only a few find themselves granted animal might and magic freely, and those that do become Savage Priests; distantly related to the oft imagined warrior-priest, Savage Priests are the Divinely empowered with an inborn penchant for conflict and strife. Stalwart combatants, they instinctually relish warfare, wielding blade in hand and commanding savage animal allies with the other against their chosen enemies. Like their closest relatives, the Champions of the Ferine, the Savage Priest freely wears heavy armor and suffers no penalties in doing so despite their natural origin. Savage Priests excel as offensive spell casters and as commanders of dominated beasts, all while displaying exemplary Fortitude and Will in the heat of battle.''<br />
<br />
* [[Beast_Shaman_(3.5e_Class)|Beast Shaman (3.5e)]]<br />
:'''Status: DESIGNING'''<br />
:''Beast Shamans are martial adepts who utilize their extraordinary connection to animals and natural ability to beckon the animal soul within as weapons, fighting tooth and nail whilst unleashing latent power within. Primal and fierce, Beast Shamans are deeply spiritual but not with nature itself, and owe their incredible feats of martial superiority to pure feral instinct and animal cunning. Not limited to physical combat, Beast Shamans can engage their enemies with potent supernatural attacks which behave similarly to spells.''<br />
<br />
* [[Apex Predator (4e Class)|Apex Predator (4e Class)]]<br />
:''The Apex Predator is the Race-Class of the [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus]] species, with unique, specific abilities that favors their natural traits and talents, focusing on critical hits and execution of various abilities in combination. Apex Predators come in two variations; the Vanquisher Apex, a specialization that focuses on stealth, grappling attacks and devastating critical strikes and the Challenger Apex which talents itself with damage mitigation and disabling of enemies with brutal retaliation.''<br />
<br />
'''Five Towers Content:'''<br />
* [[Sharanai_(4e_Paragon_Path)|Sharanai, the Twin Disciplines (4e Paragon Path)]]<br />
<br />
* [[Ashanai_(4e_Paragon_Path)|Ashanai, Blessed of Ashid (4e Paragon Path)]]<br />
<br />
* [[Shihanai_(4e_Paragon_Path)|Shihanai, Favored of the Mother (4e Paragon Path)]]<br />
<br />
* [[Rushanai_(4e_Paragon_Path)|Rushanai, Warden of the Earth (4e Paragon Path)]]<br />
<br />
* [[Kishanai_(4e_Paragon_Path)|Kishanai, Follower of the Wandering Wind (4e Paragon Path)]]<br />
<br />
* [[Rysanai_(4e_Paragon_Path)|Rysanai, the Roaring River (4e Paragon Path)]]<br />
<br />
* [[Sifanai_(4e_Paragon_Path)|Sifanai, Harbinger of Flame (4e Paragon Path)]]<br />
<br />
* [[Kasanai_(4e_Paragon_Path)|Kasanai, Aspect of the Unifier (4e Paragon Path)]]<br />
<br />
* [[Ja'anai_(4e_Paragon_Path)|Ja'anai, the Will of Life (4e Paragon Path)]]<br />
<br />
* [[Va'anai_(4e_Paragon_Path)|Va'anai, Incarnation of Demise (4e Paragon Path)]]<br />
<br />
* [[Zil'anai_(4e_Paragon_Path)|Zil'anai, the Feral Avatar (4e Paragon Path)]]<br />
<br />
* [[Nualanai_(4e_Paragon_Path)|Naulanai, Hand of the Deceiver (4e Paragon Path)]]<br />
<br />
<br />
'''Spells:'''<br />
* [[Blood_of_the_Predator_(3.5e_Spell)|Blood of the Predator]]<br />
:''With a drop of loaned feline, canine or ursine blood, you may communicate freely with the animal donor, all while benefiting from a fragment of their true physical might.''<br />
<br />
* [[Empower_Beast_(3.5e_Spell)|Empower Beast]]<br />
:''A calm touch and words of animal power imbue a bestial ally to shrug off the worst of any spell's effects, ensuring they can fight to the last breath.''<br />
<br />
'''Feats, Flaws and Traits:'''<br />
* [[Cheat_Fate_(4e_Feat)|Cheat Fate (4e Feat)]]<br />
:''You have a knack for denying the cruelest, most unfortunate of fates, but it is clear fortune is a fickle mistress and swiftly enacts retribution for your cheating.''<br />
<br />
* [[Wildborn_Blood_(3.5e_Feat)|Wildborn Blood [Shifter] (3.5e Feat)]]<br />
:''Your mixture of magical beast and lycanthropic blood makes your senses supernaturally wise and your body exceptionally physically gifted while shifting.''<br />
<br />
* [[Shifter_Fury_(3.5e_Feat)|Shifter Fury [Shifter] (3.5e Feat)]]<br />
:''When you shift and enter a raging state with it, there is seemingly nothing that can stop your vicious assault.''<br />
<br />
* [[Hunter's_Eyes_(3.5e_Feat)|Hunter's Eyes [Shifter] (3.5e Feat)]]<br />
:''Keen eyes follow through to keen strikes; when you loose claw and fang, you strike with lethal precision.''<br />
<br />
* [[Shifter_Flurry_(3.5e_Feat)|Shifter Flurry [Shifter] (3.5e Feat)]]<br />
:''A flurry of claws and fangs, you lash out once more in the hopes to rake, rend and tear your foes again.''<br />
<br />
* [[Ferocious_Parry_(3.5e_Feat)|Ferocious Parry (3.5e Feat)]]<br />
:''With a shift in your stance and an adjustment to your grip, you ready yourself to deflect attacks and strike back with far more conviction to your blows than your enemies.''<br />
<br />
* [[Extend_Empowerment_(3.5e_Feat)|Extend Empowerment (3.5e Feat)]]<br />
:''The power granted to you by the animal soul to fuel your attacks lasts longer than that of others.''<br />
<br />
* [[Inherited_Instinct_(3.5e_Feat)|Inherited Instinct (3.5e Feat)]]<br />
:''Gained from your wild blood you have an uncanny level of instinct and insight, that which your mortal heritage cannot compete with.''<br />
<br />
* [[Favor_the_Fang_and_Claw_(3.5e_Feat)|Favor the Fang and Claw (3.5e Feat)]]<br />
:''You cannot help but favor the natural gifts of your beast heritage, something those of your mortal kin lack.''<br />
<br />
* [[Gift_of_the_Animal_Soul_(3.5e_Feat)|Gift of the Animal Soul (3.5e Feat)]]<br />
:''By entering a trance, you place your mind closer to the animal soul, learning from its seemingly infinite reserves of savage wisdom. Upon returning to your regular state of mind, you feel and behave more akin to the very things you witnessed.''<br />
<br />
* [[Manifest_Bloodline_(3.5e_Feat)|Manifest Bloodline (3.5e Feat)]]<br />
:''The animal within manifests completely, granting you a savage power and strength unknown to others.''<br />
<br />
* [[Vicious_Ally_(3.5e_Feat)|Vicious Ally (3.5e Feat)]]<br />
:''Your animal companion is significantly more ferocious than most of its kind, and is willing to fight relentlessly in the face of impending death.''<br />
<br />
* [[Frenzied_Ally_(3.5e_Feat)|Frenzied Ally (3.5e Feat)]]<br />
:''When your animal companion believes itself outnumbered, outmaneuvered or cornered, it fights with unmatched aggression and brutality.''<br />
<br />
* [[Beast_Cleave_(3.5e_Feat)|Beast Cleave (3.5e Feat)]]<br />
:''Your animal companion wastes no time in finishing one opponent and immediately engaging the next, going so far as to tear a trail cross the field of battle.''<br />
<br />
* [[Rage_Against_the_Unliving_(3.5e_Flaw)|Rage Against the Unliving (3.5e Flaw)]]<br />
:''The defiance to natural order the undead bring with them cause you to fly into an feral rampage.''<br />
<br />
* [[Curse_of_the_Wild_(3.5e_Flaw)|Curse of the Wild (3.5e Flaw)]]<br />
:''The lycanthropic affliction that runs through your veins is so potent that you can barely control your changes even at the best of times, but in turn, it proves easier to assume your much more savage form on whim.''<br />
<br />
* [[Tame_Spirit_(3.5e_Flaw)|Tame Spirit (3.5e Flaw)]]<br />
:''Something about your being is civil to its core, and despite your lycanthropic affliction, you manage to hold some greater semblance of control.''<br />
<br />
* [[Savage_Tendencies_(3.5e_Trait)|Savage Tendencies (3.5e Trait)]]<br />
:''An individual with more animal tendencies at heart trusts their claws and fangs, or even fists, more so than they do any melee weapon. Most commonly this behavior stems from the fact that they are familiar at an innate level with how to rake, bite, or otherwise strike with a finesse most creatures otherwise lack. Characters with this trait should consider roleplaying themselves as avoiding melee weapons whenever possible out of simple reasoning that there is no purpose to wield a weapon which is more foreign to them than ones they were born with.''</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=630912
Psychic Predator (3.5e Prestige Class)
2013-08-10T01:48:32Z
<p>Argent Fatalis: /* Psychic Predator */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. Like intellectual predators they camouflage themselves in plain sight.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
[[File:Asher_Final_(Small).png|300px|thumb|right|A seemingly mundane individual violently sheds any illusions of normality as he takes on his predatory, psionically charged form.]]<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]], [[#Contained Instinct|Contained Instinct]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
While under the effects of ''Savage Manifestation'', the Psychic Predator gains [[Low-light_vision|low-light vision]]. <br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested together, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 insight bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Contained Instinct}} ([[Ex]]):''' As part of having attained her 2nd level a Psychic Predator finds that her killer nature, which lurks just beneath the surface of her mind, is actually as malleable as her own physical form. Using a portion of this animal cunning, she can focus her mind much more easily on a demanding mental task.<br />
<br />
Contained Instinct provides a Psychic Predator with a +2 bonus to all [[SRD:Autohypnosis Skill|Autohypnosis]] and [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category. These specifics, once chosen, are assumed every time she takes on her hybrid form, and can only be altered by a successful [[Psychic_reformation|Psychic Reformation]].<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=630911
Psychic Predator (3.5e Prestige Class)
2013-08-10T01:45:03Z
<p>Argent Fatalis: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. Like intellectual predators they camouflage themselves in plain sight.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
[[File:Asher_Final_(Small).png|300px|thumb|right|A seemingly common monk sheds the illusion of his mundane state, transforming into a psionic predatory form.]]<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]], [[#Contained Instinct|Contained Instinct]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
While under the effects of ''Savage Manifestation'', the Psychic Predator gains [[Low-light_vision|low-light vision]]. <br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested together, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 insight bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Contained Instinct}} ([[Ex]]):''' As part of having attained her 2nd level a Psychic Predator finds that her killer nature, which lurks just beneath the surface of her mind, is actually as malleable as her own physical form. Using a portion of this animal cunning, she can focus her mind much more easily on a demanding mental task.<br />
<br />
Contained Instinct provides a Psychic Predator with a +2 bonus to all [[SRD:Autohypnosis Skill|Autohypnosis]] and [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category. These specifics, once chosen, are assumed every time she takes on her hybrid form, and can only be altered by a successful [[Psychic_reformation|Psychic Reformation]].<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=File:Asher_Final_(Small).png&diff=630910
File:Asher Final (Small).png
2013-08-10T01:39:37Z
<p>Argent Fatalis: Artwork by TheTigress (Lia Smazik)
Character by Argent Fatalis</p>
<hr />
<div>Artwork by TheTigress (Lia Smazik)<br />
Character by Argent Fatalis</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=630894
Psychic Predator (3.5e Prestige Class)
2013-08-09T20:52:34Z
<p>Argent Fatalis: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. Like intellectual predators they camouflage themselves in plain sight.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]], [[#Contained Instinct|Contained Instinct]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
While under the effects of ''Savage Manifestation'', the Psychic Predator gains [[Low-light_vision|low-light vision]]. <br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested together, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 insight bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Contained Instinct}} ([[Ex]]):''' As part of having attained her 2nd level a Psychic Predator finds that her killer nature, which lurks just beneath the surface of her mind, is actually as malleable as her own physical form. Using a portion of this animal cunning, she can focus her mind much more easily on a demanding mental task.<br />
<br />
Contained Instinct provides a Psychic Predator with a +2 bonus to all [[SRD:Autohypnosis Skill|Autohypnosis]] and [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category. These specifics, once chosen, are assumed every time she takes on her hybrid form, and can only be altered by a successful [[Psychic_reformation|Psychic Reformation]].<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=630893
Psychic Predator (3.5e Prestige Class)
2013-08-09T20:50:42Z
<p>Argent Fatalis: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. Like intellectual predators they camouflage themselves in plain sight.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]], [[#Contained Instinct|Contained Instinct]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
While under the effects of ''Savage Manifestation'', the Psychic Predator gains [[Low-light_vision|low-light vision]]. <br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested together, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 insight bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Contained Instinct}} ([[Ex]]):''' As part of having attained her 2nd level, a Psychic Predator finds that her killer nature, which lurks just beneath the surface of her mind, is actually as malleable as her own physical form. Using a portion of this animal cunning, she can focus her mind much more easily on a demanding mental task.<br />
<br />
Contained Instinct provides a Psychic Predator with a +2 bonus to all [[SRD:Autohypnosis Skill|Autohypnosis]] and [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category. These specifics, once chosen, are assumed every time she takes on her hybrid form, and can only be altered by a successful [[Psychic_reformation|Psychic Reformation]].<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=630891
Psychic Predator (3.5e Prestige Class)
2013-08-09T20:34:37Z
<p>Argent Fatalis: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. Like intellectual predators they camouflage themselves in plain sight.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
While under the effects of ''Savage Manifestation'', the Psychic Predator gains [[Low-light_vision|low-light vision]]. <br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested together, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 insight bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category. These specifics, once chosen, are assumed every time she takes on her hybrid form, and can only be altered by a successful [[Psychic_reformation|Psychic Reformation]].<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=630888
Psychic Predator (3.5e Prestige Class)
2013-08-09T20:26:27Z
<p>Argent Fatalis: /* Psychic Predator */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. Like intellectual predators they camouflage themselves in plain sight.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
While under the effects of ''Savage Manifestation'', the Psychic Predator gains [[Low-light_vision|low-light vision]]. <br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested together, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 insight bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category.<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Beast_Shaman_(3.5e_Class)&diff=630781
Beast Shaman (3.5e Class)
2013-08-09T00:30:31Z
<p>Argent Fatalis: </p>
<hr />
<div>{{needsbalance|This article is in the process of being constructed. Please do not alter or edit the Beast Shaman class unless for administrative or site specific functions.}}<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=DNR (Do Not Release)<br />
|editing=<br />
|type=Neutral, Divine, Martial Adept, Combat-Focused<br />
|desc=Beast Shamans are martial adepts who utilize their extraordinary connection to animals and natural ability to beckon the animal soul within as weapons - fighting tooth and nail whilst unleashing latent power within. Primal and fierce, Beast Shamans are deeply spiritual but not with nature itself, and owe their incredible feats of martial superiority to pure feral instinct and animal cunning. Not limited to physical combat, Beast Shamans can engage their enemies with potent supernatural attacks which behave similarly to spells.<br />
}}<br />
<br />
=== Developer Log ===<br />
:'''''Beast Shaman Version 0.1.0'''''<br />
::''Please consult the [[Talk:Beast_Shaman_(3.5e_Class)|Developer's Log]] for updates and changes before editing. Upon finishing and finalizing your edit, please update the [[Talk:Beast_Shaman_(3.5e_Class)|Developer's Log]].''<br />
<br />
== Beast Shaman ==<br />
The animal soul is one that finds itself buried deep within the innumerable mortal races that traverse each and every realm, owing from a time when each was not too distant from their truly animal cousins, whom often still roamed upon fours, and do to this very day. In this primal time, long before any wizard, before any druid, and even then before the barbarian, there was only mortal and beast; magic, an element of the world, was still unknown and truly arcane to even the most awakened of these simple, savage peoples, who would quake at its mere presence. Over years innumerable, this close simplicity between mortal and beast drew ever more thin until it became truly severed; it was some great span of time beyond here that magic enabled that connection once more, but never as it was prior when mortal and beast walked side by side.<br />
<br />
Beast Shamans are the ones who never quite lost that connection.<br />
<br />
=== Making a Beast Shaman ===<br />
<br />
Those who are Beast Shamans are not those of meager fortitude, might, agility nor innate knowledge; they are ferocious combatants who take on animal aspects to rake with claw, and bite with fang, or strike with raw force of spirit. Their martial prowess stems from perfect understanding of instinct, that which is rationalized by mortal thought and applied when appropriate rather than on natural impulse, yet this same unfathomably deep understanding of animal will grants them a well of power to draw upon, that of the animal soul. Already able to draw from this source like any predator of the wild, a Beast Shaman draws even more upon it, enabling supernatural achievements well beyond that which a mere mortal could achieve otherwise.<br />
<br />
'''Abilities:''' Both Strength and Wisdom are of tremendous importance to a Beast Shaman, for their uncanny acts of martial supremacy rely on pure, unrivaled might in the form of Strength, yet Wisdom provides many of their most important defenses such as Armor Class and bonuses to Will saves, along with determining their supernatural prowess. Without Constitution, however, a Beast Shaman is particularly vulnerable to attacks which target their hit points or Fortitude, but it is not nearly as paramount as Strength and Wisdom.<br />
<br />
'''Races:''' Like [[Champion_of_the_Ferine_(3.5e_Class)|Champions of the Ferine]], Beast Shamans are few and far between, but are primarily [[SRD:Human|humans]], [[SRD:Elf|elves]], and Shifters. Humans, often carrying sparks of their frequently forgotten animal nature, can find that feral soul rekindled unexpectedly; mere contact with the right beast, or even seeing it, can evoke a long buried desire to come closer to predatory nature. Elves that do return to the wilderness for extended periods of time may find themselves suddenly reverting to primitive mannerisms, mimicking the ideals of predators they respect and ultimately becoming accepted among them. Shifters, however, face a torn fate as Beast Shamans; the urge to dabble in twisted mortal magics, like those that ultimately gave rise to their race, is always a threat when the connection to the animal soul is reestablished. Just as is the desire to return to their true, bestial nature before their lycanthropic progenitors arose, and take on purely animal forms and losing themselves in the process. Yet Shifters who avoid both find a satisfaction previously unknown to them and countless among their race as they freely alter between mortal and bestial tendencies.<br />
<br />
'''Alignment:''' Answering to no mortal or divine authority unless absolutely required, Beast Shamans act as their instinct guides them, without care for morally right or wrong behavior short of their own personal convictions. A Beast Shaman must be Neutral on at least one alignment axis, but may be any combination of alignments that satisfy this requirement.<br />
<br />
'''Starting Gold:''' 4d4x10<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Beast Shaman}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Maneuvers Known<br />
! rowspan="2" | Maneuvers Readied<br />
! rowspan="2" | Stances Known<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | [[#Unarmed_Strike|Unarmed Strike]], [[#Two-Weapon Fighting (Unarmed)|Two-Weapon Fighting (Unarmed)]], [[#Predator's Step|Predator's Step]], [[#Object of the Animal Soul|Object of the Animal Soul]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Primal Wisdom|Primal Wisdom]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | [[#Scent|Scent]], [[#Ancient Empathy|Ancient Empathy]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Hunter's Heart|Hunter's Heart]]<br />
|7||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | [[#Natural Resilience|Natural Resilience]]<br />
|8||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | [[#Beast Shape|Beast Shape]] (3/day), [[#Improved Two-Weapon Fighting (Unarmed)|Improved Two-Weapon Fighting (Unarmed)]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | [[#Fierce Resolve|Fierce Resolve]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | [[#Enchanted Hide|Enchanted Hide]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | [[#Multiattack|Multiattack]]<br />
|9||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | [[#Superior Shape|Superior Shape]]<br />
|9||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | [[#Greater Two-Weapon Fighting (Unarmed)|Greater Two-Weapon Fighting (Unarmed)]]<br />
|9||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | [[#Might of the Wild|Might of the Wild]]<br />
|9||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" |<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | [[#Primal Strike|Primal Strike]]<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | [[#Retributive Form|Retributive Form]]<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | [[#Beast Shape|Beast Shape]] (6/day)<br />
|10||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Animal Mettle|Animal Mettle]] (3/day)<br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Wild Perfection|Wild Perfection]]<br />
|11||7||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (5 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense_Motive_Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Beast Shaman.<br />
<br />
'''Weapon and Armor Proficiency:''' A Beast Shaman is strictly proficient with her unarmed attacks and the [[Quarterstaff|quarterstaff]]. All natural attacks (claw, bite, and so forth) of any form she assumes or by any virtue of her being a Beast Shaman she is automatically proficient with.<br />
<br />
Beast Shamans are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a medium or heavy load, a Beast Shaman loses her AC Bonus, as well as her fast movement gained from Predator's Step.<br />
<br />
'''Maneuvers:''' A Beast Shaman begins her career with the knowledge of four primal schools of maneuvers. The disciplines available to her are the Path of the Tiger, Path of the Wolf, Path of the Bear and Path of the Primeval. [[Beast_Shaman_Maneuvers_(3.5e_Maneuver)|The Beast Shaman's available maneuvers can be found here.]]<br />
<br />
Once a Beast Shaman knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver used by a Beast Shaman is considered an extraordinary ability unless otherwise noted in the description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.<br />
<br />
A Beast Shaman learns additional maneuvers at higher levels, as shown in the table above. She must meet a maneuver's prerequisite to learn it.<br />
<br />
Upon reaching 4th level, and at every even-numbered Beast Shaman level after that (6th, 8th, 10th, and so on), a Beast Shaman can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observe her restriction on the highest-level maneuvers she can know; she need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, a Beast Shaman could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as she meets the prerequisite of the new maneuver. She can swap only a single maneuver at any given level.<br />
<br />
'''Maneuvers Readied:''' A Beast Shaman can ready all five of the maneuvers she knows at 1st level, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. Beast Shamans ready maneuvers by entering an intense trance-like focus for 5 minutes, in which they go on a mental journey as various beasts; during this duration, a Beast Shaman is entirely aware of their surroundings and may act and react as normal. The maneuvers a Beast Shaman chooses remain readied until she decides to focus again and change them. She need not sleep or rest for any long period of time in order to ready her maneuvers; any time she spends 5 minutes focused, she may change her readied maneuvers. <br />
<br />
A Beast Shaman begins an encounter with all of her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When a Beast Shaman initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).<br />
<br />
All Beast Shamans have two means of recovering their maneuvers, the first being the slowest and least efficient method, but one which costs very little of them compared to the second.<br />
<br />
A Beast Shaman may recover her expended maneuvers by using a full round action to enter her focus once more, tuning out the combat around her. Doing this does not provoke attacks of opportunity nor in any way jeopardize her; she is still entirely capable of defending herself, but she takes no other actions. If the Beast Shaman completes her meditation, she may choose one discipline of maneuvers to refresh. All maneuvers of that school (which she knows) are available for her use that subsequent round.<br />
<br />
The second means a Beast Shaman may recover her expended maneuvers is by spending a use of her Beast Shape for that day; as a swift action, a Beast Shaman may convert one of her daily uses of Beast Shape into a power source of primal energy, which allows her to completely refresh all of her expended maneuvers. If a Beast Shaman has risen to the 20th level and thus has the benefit of the [[#Wild Perfection|Wild Perfection]] class feature, she may, to a maximum of 6 times a day, draw pure animal energy from the environment and her soul to preform this action, seeing as she no longer has a daily limit to her uses of Beast Shape.<br />
<br />
'''Stances Known:''' A Beast Shaman begins play with knowledge of one 1st-level stance from any discipline available to her. At the 4th, 11th, and 16th levels she may choose additional stances to learn. Unlike maneuvers, stances are not expended, and a Beast Shaman does not have to ready them. All the stances a Beast Shaman knows are available to her at all times, and she can change the stance she currently is using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a Beast Shaman cannot learn a new stance at higher levels in place of one she already knows.<br />
<br />
'''{{#anc:Unarmed Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a Beast Shaman gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus [[SRD:Feats|feat]]. A Beast Shaman's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Beast Shaman may even make unarmed strikes with her hands full. A Beast Shaman may apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for all of her unarmed strikes, even those which are part of her Two-Weapon Fighting (Unarmed) feature.<br />
<br />
Usually a Beast Shaman's unarmed strikes deal lethal damage, but she can choose to deal [[SRD:Nonlethal Damage|nonlethal damage]] instead with no penalty on her [[SRD:Attack Roll|attack roll]]. She has the same choice to deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]] while [[SRD:Grappling|grappling]].<br />
<br />
A Beast Shaman’s [[SRD:Unarmed Strike|unarmed strike]] is treated both as a manufactured weapon and a [[SRD:Natural Weapon|natural weapon]] for the purpose of spells and effects that enhance or improve either manufactured weapons or [[SRD:Natural Weapon|natural weapons]].<br />
<br />
A Beast Shaman also deals more damage with her unarmed strikes than a normal person would. A Small Beast Shaman deals less damage than the usual amount with her unarmed attacks, while a Large Beast Shaman deals more damage; see [[#Table: Beast Shaman Unarmed Damage by Size|Table: Beast Shaman Unarmed Damage by Size]] for the damage dealt based on size and level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ {{#anc:Table: Beast Shaman Unarmed Damage by Size}}<br />
|-<br />
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8<br />
|}<br />
<br />
'''{{#anc:Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 1st level Beast Shaman gains the benefit of the [[SRD:Two-Weapon_Fighting_(Feat)|Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat, and may apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for those which are part of her Two-Weapon Fighting (Unarmed) feature.<br />
<br />
'''{{#anc:Predator's Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 1st level Beast Shaman gains a bonus to her land speed. For every 1 point of her Wisdom modifier beyond 0, she gains +5 feet to her land speed. In addition, the DC to track a Beast Shaman by any means in a wilderness environment (such as a forest, mountain range, jungle, grassy plains, etc) is increased by +4 for each point of Wisdom modifier value beyond 0. Should her Wisdom modifier be a value lower than 0, she receives no bonus to land speed or difficulty in being tracked, but does not take any penalties.<br />
<br />
She may also move through any sort of undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.<br />
<br />
A Beast Shaman in armor or carrying a medium or heavy load loses these benefits.<br />
<br />
'''{{#anc:Object of the Animal Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Beast Shaman is intimately tied at their very core to the animal soul, and it is through this that Beast Shaman never need fear what lies beyond the grave for them; there is no unknown for what becomes of them when they die, the result is specific and explicit. Beast Shamans, by any means, cannot have their soul destroyed, removed, corrupted or otherwise contained. Effects which attempt to sever soul from body, outright destroy it, or otherwise subvert it in some manner, do not succeed in doing so, albeit they do destroy the Beast Shaman's body (if appropriate). In any event where a Beast Shaman's soul would be parted from their body, or subject to any of the scenarios presented above, their spirit instead becomes part of the animal soul itself, integrating into it and becoming one with the same source it originated from. A Beast Shaman may, however, be resurrected or returned to life as normal, as the animal soul is willing to return its agents to life to further its goals.<br />
<br />
Additionally, any attempts to transform a Beast Shaman into an [[Undead Type|undead]] creature, during their life or after their death, immediately fails. Beast Shamans cannot be raised as the undead, and any attempts to do so simply fail with no ill effect on the individual attempting to raise them or the Beast Shaman.<br />
<br />
'''{{#anc:AC Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 2nd level, when unarmored and unencumbered, the Beast Shaman adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a Beast Shaman gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five Beast Shaman levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when she is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.<br />
<br />
This AC bonus applies even while she is Beast Shaped.<br />
<br />
'''{{#anc:Primal Wisdom}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 2nd level, a Beast Shaman may add one half of her Wisdom modifier as a bonus to all of her skill checks which are increased by Wisdom. Her Charisma score no longer determines the effectiveness, or adds bonus or penalty to, her [[SRD:Handle_Animal_Skill|Handle Animal]] checks, and her Intelligence score no longer determines the effectiveness, or adds bonus or penalty to, her [[SRD:Knowledge Skill|Knowledge]] (Nature) checks, and both are instead determined by her Wisdom score's modifier plus the bonus from Primal Wisdom.<br />
<br />
'''{{#anc:Scent}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Beast Shaman of 3rd level gains the benefit of [[Scent|Scent]], and may utilize the qualities provided by the [[Track|Track]] feat only in conjunction with her Scent extraordinary ability. She is otherwise treated as having [[Track|Track]] as a bonus feat.<br />
<br />
'''{{#anc:Ancient Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level Beast Shaman can improve the attitude of any feline, canine or ursine [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]]. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. The Beast Shaman rolls 1d20 and adds her character level and her [[SRD:Wisdom|Wisdom]] modifier to determine the check result. If she is Beast Shaped into an animal of the same kind or similar in species, such as using Ancient Empathy whilst in a tiger Beast Shape when communicating with leopards, she gains a +4 circumstance bonus to the check result.<br />
<br />
The typical domestic [[SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[SRD:Animal Type|animals]] are usually unfriendly.<br />
<br />
To use Ancient Empathy, the Beast Shaman and the [[SRD:Animal Type|animal]] must be able to study each other, which means that they must be within 30 feet of one another. Influencing an [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]] in this manner takes a full-round action. Unlike a regular [[SRD:Diplomacy Skill|Diplomacy]] check however, she may reattempt her Ancient Empathy at a -4 penalty within 10 minutes of the first failure; she may continue each of these attempts every 10 minutes, accumulating an additional -4 penalty each time for doing so. She must wait a complete 24 hours from her last Ancient Empathy attempt if she desires to influence the same creature again without a penalty at a later date.<br />
<br />
Unlike when a Druid uses Wild Empathy to influence a [[SRD:Magical Beast Type|magical beast]], a Beast Shaman takes no penalty in doing so.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Beast Shaman can react to danger before her mortal companions can thanks to animal insight. She retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.<br />
<br />
If a Beast Shaman already has Uncanny Dodge from a different [[SRD:Class|class]] she automatically gains [[#Improved Uncanny Dodge|Improved Uncanny Dodge]] instead.<br />
<br />
'''{{#anc:Hunter's Heart}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 4th level a Beast Shaman comes to better understand her wild nature, embracing more the power it has granted her as a natural huntress. A Beast Shaman utilizing the [[Survival|Survival]] skill to hunt and forage for food always gains a +5 bonus to the roll.<br />
<br />
'''{{#anc:Natural Resilience}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 5th level, a Beast Shaman gains the benefit of Fast Healing 2. She also receives the benefit of permanent bonuses to her saving throws against all poison and disease effects in addition to abilities that behave like or similarly to either. This bonus to saving throws is equal to her Wisdom modifier and she may attempt an additional saving throw against each poison or disease or like effect ailing her each hour. She may also take 20 (treating her save as a 20 on the dice, plus any of her relative bonuses to saving throws) against a poison, disease or similar effect provided she has one uninterrupted minute to concentrate on bolstering her immune system.<br />
<br />
The Fast Healing granted by Natural Resilience increases by 2 for every five Beast Shaman levels thereafter (4 at 10th, 6 at 15th, and 8 at 20th level, and so on, including epic levels).<br />
<br />
'''{{#anc:Beast Shape|Beast Shape}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, a Beast Shaman gains the ability to turn herself into an [[SRD:Animal Type|animal]] within one size category of her normal size and back again three times per day. Her options for new forms include all feline, canine and ursine [[SRD:Animal Type|animals]]. This ability functions like the [[SRD:Alternate Form|alternate form]] special ability, and a Druid's [[SRD:Druid#Wild_Shape|Wild Shape]], except as noted here. <br />
<br />
The effect lasts for 1 hour per Beast Shaman level, or until she changes back. Changing form (to [[SRD:Animal Type|animal]] or back) is a [[SRD:Standard Actions|standard action]] and doesn’t provoke an [[SRD:Attack of Opportunity|attack of opportunity]]. Each time a Beast Shaman uses Beast Shape, she regains lost [[SRD:Hit Points|hit points]] equal to the value she would have gained if she had rested for a night.<br />
<br />
Any gear worn or carried by the Beast Shaman melds into the new form and becomes nonfunctional; equipment the Beast Shaman is not proficient with, but she is wearing, falls to the ground around her when she uses Beast Shape instead of melding into her new form. When the Beast Shamans reverts to her mortal form, any objects previously melded into the animal form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Beast Shaman's feet.<br />
<br />
The form chosen must be that of an [[SRD:Animal Type|animal]] which is a feline, canine or ursine, and its [[SRD:Hit Dice|Hit Dice]] may not exceed her Beast Shaman level.<br />
<br />
A Beast Shaman loses her ability to speak while in [[SRD:Animal Type|animal]] form because she is limited to the sounds that a normal, untrained [[SRD:Animal Type|animal]] can make, but she can communicate normally with other [[SRD:Animal Type|animals]] of the same general grouping as her new form.<br />
<br />
All Beast Shaman class features, except for the following, carry over into her Beast Shape; any maneuvers she knows which do not include the "Beast Shape" keyword may not be utilized while she is Beast Shaped, and she does not gain the benefit of her unarmed attacks nor Two-Weapon Fighting features for her unarmed attacks.<br />
<br />
When a Beast Shaman is immobilized, or otherwise unable to move normally at her land movement speed, the act of assuming or leaving her Beast Shape immediately frees her from those effects as if she had succeeded in the appropriate DC to be rid of them.<br />
<br />
A Beast Shaman can use this ability more times per day at 16th level, to a maximum of six times a day, and as many times as she desires per day at 20th level.<br />
<br />
'''{{#anc:Improved Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 6th level Beast Shaman gains the benefit of the [[SRD:Improved_Two-Weapon_Fighting|Improved Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat.<br />
<br />
'''{{#anc:Fierce Resolve|Fierce Resolve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Beast Shaman may continue to fight without penalty even if she is disabled or dying. When reduced to 0 or less hit points, a Beast Shaman can act as if she was not disabled, and she does not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 or less hit points. When reduced to -1 to -9 hit points, she does not fall unconscious nor does she automatically lose 1 hit point each round when at -1 to -9 hit points. When the Beast Shaman's current hit points drop to -10 or lower, she immediately dies.<br />
<br />
This class feature is instead treated as Shifter Ferocity for Shifter Beast Shamans of the 7th level as if it were a bonus Shifter feat, however it functions the same as listed here in place of its normal qualities.<br />
<br />
'''{{#anc:Enchanted Hide}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An 8th level Beast Shaman may enchant her Beast Shape's animal form as if it were a piece of armor and a weapon, assuming its benefits whenever she takes on her Beast Shape. Enchanted Hide allows her to place magical enchantment effects usually used for armor on her self, and magical enchantment effects usually used for weapons. These enchantments do not receive an increase to cost based on the item's base value (a Beast Shaman's feline, canine, or ursine form's pelt has no given value and thus is considered free) and are paid at the normal, base amount for the enchantment itself, but otherwise function and are priced as normal.<br />
<br />
However, any enchantments which regularly effect her outside of Beast Shape do not apply in her Beast Shape if an enchantment is placed upon her Beast Shape for that same slot unless she has a ''Wilding Clasp'' (or similar effect). For example, a Beast Shaman with a ''+1 Flaming Necklace of Natural Weapons'' uses her Beast Shape, but her Beast Shape has the ''+1 Seeking'' enchantment, she may only use the ''+1 Seeking'' enchantment while Beast Shaped unless she has a ''Wilding Clasp'' on the ''+1 Flaming Necklace of Natural Weapons'', in which case she may choose between the enchantments whenever she makes her attack roll but before the success or failure of the attack is decided. This quality of Enchanted Hide applies to all appropriate magical equipment that might effect her in or out of her Beast Shape.<br />
<br />
Enchanted Hide increases the Beast Shaman's armor class while Beast Shaped by +2, and advances all the damage dies of her natural attacks in that form by one step.<br />
<br />
'''{{#anc:Multiattack|Multiattack]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 9th level Beast Shaman gains the [[Multiattack|Multiattack]] feat as a bonus feat while she is Beast Shaped.<br />
<br />
If the Beast Shaman is a Shifter, they also gain Shifter Multiattack as a bonus Shifter feat, ignoring any prerequisites.<br />
<br />
'''{{#anc:Superior Shape|Superior Shape]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When having reached 10th level, a Beast Shaman permanently gains the [[Shapechanger_Subtype|Shapechanger Subtype]] regardless of any form she takes, and while using Beast Shape, she gains immunity to all undesired [[SRD:Transmutation|Transmutation]] and [[SRD:Polymorph_(Spell)|Polymorph]] effects.<br />
<br />
'''{{#anc:Greater Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 11th level a Beast Shaman gains the benefit of the [[SRD:Greater_Two-Weapon_Fighting|Greater Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat.<br />
<br />
'''{{#anc:Might of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 12th level Beast Shaman receives an increase of natural endurance and physical might, permanently increasing her Constitution and Strength scores by +2. When she utilizes her Beast Shape class feature, Might of the Wild's bonuses transfer over and added to the new form, but are increased to +4 bonuses rather than +2. Assuming Beast Shape is no longer a standard action and is now a swift action.<br />
<br />
Additionally, a Beast Shaman gains Damage Reduction 2/-, but when she assumes her Beast Shape this Damage Reduction is increased to 5/-, and the damage dies of her natural attacks in Beast Shape are all advanced by one step.<br />
<br />
'''{{#anc:Primal Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 14th level Beast Shaman may add her Wisdom modifier as bonus damage to her melee damage rolls, even those that deal magical damage, so long as they are a melee attack or part of one. In addition, prior to rolling a melee attack roll, she may change the damage type of her melee attack to piercing, slashing, or bludgeoning damage, regardless of the normal damage type for that attack. The exception to her changing the damage type of her attacks is when she utilizes a maneuver that specifies otherwise, such as a Path of the Tiger technique that mentions the maneuver only deals its damage as slashing.<br />
<br />
'''{{#anc:Retributive Form}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the 15th level a Beast Shaman who is a target to a spell or effect that attempts to alter her shape, such as a [[SRD:Polymorph_(Spell)|Polymorph]] spell from the [[SRD:Transmutation|Transmutation]] school, may enact instantaneous revenge if she desires. As an immediate action, she may deal her character level plus her Wisdom modifier in unerring force damage to the attacker; the subject of the retributive attack must make a [[SRD:Concentration_Skill|Concentration]] check with a DC equal to the damage dealt by Retributive Form or lose one of their highest level spell slots for that day as if they had expended a spell of that level. <br />
<br />
The Beast Shaman is treated as having automatically succeeded against the spell's effect (handled as a natural 20 on the dice) and suffers no secondary or ill effects from the attempted, forceful change of her shape.<br />
<br />
'''{{#anc:Animal Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon assuming the 18th level, a Beast Shaman may, three times a day, add twice her Wisdom modifier to any saving throw. Should this saving throw come up as a natural failure (1 on the dice), she is granted a free and immediate re-roll by Animal Mettle using the same bonuses she did initially and at the original DC without expending another use of her Animal Mettle along with suffering no ill effect for her initial "failure"; she has not yet rolled again. She must, however, take the results of the second roll in such a case. <br />
<br />
'''{{#anc:Wild Perfection}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Having reached 20th level, a Beast Shaman becomes the perfect apotheosis of mortal soul and primal spirit. She may now utilize her Beast Shape class feature indefinitely and as many times per day as desired, and now adds the physical ability scores of her Beast Shape to those of her base ability scores whenever she assumes her Beast Shape. <br />
<br />
While Beast Shaped she is under the continuous effects of [[Speak_with_animals|Speak with Animals]] and [[True_seeing|True Seeing]], and she gains the benefit of Darkvision out to 120 ft, along with Blindsense out to 60 ft. Further, Beast Shape becomes a free and immediate action, allowing the Beast Shaman to assume her Beast Shape at any time she so desires, even if it is not her turn or when she is otherwise unable to act.<br />
<br />
She no longer takes [[SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the she still dies of old age when her time is up.<br />
<br />
==== Ex-Beast Shamans ====<br />
<br />
A Beast Shaman who ceases to revere the ferocious beasts of nature or changes to a prohibited alignment loses access to all of her class features until she atones. She must return to a proper alignment and seek out someone to cast an Atonement spell for her in addition to completing an appropriate quest to reconnect herself with her predatory nature. <br />
<br />
A character may not multiclass into a Beast Shaman; she must begin play as a Beast Shaman. She may, however, multiclass into other classes and or prestige classes as normal.<br />
<br />
==== Epic Beast Shaman ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Beast Shaman}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#Greater Might of the Wild|Greater Might of the Wild]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | [[#Beast Rend|Beast Rend]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | [[#Animal Mettle|Animal Mettle]] (6/day)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | [[#Improved Multiattack|Improved Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Echo of the Beasts of Legend|Echo of the Beasts of Legend]]<br />
|-<br />
| colspan="42" class="skill" |<br />
5 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Greater Might of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 21st level Beast Shaman's Might of the Wild class feature progresses from +2 Strength and Constitution while not Beast Shaped to +4, and while she is Beast Shaped the benefits are increased to +6 Strength and Constitution instead of +4.<br />
<br />
Additionally, her Damage Reduction improves from 2/- to Damage Reduction 5/-, and is further advanced when she assumes her Beast Shape, increasing her Damage Reduction while Beast Shaped from 5/- to Damage Reduction 10/-. All damage dies of her natural attacks in Beast Shape are further advanced by one step.<br />
<br />
'''{{#anc:Beast Rend}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 23rd level a Beast Shaman learns how to rend creatures while she is in her Beast Shape whenever she strikes with multiple melee attacks. If the Beast Shaman in Beast Shape hits an opponent with at least two melee attacks in the same [[SRD:Round|round]], she may automatically rend the opponent. This deals additional damage equal to the base damage of her smaller damage die plus 1 and 1/2 times her [[SRD:Strength|Strength]] modifier; the base damage includes an enhancement bonus on damage, if any. The Beast Shaman can only rend once per [[SRD:Round|round]], regardless of how many successful attacks she makes.<br />
<br />
'''{{#anc:Improved Multiattack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 27th level Beast Shaman gains the Improved Multiattack feat as a bonus feat, ignoring any prerequisites, while she is Beast Shaped.<br />
<br />
'''{{#anc:Echo of the Beasts of Legend}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon reaching the 30th level, a Beast Shaman becomes an echo of the ancient Beasts of Legend and gains the following benefits.<br />
<br />
Even while not Beast Shaped, a Beast Shaman may be treated as a [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]], in addition to her regular type whenever it is beneficial to her; she does not, however, find herself subject to any hostile effects which regularly target these types. For example, a 30th level Beast Shaman is immune to effects such as [[SRD:Charm_Animal|Charm Animal]], but she can benefit from [[SRD:Animal_Growth|Animal Growth]] spell. Her Strength, Dexterity and Constitution scores are increased by +6 when she is Beast Shaped, and she may increase her size category by one step whenever she assumes her Beast Shape (a Medium Beast Shaman can become a Huge tiger rather than a Large tiger for example), if she so desires, and she gains a +2 Sacred bonus to all of her saves.<br />
<br />
The damage dies of all of her attacks while Beast Shaped are advanced by one step, and have their critical range and damage multiplier doubled, stacking with any like effects. Any attack by the Beast Shaman, melee or not, is now treated as if it was benefiting from a [[SRD:Ghost_Touch_(Weapon_Enhancement)|Ghost Touch]] enhancement.<br />
<br />
Finally, the Beast Shaman gains the benefit of Frightful Presence while she is Beast Shaped; all hostile creatures within 50 ft that have equal to or fewer HD than the Beast Shaman are [[SRD:Shaken|Shaken]] whenever she roars, growls, charges, attacks or otherwise takes an action that would make her appear intimidating in some fashion. The Shaken effect lasts until the unnerved creature is more than 50 ft away. Upon a successful save, the target is immune to the Beast Shaman's Frightful Presence for 24 hours. The DC to avoid becoming Shaken by the Beast Shaman is her character level + her Wisdom modifier + her Intimidate skill versus Will.<br />
<br />
Frightful Presence applies to creatures who are regularly immune to fear as a supernatural, rather than extraordinary, effect.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Beast Shaman ====<br />
<br />
'''Religion:''' Beast Shamans follow no particular deity, and in fact, many readily resent the divine intervention by countless forces beyond the animal realm, viewing such intrusions as breaking the natural order which is already established. Though some do choose to worship a power alongside their devotion to the animal spirit, such is often a relic of their more civilized time or out of cultural expectation, yet those that do worship tend to favor the deities Obad-Hai and Ehlonna, but never exclusively surrender themselves to their deity's will; a Beast Shaman is forever a paragon of the true wild. Though there is no standard doctrine among Beast Shamans, it is universal that each and every member puts the benefit and expansion of the animal kingdom, particularly its predators, before their own well being and that of others. While not zealots, Beast Shamans are exceptionally firm in their standing and will never willingly part with their spiritual conviction to improve the state of each and every feline, canine or ursine predator.<br />
<br />
To those outside the minds and spirits of Beast Shamans, the open defiance to any deity's influence or direct action is often a subject of tension for the more religious types, who frequently view them as nothing more than exceptionally dangerous animals and false seers. A Beast Shaman is often the subject of unfair treatment by the most practiced and lawful schools of religion such as those of Heironeous, Yondalla, and St. Cuthbert, whose followers may view a Beast Shaman as a defiant to their law. In truth, Beast Shamans tend to follow the laws of the land when it does not interfere with the progress of their favored animal spirits, and will at times even practice regional or religious customs out of courtesy.<br />
<br />
'''Other Classes:''' Beast Shamans are frequently lone travelers due to an instinct to roam and scour both the wilderness and civilization alike for opportunities and expansion, but it is not a truly rare event for a Beast Shaman to take up fist, claw and fang alongside a traveling band. Though often an unusual member to an expedition, Beast Shamans have a natural affinity for those who follow an instinct very close to their own, and often spend their time with the party's Druid and or Ranger, providing insight and talent both lack in exchange for similar favors. It is not unusual, for example, for a Beast Shaman to be the offspring of a Druid or Ranger, and to interact with an individual who is much alike their family offers a sense of home, even in foreign environments.<br />
<br />
Whilst getting along well with those of the animal and natural vein, Beast Shamans are weary, with reason, of those who dedicate their lives to the name of some god. Clerics and Paladins frequently represent the polarity to a Beast Shaman, often displaying exceptionally pious manners for the laws and domains of a deity, whereas the Beast Shaman answer solely to animal will; pure instinct. Though not at odds, the subject of religion or divine intervention is a subject best skirted as differences of opinion, and source of inspiration, tend to lead to more than just disagreements with words.<br />
<br />
Those of the Arcane domain, namely the studious types such as Wizards, often find Beast Shamans a particularly intriguing presence among a group; a relic of a long forgotten past, the source of their power is only occasionally named, and far more rarely viewed. Just as [[Champion_of_the_Ferine_(3.5e_Class)|Champions of the Ferine]] are a subject of interest for their unusual ties to a power source otherwise impossible to truly tap, the Beast Shaman is unique thing to be learned from. The more charismatic individuals of the Arcane, Bards and Sorcerers, contrastingly take little interest in their significantly more savage counterpart, and may make them the subject of belittlement or humor from time to time, or generally ignore them.<br />
<br />
For those of martial talent, the Fighters, Rogues, Barbarians and martial adepts, a Beast Shaman is an ally to be welcomed on the front line of battle; their powerful animal forms providing much needed distraction and offensive potential, combined with their agility and mobility, makes them crucial implements for devastating any enemy they might come across. While a Beast Shaman may not wield a blade with any finesse, the raw strength of their melee strikes is worthy of a toast now and then, and it is hardly uncommon for the Beast Shaman's martial compatriots to enjoy an occasional harmless skirmish with them for the sake of fun. To any Beast Shaman, a mock fight is seldom different from the experience most young predators enjoy with their siblings, and offers potential for bonding with their traveling companions and establishing a rapport.<br />
<br />
'''Combat:''' Combat for a Beast Shaman revolves entirely around their ability to strike fast and multiple times; a flurry of blows much akin to a Monk's, a Beast Shaman has great reason to favor making a full-attack whenever possible against an enemy. However, some of a Beast Shaman's maneuvers do not allow her to strike with all of her bonus attacks gained through her Two-Weapon Fighting technique, but often offer significantly more utility than her regular melee attacks, particularly when the enemy requires more dedication to defeat than usual.<br />
<br />
Unlike the majority of martial classes, a Beast Shaman is not without the ability to strike from afar with attacks very similar to spells; though unlike spell-like abilities, she unleashes her power through supernatural means, causing powerful magic-like effects to occur. Her tactics vary with the needs of the battle, and its not uncommon for a Beast Shaman to cast an arcing blast of Spirit Lightning to cripple and harm a cluster of foes before she enters the fray, just as much as it is not uncommon for her to rush into the heat of the conflict and strike foes with startling speed in her new bestial form.<br />
<br />
==== Beast Shamans in the World ====<br />
<br />
{{quote|It is in this connection to the deepest roots of animal power that we, as the embodiment of it, understand there is more than just divinity and mortality.|orig=Arkash Wildborne, Shifter Beast Shaman}}<br />
<br />
Often the children of Barbarians, Rangers and Druids, Beast Shamans as children immediately take on spiritual connection and empathy toward animals, primarily those that are within the greater triumvirate, those animals which are feline, canine and ursine. It is of little surprise, most often, to their parents and families that such is the result, but over time it becomes evident they are more than an individual with latent Druidic talent. Whereas Champions of the Ferine manifest haphazardly and without clear reason as to why, short of an immense will power and animal affinity, Beast Shamans are those who are more or less bred into existence; there is no Beast Shaman in existence without blood that has come close to the wild. Shifters, of all races, are the sole exception, for their [[SRD:Lycanthrope|lycanthropic]] heritage bleeds through directly, resulting in the possibility of Beast Shaman offspring even if both parents lack any direct connection to the wild or even slightest of contact; a Shifter Sorcerer and Shifter Crusader can very well produce a Shifter child who has the talents of a Beast Shaman without any interaction with an animal in their life.<br />
<br />
Significantly more rare of Beast Shamans are those who are of [[SRD:Elf|elven]] descent. For reasons not well understood, even by powerful and elder Beast Shamans, most elven children who have the latent blood within them necessary for them simply being Beast Shamans are never brought anywhere near term while others are instead stillborn; those that do survive however, are subjects of great discussion. It is believed by many, erroneously, that it is a punishment placed upon the elves by ancient beasts of tremendous power, those who now make up the animal soul, for the Elves drifting away from the wilderness that they so claim to love. In reality, the few scholars who have expended years of their life in the study of the animal soul recognize that it is a force which does not readily resent or hold grudges, no matter the transgression, and willingly forgives even grievous errors provided the individual truly atones and surrenders to its power once more. As such, an elven Beast Shaman is an unusual sight to behold and are very easily recognized by their feral glare and golden eyes along with a much more pronounced build.<br />
<br />
Humans, of the three primary Beast Shaman races, are the most common. The unique malleability of the human beast makes them a common candidate for eventual contact with sources of animal power; it is rumored that even being in the presence of a Champion of the Ferine can impact a human enough that their child could be a Beast Shaman, but this has yet to be proven. Given what is known about the animal soul and its agents, such is not an outlandish possibility, but it is highly unlikely. Most human Beast Shamans are from Barbarian tribes or the results of pairings of Druids; to their families, and their siblings, a Beast Shaman is a welcome member. The contrary sadly occurs in environments where civilization rules where their families, and the young Beast Shaman are shunned and, occasionally, feared; becoming a pariah, they seldom remain for long within their home and seek out the surrounding wilderness.<br />
<br />
Born into their power by blood, Beast Shamans are wanderers and rarely keep company other than those who are quite similar in goals and powers. A Beast Shaman among Druids or a tribe of nomadic Barbarians is where one can find them if they find them among any numbers. As adventurers, however, that lure of exploring the unknown and the opportunity to further their convictions is something that cannot, and does not, go ignored by them. When presented the opportunity to join others, provided there is little conflict in personality and purpose, a Beast Shaman has no issue with heading off into the unknown.<br />
<br />
'''Daily Life:''' Most Beast Shamans live like their closest cousins in spirit; like great cats of the wild, they prowl the evening hours, or even the dead of night, stalking through forests or across tundra on the hunt for their sustenance. Or like the wolf, they take on that predator's aspect and hunt along side a pack they introduce themselves into, chasing down their prey and eating along side their animal brothers and sisters. Some take up the habits of the bear and forage throughout the day, spending their time by a stream and catching with but their hands, or paws, trout and salmon or enjoying the sweetness of gathered wild berries. Highly ascetic, Beast Shamans have little to their name, and what they do bring with them often has much personal importance; such goods can range from simple jewelry to elaborate totems, even water polished stones or items of awesome magic power that appear otherwise mundane. What they do own, they are highly protective of, and only share its simple beauty to those they are most close to.<br />
<br />
'''Notables:''' Of all names only that of ''Arkash Wildborne'' have any value to a Beast Shaman. Arkash, a Razorclaw Shifter, is one of the few Beast Shamans accepted by society for his association with Sylania Andonai, the lead envoy to most elder Druids. One of her companions, like Aeron R'roth, Arkash Wildborne is a heroic Beast Shaman who opposes the undead, aberrations and demons of the world, and fights to the death for those who do the same in the name of preserving the beasts of the wild.<br />
<br />
'''Organizations:''' Beast Shamans have no dedicated organization or faction to which they belong; each and every member is unique, but can be easily recognized by one another without any verbal communication being required. A Beast Shaman can look another in the eye and understand who, and what they are as a Beast Shaman despite any outward discrepancies. Because of this, and their exceptional rarity, there is no need for congregating without some greater purpose.<br />
<br />
As aforementioned, a Beast Shaman's only organization might be the Barbarian tribe they were born in, or wandered into, or a closed circle of Druids who find the unique personality and insight of a Beast Shaman a powerful, and worthy companion. Others yet are merely wanderers among a band of roaming adventurers who seek treasure, fame and glory, while the Beast Shaman longs for furthering the power of the animal soul in the world.<br />
<br />
'''NPC Reactions:''' Outcasts in the majority of the world, most Beast Shamans are barred from entering cities without simple disguise; unable to roam freely, if they so wished, in a town as their more familiar beast form, they are unjustly the subject of fear. In most civilizations, Beast Shamans, thanks to the awesome animal power they wield, are feared for the ability to control, command and communicate with animals, primarily because they have, in the past, destroyed similar cities using such means. Other reasons for this fear is the iconic supernatural feat of a mighty Beast Shaman, ''Unleash the Animal Soul'', a direct touch of the animal soul itself which ferociously and violently transforms its victim into a savage animal. Though such a power would rather be used to free those willing from their mortal bonds and grant them the peace of mind and body in their new bestial form, it too is a weapon, one which is spoken of in hushed tones in the presence of a Beast Shaman, if at all.<br />
<br />
Often posing as Monks, Beast Shamans, should they disguise themselves, rarely engage in the vices of city life; they find no want for drink or comfort, nor need for gambling. Their business is often short, but should it find itself extended, they frequently examine the world around them in great detail, taking time to understand as best they can of what this other side of the coin offers, and thus wander the streets and businesses.<br />
<br />
==== Beast Shaman Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (Nature)]] can research Beast Shamans to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Beast Shamans are adepts of martial and animal spirit who fight with hand and fist over blade and spell. Able to take on animal forms like Druids, Beast Shamans are exceptional, if not limited, shapeshifters.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | There is no career into becoming a Beast Shaman; it is not something that is learned, it is something that is bestowed unto them before birth. All Beast Shamans have inherited their powers through blood that in some manner has been influenced by the animal soul.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Long before the mortal races diverged completely from their animal cousins, most every race in existence at some point had been inspired by the animal soul, but with time, this spark has faded and all but dulled by interference from forces like those of the divine or outer realms. Beast Shamans are those who retain and exemplify this long lost spark.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Beast Shamans are, at heart, minute fragments of the long dead Beasts of Legend embodied in mortal forms. Their humanoid spirits part of the animal soul itself, they are able to manifest their powers by supernatural appointment, one that not even deities can interfere with.<br />
|}<br />
<br />
==== Beast Shamans in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Beast_Shaman_(3.5e_Class)&diff=630780
Beast Shaman (3.5e Class)
2013-08-09T00:17:22Z
<p>Argent Fatalis: </p>
<hr />
<div>{{needsbalance|This article is in the process of being constructed. Please do not alter or edit the Beast Shaman class unless for administrative or site specific functions.}}<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=DNR (Do Not Release)<br />
|editing=<br />
|type=Neutral, Divine, Martial Adept, Combat-Focused<br />
|desc=Beast Shamans are martial adepts who utilize their extraordinary connection to animals and natural ability to beckon the animal soul within as weapons - fighting tooth and nail whilst unleashing latent power within. Primal and fierce, Beast Shamans are deeply spiritual but not with nature itself, and owe their incredible feats of martial superiority to pure feral instinct and animal cunning. Not limited to physical combat, Beast Shamans can engage their enemies with potent supernatural attacks which behave similarly to spells.<br />
}}<br />
<br />
=== Developer Log ===<br />
:'''''Beast Shaman Version 0.1.0'''''<br />
::''Please consult the [[Talk:Beast_Shaman_(3.5e_Class)|Developer's Log]] for updates and changes before editing. Upon finishing and finalizing your edit, please update the [[Talk:Beast_Shaman_(3.5e_Class)|Developer's Log]].''<br />
<br />
== Beast Shaman ==<br />
The animal soul is one that finds itself buried deep within the innumerable mortal races that traverse each and every realm, owing from a time when each was not too distant from their truly animal cousins, whom often still roamed upon fours, and do to this very day. In this primal time, long before any wizard, before any druid, and even then before the barbarian, there was only mortal and beast; magic, an element of the world, was still unknown and truly arcane to even the most awakened of these simple, savage peoples, who would quake at its mere presence. Over years innumerable, this close simplicity between mortal and beast drew ever more thin until it became truly severed; it was some great span of time beyond here that magic enabled that connection once more, but never as it was prior when mortal and beast walked side by side.<br />
<br />
Beast Shamans are the ones who never quite lost that connection.<br />
<br />
=== Making a Beast Shaman ===<br />
<br />
Those who are Beast Shamans are not those of meager fortitude, might, agility nor innate knowledge; they are ferocious combatants who take on animal aspects to rake with claw, and bite with fang, or strike with raw force of spirit. Their martial prowess stems from perfect understanding of instinct, that which is rationalized by mortal thought and applied when appropriate rather than on natural impulse, yet this same unfathomably deep understanding of animal will grants them a well of power to draw upon, that of the animal soul. Already able to draw from this source like any predator of the wild, a Beast Shaman draws even more upon it, enabling supernatural achievements well beyond that which a mere mortal could achieve otherwise.<br />
<br />
'''Abilities:''' Both Strength and Wisdom are of tremendous importance to a Beast Shaman, for their uncanny acts of martial supremacy rely on pure, unrivaled might in the form of Strength, yet Wisdom provides many of their most important defenses such as Armor Class and bonuses to Will saves, along with determining their supernatural prowess. Without Constitution, however, a Beast Shaman is particularly vulnerable to attacks which target their hit points or Fortitude, but it is not nearly as paramount as Strength and Wisdom.<br />
<br />
'''Races:''' Like [[Champion_of_the_Ferine_(3.5e_Class)|Champions of the Ferine]], Beast Shamans are few and far between, but are primarily [[SRD:Human|humans]], [[SRD:Elf|elves]], and Shifters. Humans, often carrying sparks of their frequently forgotten animal nature, can find that feral soul rekindled unexpectedly; mere contact with the right beast, or even seeing it, can evoke a long buried desire to come closer to predatory nature. Elves that do return to the wilderness for extended periods of time may find themselves suddenly reverting to primitive mannerisms, mimicking the ideals of predators they respect and ultimately becoming accepted among them. Shifters, however, face a torn fate as Beast Shamans; the urge to dabble in twisted mortal magics, like those that ultimately gave rise to their race, is always a threat when the connection to the animal soul is reestablished. Just as is the desire to return to their true, bestial nature before their lycanthropic progenitors arose, and take on purely animal forms and losing themselves in the process. Yet Shifters who avoid both find a satisfaction previously unknown to them and countless among their race as they freely alter between mortal and bestial tendencies.<br />
<br />
'''Alignment:''' Answering to no mortal or divine authority unless absolutely required, Beast Shamans act as their instinct guides them, without care for morally right or wrong behavior short of their own personal convictions. A Beast Shaman must be Neutral on at least one alignment axis, but may be any combination of alignments that satisfy this requirement.<br />
<br />
'''Starting Gold:''' 4d4x10<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Beast Shaman}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Maneuvers Known<br />
! rowspan="2" | Maneuvers Readied<br />
! rowspan="2" | Stances Known<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | [[#Unarmed_Strike|Unarmed Strike]], [[#Two-Weapon Fighting (Unarmed)|Two-Weapon Fighting (Unarmed)]], [[#Predator's Step|Predator's Step]], [[#Object of the Animal Soul|Object of the Animal Soul]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | [[#AC Bonus|AC Bonus]], [[#Primal Wisdom|Primal Wisdom]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | [[#Scent|Scent]], [[#Ancient Empathy|Ancient Empathy]]<br />
|7||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Wild at Heart|Wild at Heart]]<br />
|7||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | [[#Natural Resilience|Natural Resilience]]<br />
|8||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | [[#Beast Shape|Beast Shape]] (3/day), [[#Improved Two-Weapon Fighting (Unarmed)|Improved Two-Weapon Fighting (Unarmed)]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | [[#Fierce Resolve|Fierce Resolve]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | [[#Enchanted Hide|Enchanted Hide]]<br />
|8||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | [[#Multiattack|Multiattack]]<br />
|9||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | [[#Superior Shape|Superior Shape]]<br />
|9||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | [[#Greater Two-Weapon Fighting (Unarmed)|Greater Two-Weapon Fighting (Unarmed)]]<br />
|9||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | [[#Might of the Wild|Might of the Wild]]<br />
|9||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" |<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | [[#Primal Strike|Primal Strike]]<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | [[#Retributive Form|Retributive Form]]<br />
|10||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | [[#Beast Shape|Beast Shape]] (6/day)<br />
|10||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Animal Mettle|Animal Mettle]] (3/day)<br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|11||7||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Wild Perfection|Wild Perfection]]<br />
|11||7||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (5 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense_Motive_Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Beast Shaman.<br />
<br />
'''Weapon and Armor Proficiency:''' A Beast Shaman is strictly proficient with her unarmed attacks and the [[Quarterstaff|quarterstaff]]. All natural attacks (claw, bite, and so forth) of any form she assumes or by any virtue of her being a Beast Shaman she is automatically proficient with.<br />
<br />
Beast Shamans are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a medium or heavy load, a Beast Shaman loses her AC Bonus, as well as her fast movement gained from Predator's Step.<br />
<br />
'''Maneuvers:''' A Beast Shaman begins her career with the knowledge of four primal schools of maneuvers. The disciplines available to her are the Path of the Tiger, Path of the Wolf, Path of the Bear and Path of the Primeval. [[Beast_Shaman_Maneuvers_(3.5e_Maneuver)|The Beast Shaman's available maneuvers can be found here.]]<br />
<br />
Once a Beast Shaman knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver used by a Beast Shaman is considered an extraordinary ability unless otherwise noted in the description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.<br />
<br />
A Beast Shaman learns additional maneuvers at higher levels, as shown in the table above. She must meet a maneuver's prerequisite to learn it.<br />
<br />
Upon reaching 4th level, and at every even-numbered Beast Shaman level after that (6th, 8th, 10th, and so on), a Beast Shaman can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observe her restriction on the highest-level maneuvers she can know; she need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, a Beast Shaman could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as she meets the prerequisite of the new maneuver. She can swap only a single maneuver at any given level.<br />
<br />
'''Maneuvers Readied:''' A Beast Shaman can ready all five of the maneuvers she knows at 1st level, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. Beast Shamans ready maneuvers by entering an intense trance-like focus for 5 minutes, in which they go on a mental journey as various beasts; during this duration, a Beast Shaman is entirely aware of their surroundings and may act and react as normal. The maneuvers a Beast Shaman chooses remain readied until she decides to focus again and change them. She need not sleep or rest for any long period of time in order to ready her maneuvers; any time she spends 5 minutes focused, she may change her readied maneuvers. <br />
<br />
A Beast Shaman begins an encounter with all of her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When a Beast Shaman initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).<br />
<br />
All Beast Shamans have two means of recovering their maneuvers, the first being the slowest and least efficient method, but one which costs very little of them compared to the second.<br />
<br />
A Beast Shaman may recover her expended maneuvers by using a full round action to enter her focus once more, tuning out the combat around her. Doing this does not provoke attacks of opportunity nor in any way jeopardize her; she is still entirely capable of defending herself, but she takes no other actions. If the Beast Shaman completes her meditation, she may choose one discipline of maneuvers to refresh. All maneuvers of that school (which she knows) are available for her use that subsequent round.<br />
<br />
The second means a Beast Shaman may recover her expended maneuvers is by spending a use of her Beast Shape for that day; as a swift action, a Beast Shaman may convert one of her daily uses of Beast Shape into a power source of primal energy, which allows her to completely refresh all of her expended maneuvers. If a Beast Shaman has risen to the 20th level and thus has the benefit of the [[#Wild Perfection|Wild Perfection]] class feature, she may, to a maximum of 6 times a day, draw pure animal energy from the environment and her soul to preform this action, seeing as she no longer has a daily limit to her uses of Beast Shape.<br />
<br />
'''Stances Known:''' A Beast Shaman begins play with knowledge of one 1st-level stance from any discipline available to her. At the 4th, 11th, and 16th levels she may choose additional stances to learn. Unlike maneuvers, stances are not expended, and a Beast Shaman does not have to ready them. All the stances a Beast Shaman knows are available to her at all times, and she can change the stance she currently is using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a Beast Shaman cannot learn a new stance at higher levels in place of one she already knows.<br />
<br />
'''{{#anc:Unarmed Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a Beast Shaman gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus [[SRD:Feats|feat]]. A Beast Shaman's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Beast Shaman may even make unarmed strikes with her hands full. A Beast Shaman may apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for all of her unarmed strikes, even those which are part of her Two-Weapon Fighting (Unarmed) feature.<br />
<br />
Usually a Beast Shaman's unarmed strikes deal lethal damage, but she can choose to deal [[SRD:Nonlethal Damage|nonlethal damage]] instead with no penalty on her [[SRD:Attack Roll|attack roll]]. She has the same choice to deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]] while [[SRD:Grappling|grappling]].<br />
<br />
A Beast Shaman’s [[SRD:Unarmed Strike|unarmed strike]] is treated both as a manufactured weapon and a [[SRD:Natural Weapon|natural weapon]] for the purpose of spells and effects that enhance or improve either manufactured weapons or [[SRD:Natural Weapon|natural weapons]].<br />
<br />
A Beast Shaman also deals more damage with her unarmed strikes than a normal person would. A Small Beast Shaman deals less damage than the usual amount with her unarmed attacks, while a Large Beast Shaman deals more damage; see [[#Table: Beast Shaman Unarmed Damage by Size|Table: Beast Shaman Unarmed Damage by Size]] for the damage dealt based on size and level.<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ {{#anc:Table: Beast Shaman Unarmed Damage by Size}}<br />
|-<br />
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8<br />
|}<br />
<br />
'''{{#anc:Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 1st level Beast Shaman gains the benefit of the [[SRD:Two-Weapon_Fighting_(Feat)|Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat, and may apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for those which are part of her Two-Weapon Fighting (Unarmed) feature.<br />
<br />
'''{{#anc:Predator's Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 1st level Beast Shaman gains a bonus to her land speed. For every 1 point of her Wisdom modifier beyond 0, she gains +5 feet to her land speed. In addition, the DC to track a Beast Shaman by any means in a wilderness environment (such as a forest, mountain range, jungle, grassy plains, etc) is increased by +4 for each point of Wisdom modifier value beyond 0. Should her Wisdom modifier be a value lower than 0, she receives no bonus to land speed or difficulty in being tracked, but does not take any penalties.<br />
<br />
She may also move through any sort of undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.<br />
<br />
A Beast Shaman in armor or carrying a medium or heavy load loses these benefits.<br />
<br />
'''{{#anc:Object of the Animal Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Beast Shaman is intimately tied at their very core to the animal soul, and it is through this that Beast Shaman never need fear what lies beyond the grave for them; there is no unknown for what becomes of them when they die, the result is specific and explicit. Beast Shamans, by any means, cannot have their soul destroyed, removed, corrupted or otherwise contained. Effects which attempt to sever soul from body, outright destroy it, or otherwise subvert it in some manner, do not succeed in doing so, albeit they do destroy the Beast Shaman's body (if appropriate). In any event where a Beast Shaman's soul would be parted from their body, or subject to any of the scenarios presented above, their spirit instead becomes part of the animal soul itself, integrating into it and becoming one with the same source it originated from. A Beast Shaman may, however, be resurrected or returned to life as normal, as the animal soul is willing to return its agents to life to further its goals.<br />
<br />
Additionally, any attempts to transform a Beast Shaman into an [[Undead Type|undead]] creature, during their life or after their death, immediately fails. Beast Shamans cannot be raised as the undead, and any attempts to do so simply fail with no ill effect on the individual attempting to raise them or the Beast Shaman.<br />
<br />
'''{{#anc:AC Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 2nd level, when unarmored and unencumbered, the Beast Shaman adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a Beast Shaman gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five Beast Shaman levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when she is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.<br />
<br />
This AC bonus applies even while she is Beast Shaped.<br />
<br />
'''{{#anc:Primal Wisdom}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 2nd level, a Beast Shaman may add one half of her Wisdom modifier as a bonus to all of her skill checks which are increased by Wisdom. Her Charisma score no longer determines the effectiveness, or adds bonus or penalty to, her [[SRD:Handle_Animal_Skill|Handle Animal]] checks, and her Intelligence score no longer determines the effectiveness, or adds bonus or penalty to, her [[SRD:Knowledge Skill|Knowledge]] (Nature) checks, and both are instead determined by her Wisdom score's modifier plus the bonus from Primal Wisdom.<br />
<br />
'''{{#anc:Scent}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Beast Shaman of 3rd level gains the benefit of [[Scent|Scent]], and may utilize the qualities provided by the [[Track|Track]] feat only in conjunction with her Scent extraordinary ability. She is otherwise treated as having [[Track|Track]] as a bonus feat.<br />
<br />
'''{{#anc:Ancient Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level Beast Shaman can improve the attitude of any feline, canine or ursine [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]]. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. The Beast Shaman rolls 1d20 and adds her character level and her [[SRD:Wisdom|Wisdom]] modifier to determine the check result. If she is Beast Shaped into an animal of the same kind or similar in species, such as using Ancient Empathy whilst in a tiger Beast Shape when communicating with leopards, she gains a +4 circumstance bonus to the check result.<br />
<br />
The typical domestic [[SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[SRD:Animal Type|animals]] are usually unfriendly.<br />
<br />
To use Ancient Empathy, the Beast Shaman and the [[SRD:Animal Type|animal]] must be able to study each other, which means that they must be within 30 feet of one another. Influencing an [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]] in this manner takes a full-round action. Unlike a regular [[SRD:Diplomacy Skill|Diplomacy]] check however, she may reattempt her Ancient Empathy at a -4 penalty within 10 minutes of the first failure; she may continue each of these attempts every 10 minutes, accumulating an additional -4 penalty each time for doing so. She must wait a complete 24 hours from her last Ancient Empathy attempt if she desires to influence the same creature again without a penalty at a later date.<br />
<br />
Unlike when a Druid uses Wild Empathy to influence a [[SRD:Magical Beast Type|magical beast]], a Beast Shaman takes no penalty in doing so.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Beast Shaman can react to danger before her mortal companions can thanks to animal insight. She retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.<br />
<br />
If a Beast Shaman already has Uncanny Dodge from a different [[SRD:Class|class]] she automatically gains [[#Improved Uncanny Dodge|Improved Uncanny Dodge]] instead.<br />
<br />
'''{{#anc:}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 4th level a Beast Shaman comes to better understand her wild nature, and uses the animal courage within her to shrug off doubt and terror. Whenever a Beast Shaman is subject to a [[Category:Fear_Effect|fear]] effect, she gains a +2 bonus to her saving throw to resist that effect.<br />
<br />
When a Beast Shaman succeeds in a save against a fear effect, she becomes immune to any fear effects caused by the creature which instilled fear in her for 24 hours.<br />
<br />
'''{{#anc:Natural Resilience}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 5th level, a Beast Shaman gains the benefit of Fast Healing 2. She also receives the benefit of permanent bonuses to her saving throws against all poison and disease effects in addition to abilities that behave like or similarly to either. This bonus to saving throws is equal to her Wisdom modifier and she may attempt an additional saving throw against each poison or disease or like effect ailing her each hour. She may also take 20 (treating her save as a 20 on the dice, plus any of her relative bonuses to saving throws) against a poison, disease or similar effect provided she has one uninterrupted minute to concentrate on bolstering her immune system.<br />
<br />
The Fast Healing granted by Natural Resilience increases by 2 for every five Beast Shaman levels thereafter (4 at 10th, 6 at 15th, and 8 at 20th level, and so on, including epic levels).<br />
<br />
'''{{#anc:Beast Shape|Beast Shape}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, a Beast Shaman gains the ability to turn herself into an [[SRD:Animal Type|animal]] within one size category of her normal size and back again three times per day. Her options for new forms include all feline, canine and ursine [[SRD:Animal Type|animals]]. This ability functions like the [[SRD:Alternate Form|alternate form]] special ability, and a Druid's [[SRD:Druid#Wild_Shape|Wild Shape]], except as noted here. <br />
<br />
The effect lasts for 1 hour per Beast Shaman level, or until she changes back. Changing form (to [[SRD:Animal Type|animal]] or back) is a [[SRD:Standard Actions|standard action]] and doesn’t provoke an [[SRD:Attack of Opportunity|attack of opportunity]]. Each time a Beast Shaman uses Beast Shape, she regains lost [[SRD:Hit Points|hit points]] equal to the value she would have gained if she had rested for a night.<br />
<br />
Any gear worn or carried by the Beast Shaman melds into the new form and becomes nonfunctional; equipment the Beast Shaman is not proficient with, but she is wearing, falls to the ground around her when she uses Beast Shape instead of melding into her new form. When the Beast Shamans reverts to her mortal form, any objects previously melded into the animal form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Beast Shaman's feet.<br />
<br />
The form chosen must be that of an [[SRD:Animal Type|animal]] which is a feline, canine or ursine, and its [[SRD:Hit Dice|Hit Dice]] may not exceed her Beast Shaman level.<br />
<br />
A Beast Shaman loses her ability to speak while in [[SRD:Animal Type|animal]] form because she is limited to the sounds that a normal, untrained [[SRD:Animal Type|animal]] can make, but she can communicate normally with other [[SRD:Animal Type|animals]] of the same general grouping as her new form.<br />
<br />
All Beast Shaman class features, except for the following, carry over into her Beast Shape; any maneuvers she knows which do not include the "Beast Shape" keyword may not be utilized while she is Beast Shaped, and she does not gain the benefit of her unarmed attacks nor Two-Weapon Fighting features for her unarmed attacks.<br />
<br />
When a Beast Shaman is immobilized, or otherwise unable to move normally at her land movement speed, the act of assuming or leaving her Beast Shape immediately frees her from those effects as if she had succeeded in the appropriate DC to be rid of them.<br />
<br />
A Beast Shaman can use this ability more times per day at 16th level, to a maximum of six times a day, and as many times as she desires per day at 20th level.<br />
<br />
'''{{#anc:Improved Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 6th level Beast Shaman gains the benefit of the [[SRD:Improved_Two-Weapon_Fighting|Improved Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat.<br />
<br />
'''{{#anc:Fierce Resolve|Fierce Resolve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Beast Shaman may continue to fight without penalty even if she is disabled or dying. When reduced to 0 or less hit points, a Beast Shaman can act as if she was not disabled, and she does not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 or less hit points. When reduced to -1 to -9 hit points, she does not fall unconscious nor does she automatically lose 1 hit point each round when at -1 to -9 hit points. When the Beast Shaman's current hit points drop to -10 or lower, she immediately dies.<br />
<br />
This class feature is instead treated as Shifter Ferocity for Shifter Beast Shamans of the 7th level as if it were a bonus Shifter feat, however it functions the same as listed here in place of its normal qualities.<br />
<br />
'''{{#anc:Enchanted Hide}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An 8th level Beast Shaman may enchant her Beast Shape's animal form as if it were a piece of armor and a weapon, assuming its benefits whenever she takes on her Beast Shape. Enchanted Hide allows her to place magical enchantment effects usually used for armor on her self, and magical enchantment effects usually used for weapons. These enchantments do not receive an increase to cost based on the item's base value (a Beast Shaman's feline, canine, or ursine form's pelt has no given value and thus is considered free) and are paid at the normal, base amount for the enchantment itself, but otherwise function and are priced as normal.<br />
<br />
However, any enchantments which regularly effect her outside of Beast Shape do not apply in her Beast Shape if an enchantment is placed upon her Beast Shape for that same slot unless she has a ''Wilding Clasp'' (or similar effect). For example, a Beast Shaman with a ''+1 Flaming Necklace of Natural Weapons'' uses her Beast Shape, but her Beast Shape has the ''+1 Seeking'' enchantment, she may only use the ''+1 Seeking'' enchantment while Beast Shaped unless she has a ''Wilding Clasp'' on the ''+1 Flaming Necklace of Natural Weapons'', in which case she may choose between the enchantments whenever she makes her attack roll but before the success or failure of the attack is decided. This quality of Enchanted Hide applies to all appropriate magical equipment that might effect her in or out of her Beast Shape.<br />
<br />
Enchanted Hide increases the Beast Shaman's armor class while Beast Shaped by +2, and advances all the damage dies of her natural attacks in that form by one step.<br />
<br />
'''{{#anc:Multiattack|Multiattack]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 9th level Beast Shaman gains the [[Multiattack|Multiattack]] feat as a bonus feat while she is Beast Shaped.<br />
<br />
If the Beast Shaman is a Shifter, they also gain Shifter Multiattack as a bonus Shifter feat, ignoring any prerequisites.<br />
<br />
'''{{#anc:Superior Shape|Superior Shape]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When having reached 10th level, a Beast Shaman permanently gains the [[Shapechanger_Subtype|Shapechanger Subtype]] regardless of any form she takes, and while using Beast Shape, she gains immunity to all undesired [[SRD:Transmutation|Transmutation]] and [[SRD:Polymorph_(Spell)|Polymorph]] effects.<br />
<br />
'''{{#anc:Greater Two-Weapon Fighting (Unarmed)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 11th level a Beast Shaman gains the benefit of the [[SRD:Greater_Two-Weapon_Fighting|Greater Two-Weapon Fighting]] feat while fighting unarmed as a bonus feat.<br />
<br />
'''{{#anc:Might of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 12th level Beast Shaman receives an increase of natural endurance and physical might, permanently increasing her Constitution and Strength scores by +2. When she utilizes her Beast Shape class feature, Might of the Wild's bonuses transfer over and added to the new form, but are increased to +4 bonuses rather than +2. Assuming Beast Shape is no longer a standard action and is now a swift action.<br />
<br />
Additionally, a Beast Shaman gains Damage Reduction 2/-, but when she assumes her Beast Shape this Damage Reduction is increased to 5/-, and the damage dies of her natural attacks in Beast Shape are all advanced by one step.<br />
<br />
'''{{#anc:Primal Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 14th level Beast Shaman may add her Wisdom modifier as bonus damage to her melee damage rolls, even those that deal magical damage, so long as they are a melee attack or part of one. In addition, prior to rolling a melee attack roll, she may change the damage type of her melee attack to piercing, slashing, or bludgeoning damage, regardless of the normal damage type for that attack. The exception to her changing the damage type of her attacks is when she utilizes a maneuver that specifies otherwise, such as a Path of the Tiger technique that mentions the maneuver only deals its damage as slashing.<br />
<br />
'''{{#anc:Retributive Form}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the 15th level a Beast Shaman who is a target to a spell or effect that attempts to alter her shape, such as a [[SRD:Polymorph_(Spell)|Polymorph]] spell from the [[SRD:Transmutation|Transmutation]] school, may enact instantaneous revenge if she desires. As an immediate action, she may deal her character level plus her Wisdom modifier in unerring force damage to the attacker; the subject of the retributive attack must make a [[SRD:Concentration_Skill|Concentration]] check with a DC equal to the damage dealt by Retributive Form or lose one of their highest level spell slots for that day as if they had expended a spell of that level. <br />
<br />
The Beast Shaman is treated as having automatically succeeded against the spell's effect (handled as a natural 20 on the dice) and suffers no secondary or ill effects from the attempted, forceful change of her shape.<br />
<br />
'''{{#anc:Animal Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon assuming the 18th level, a Beast Shaman may, three times a day, add twice her Wisdom modifier to any saving throw. Should this saving throw come up as a natural failure (1 on the dice), she is granted a free and immediate re-roll by Animal Mettle using the same bonuses she did initially and at the original DC without expending another use of her Animal Mettle along with suffering no ill effect for her initial "failure"; she has not yet rolled again. She must, however, take the results of the second roll in such a case. <br />
<br />
'''{{#anc:Wild Perfection}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Having reached 20th level, a Beast Shaman becomes the perfect apotheosis of mortal soul and primal spirit. She may now utilize her Beast Shape class feature indefinitely and as many times per day as desired, and now adds the physical ability scores of her Beast Shape to those of her base ability scores whenever she assumes her Beast Shape. <br />
<br />
While Beast Shaped she is under the continuous effects of [[Speak_with_animals|Speak with Animals]] and [[True_seeing|True Seeing]], and she gains the benefit of Darkvision out to 120 ft, along with Blindsense out to 60 ft. Further, Beast Shape becomes a free and immediate action, allowing the Beast Shaman to assume her Beast Shape at any time she so desires, even if it is not her turn or when she is otherwise unable to act.<br />
<br />
She no longer takes [[SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the she still dies of old age when her time is up.<br />
<br />
==== Ex-Beast Shamans ====<br />
<br />
A Beast Shaman who ceases to revere the ferocious beasts of nature or changes to a prohibited alignment loses access to all of her class features until she atones. She must return to a proper alignment and seek out someone to cast an Atonement spell for her in addition to completing an appropriate quest to reconnect herself with her predatory nature. <br />
<br />
A character may not multiclass into a Beast Shaman; she must begin play as a Beast Shaman. She may, however, multiclass into other classes and or prestige classes as normal.<br />
<br />
==== Epic Beast Shaman ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Beast Shaman}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#Greater Might of the Wild|Greater Might of the Wild]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | [[#Beast Rend|Beast Rend]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | [[#Animal Mettle|Animal Mettle]] (6/day)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | [[#Improved Multiattack|Improved Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Echo of the Beasts of Legend|Echo of the Beasts of Legend]]<br />
|-<br />
| colspan="42" class="skill" |<br />
5 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Greater Might of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 21st level Beast Shaman's Might of the Wild class feature progresses from +2 Strength and Constitution while not Beast Shaped to +4, and while she is Beast Shaped the benefits are increased to +6 Strength and Constitution instead of +4.<br />
<br />
Additionally, her Damage Reduction improves from 2/- to Damage Reduction 5/-, and is further advanced when she assumes her Beast Shape, increasing her Damage Reduction while Beast Shaped from 5/- to Damage Reduction 10/-. All damage dies of her natural attacks in Beast Shape are further advanced by one step.<br />
<br />
'''{{#anc:Beast Rend}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 23rd level a Beast Shaman learns how to rend creatures while she is in her Beast Shape whenever she strikes with multiple melee attacks. If the Beast Shaman in Beast Shape hits an opponent with at least two melee attacks in the same [[SRD:Round|round]], she may automatically rend the opponent. This deals additional damage equal to the base damage of her smaller damage die plus 1 and 1/2 times her [[SRD:Strength|Strength]] modifier; the base damage includes an enhancement bonus on damage, if any. The Beast Shaman can only rend once per [[SRD:Round|round]], regardless of how many successful attacks she makes.<br />
<br />
'''{{#anc:Improved Multiattack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 27th level Beast Shaman gains the Improved Multiattack feat as a bonus feat, ignoring any prerequisites, while she is Beast Shaped.<br />
<br />
'''{{#anc:Echo of the Beasts of Legend}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon reaching the 30th level, a Beast Shaman becomes an echo of the ancient Beasts of Legend and gains the following benefits.<br />
<br />
Even while not Beast Shaped, a Beast Shaman may be treated as a [[SRD:Animal Type|animal]] or [[SRD:Magical Beast Type|magical beast]], in addition to her regular type whenever it is beneficial to her; she does not, however, find herself subject to any hostile effects which regularly target these types. For example, a 30th level Beast Shaman is immune to effects such as [[SRD:Charm_Animal|Charm Animal]], but she can benefit from [[SRD:Animal_Growth|Animal Growth]] spell. Her Strength, Dexterity and Constitution scores are increased by +6 when she is Beast Shaped, and she may increase her size category by one step whenever she assumes her Beast Shape (a Medium Beast Shaman can become a Huge tiger rather than a Large tiger for example), if she so desires, and she gains a +2 Sacred bonus to all of her saves.<br />
<br />
The damage dies of all of her attacks while Beast Shaped are advanced by one step, and have their critical range and damage multiplier doubled, stacking with any like effects. Any attack by the Beast Shaman, melee or not, is now treated as if it was benefiting from a [[SRD:Ghost_Touch_(Weapon_Enhancement)|Ghost Touch]] enhancement.<br />
<br />
Finally, the Beast Shaman gains the benefit of Frightful Presence while she is Beast Shaped; all hostile creatures within 50 ft that have equal to or fewer HD than the Beast Shaman are [[SRD:Shaken|Shaken]] whenever she roars, growls, charges, attacks or otherwise takes an action that would make her appear intimidating in some fashion. The Shaken effect lasts until the unnerved creature is more than 50 ft away. Upon a successful save, the target is immune to the Beast Shaman's Frightful Presence for 24 hours. The DC to avoid becoming Shaken by the Beast Shaman is her character level + her Wisdom modifier + her Intimidate skill versus Will.<br />
<br />
Frightful Presence applies to creatures who are regularly immune to fear as a supernatural, rather than extraordinary, effect.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Beast Shaman ====<br />
<br />
'''Religion:''' Beast Shamans follow no particular deity, and in fact, many readily resent the divine intervention by countless forces beyond the animal realm, viewing such intrusions as breaking the natural order which is already established. Though some do choose to worship a power alongside their devotion to the animal spirit, such is often a relic of their more civilized time or out of cultural expectation, yet those that do worship tend to favor the deities Obad-Hai and Ehlonna, but never exclusively surrender themselves to their deity's will; a Beast Shaman is forever a paragon of the true wild. Though there is no standard doctrine among Beast Shamans, it is universal that each and every member puts the benefit and expansion of the animal kingdom, particularly its predators, before their own well being and that of others. While not zealots, Beast Shamans are exceptionally firm in their standing and will never willingly part with their spiritual conviction to improve the state of each and every feline, canine or ursine predator.<br />
<br />
To those outside the minds and spirits of Beast Shamans, the open defiance to any deity's influence or direct action is often a subject of tension for the more religious types, who frequently view them as nothing more than exceptionally dangerous animals and false seers. A Beast Shaman is often the subject of unfair treatment by the most practiced and lawful schools of religion such as those of Heironeous, Yondalla, and St. Cuthbert, whose followers may view a Beast Shaman as a defiant to their law. In truth, Beast Shamans tend to follow the laws of the land when it does not interfere with the progress of their favored animal spirits, and will at times even practice regional or religious customs out of courtesy.<br />
<br />
'''Other Classes:''' Beast Shamans are frequently lone travelers due to an instinct to roam and scour both the wilderness and civilization alike for opportunities and expansion, but it is not a truly rare event for a Beast Shaman to take up fist, claw and fang alongside a traveling band. Though often an unusual member to an expedition, Beast Shamans have a natural affinity for those who follow an instinct very close to their own, and often spend their time with the party's Druid and or Ranger, providing insight and talent both lack in exchange for similar favors. It is not unusual, for example, for a Beast Shaman to be the offspring of a Druid or Ranger, and to interact with an individual who is much alike their family offers a sense of home, even in foreign environments.<br />
<br />
Whilst getting along well with those of the animal and natural vein, Beast Shamans are weary, with reason, of those who dedicate their lives to the name of some god. Clerics and Paladins frequently represent the polarity to a Beast Shaman, often displaying exceptionally pious manners for the laws and domains of a deity, whereas the Beast Shaman answer solely to animal will; pure instinct. Though not at odds, the subject of religion or divine intervention is a subject best skirted as differences of opinion, and source of inspiration, tend to lead to more than just disagreements with words.<br />
<br />
Those of the Arcane domain, namely the studious types such as Wizards, often find Beast Shamans a particularly intriguing presence among a group; a relic of a long forgotten past, the source of their power is only occasionally named, and far more rarely viewed. Just as [[Champion_of_the_Ferine_(3.5e_Class)|Champions of the Ferine]] are a subject of interest for their unusual ties to a power source otherwise impossible to truly tap, the Beast Shaman is unique thing to be learned from. The more charismatic individuals of the Arcane, Bards and Sorcerers, contrastingly take little interest in their significantly more savage counterpart, and may make them the subject of belittlement or humor from time to time, or generally ignore them.<br />
<br />
For those of martial talent, the Fighters, Rogues, Barbarians and martial adepts, a Beast Shaman is an ally to be welcomed on the front line of battle; their powerful animal forms providing much needed distraction and offensive potential, combined with their agility and mobility, makes them crucial implements for devastating any enemy they might come across. While a Beast Shaman may not wield a blade with any finesse, the raw strength of their melee strikes is worthy of a toast now and then, and it is hardly uncommon for the Beast Shaman's martial compatriots to enjoy an occasional harmless skirmish with them for the sake of fun. To any Beast Shaman, a mock fight is seldom different from the experience most young predators enjoy with their siblings, and offers potential for bonding with their traveling companions and establishing a rapport.<br />
<br />
'''Combat:''' Combat for a Beast Shaman revolves entirely around their ability to strike fast and multiple times; a flurry of blows much akin to a Monk's, a Beast Shaman has great reason to favor making a full-attack whenever possible against an enemy. However, some of a Beast Shaman's maneuvers do not allow her to strike with all of her bonus attacks gained through her Two-Weapon Fighting technique, but often offer significantly more utility than her regular melee attacks, particularly when the enemy requires more dedication to defeat than usual.<br />
<br />
Unlike the majority of martial classes, a Beast Shaman is not without the ability to strike from afar with attacks very similar to spells; though unlike spell-like abilities, she unleashes her power through supernatural means, causing powerful magic-like effects to occur. Her tactics vary with the needs of the battle, and its not uncommon for a Beast Shaman to cast an arcing blast of Spirit Lightning to cripple and harm a cluster of foes before she enters the fray, just as much as it is not uncommon for her to rush into the heat of the conflict and strike foes with startling speed in her new bestial form.<br />
<br />
==== Beast Shamans in the World ====<br />
<br />
{{quote|It is in this connection to the deepest roots of animal power that we, as the embodiment of it, understand there is more than just divinity and mortality.|orig=Arkash Wildborne, Shifter Beast Shaman}}<br />
<br />
Often the children of Barbarians, Rangers and Druids, Beast Shamans as children immediately take on spiritual connection and empathy toward animals, primarily those that are within the greater triumvirate, those animals which are feline, canine and ursine. It is of little surprise, most often, to their parents and families that such is the result, but over time it becomes evident they are more than an individual with latent Druidic talent. Whereas Champions of the Ferine manifest haphazardly and without clear reason as to why, short of an immense will power and animal affinity, Beast Shamans are those who are more or less bred into existence; there is no Beast Shaman in existence without blood that has come close to the wild. Shifters, of all races, are the sole exception, for their [[SRD:Lycanthrope|lycanthropic]] heritage bleeds through directly, resulting in the possibility of Beast Shaman offspring even if both parents lack any direct connection to the wild or even slightest of contact; a Shifter Sorcerer and Shifter Crusader can very well produce a Shifter child who has the talents of a Beast Shaman without any interaction with an animal in their life.<br />
<br />
Significantly more rare of Beast Shamans are those who are of [[SRD:Elf|elven]] descent. For reasons not well understood, even by powerful and elder Beast Shamans, most elven children who have the latent blood within them necessary for them simply being Beast Shamans are never brought anywhere near term while others are instead stillborn; those that do survive however, are subjects of great discussion. It is believed by many, erroneously, that it is a punishment placed upon the elves by ancient beasts of tremendous power, those who now make up the animal soul, for the Elves drifting away from the wilderness that they so claim to love. In reality, the few scholars who have expended years of their life in the study of the animal soul recognize that it is a force which does not readily resent or hold grudges, no matter the transgression, and willingly forgives even grievous errors provided the individual truly atones and surrenders to its power once more. As such, an elven Beast Shaman is an unusual sight to behold and are very easily recognized by their feral glare and golden eyes along with a much more pronounced build.<br />
<br />
Humans, of the three primary Beast Shaman races, are the most common. The unique malleability of the human beast makes them a common candidate for eventual contact with sources of animal power; it is rumored that even being in the presence of a Champion of the Ferine can impact a human enough that their child could be a Beast Shaman, but this has yet to be proven. Given what is known about the animal soul and its agents, such is not an outlandish possibility, but it is highly unlikely. Most human Beast Shamans are from Barbarian tribes or the results of pairings of Druids; to their families, and their siblings, a Beast Shaman is a welcome member. The contrary sadly occurs in environments where civilization rules where their families, and the young Beast Shaman are shunned and, occasionally, feared; becoming a pariah, they seldom remain for long within their home and seek out the surrounding wilderness.<br />
<br />
Born into their power by blood, Beast Shamans are wanderers and rarely keep company other than those who are quite similar in goals and powers. A Beast Shaman among Druids or a tribe of nomadic Barbarians is where one can find them if they find them among any numbers. As adventurers, however, that lure of exploring the unknown and the opportunity to further their convictions is something that cannot, and does not, go ignored by them. When presented the opportunity to join others, provided there is little conflict in personality and purpose, a Beast Shaman has no issue with heading off into the unknown.<br />
<br />
'''Daily Life:''' Most Beast Shamans live like their closest cousins in spirit; like great cats of the wild, they prowl the evening hours, or even the dead of night, stalking through forests or across tundra on the hunt for their sustenance. Or like the wolf, they take on that predator's aspect and hunt along side a pack they introduce themselves into, chasing down their prey and eating along side their animal brothers and sisters. Some take up the habits of the bear and forage throughout the day, spending their time by a stream and catching with but their hands, or paws, trout and salmon or enjoying the sweetness of gathered wild berries. Highly ascetic, Beast Shamans have little to their name, and what they do bring with them often has much personal importance; such goods can range from simple jewelry to elaborate totems, even water polished stones or items of awesome magic power that appear otherwise mundane. What they do own, they are highly protective of, and only share its simple beauty to those they are most close to.<br />
<br />
'''Notables:''' Of all names only that of ''Arkash Wildborne'' have any value to a Beast Shaman. Arkash, a Razorclaw Shifter, is one of the few Beast Shamans accepted by society for his association with Sylania Andonai, the lead envoy to most elder Druids. One of her companions, like Aeron R'roth, Arkash Wildborne is a heroic Beast Shaman who opposes the undead, aberrations and demons of the world, and fights to the death for those who do the same in the name of preserving the beasts of the wild.<br />
<br />
'''Organizations:''' Beast Shamans have no dedicated organization or faction to which they belong; each and every member is unique, but can be easily recognized by one another without any verbal communication being required. A Beast Shaman can look another in the eye and understand who, and what they are as a Beast Shaman despite any outward discrepancies. Because of this, and their exceptional rarity, there is no need for congregating without some greater purpose.<br />
<br />
As aforementioned, a Beast Shaman's only organization might be the Barbarian tribe they were born in, or wandered into, or a closed circle of Druids who find the unique personality and insight of a Beast Shaman a powerful, and worthy companion. Others yet are merely wanderers among a band of roaming adventurers who seek treasure, fame and glory, while the Beast Shaman longs for furthering the power of the animal soul in the world.<br />
<br />
'''NPC Reactions:''' Outcasts in the majority of the world, most Beast Shamans are barred from entering cities without simple disguise; unable to roam freely, if they so wished, in a town as their more familiar beast form, they are unjustly the subject of fear. In most civilizations, Beast Shamans, thanks to the awesome animal power they wield, are feared for the ability to control, command and communicate with animals, primarily because they have, in the past, destroyed similar cities using such means. Other reasons for this fear is the iconic supernatural feat of a mighty Beast Shaman, ''Unleash the Animal Soul'', a direct touch of the animal soul itself which ferociously and violently transforms its victim into a savage animal. Though such a power would rather be used to free those willing from their mortal bonds and grant them the peace of mind and body in their new bestial form, it too is a weapon, one which is spoken of in hushed tones in the presence of a Beast Shaman, if at all.<br />
<br />
Often posing as Monks, Beast Shamans, should they disguise themselves, rarely engage in the vices of city life; they find no want for drink or comfort, nor need for gambling. Their business is often short, but should it find itself extended, they frequently examine the world around them in great detail, taking time to understand as best they can of what this other side of the coin offers, and thus wander the streets and businesses.<br />
<br />
==== Beast Shaman Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (Nature)]] can research Beast Shamans to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Beast Shamans are adepts of martial and animal spirit who fight with hand and fist over blade and spell. Able to take on animal forms like Druids, Beast Shamans are exceptional, if not limited, shapeshifters.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | There is no career into becoming a Beast Shaman; it is not something that is learned, it is something that is bestowed unto them before birth. All Beast Shamans have inherited their powers through blood that in some manner has been influenced by the animal soul.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Long before the mortal races diverged completely from their animal cousins, most every race in existence at some point had been inspired by the animal soul, but with time, this spark has faded and all but dulled by interference from forces like those of the divine or outer realms. Beast Shamans are those who retain and exemplify this long lost spark.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Beast Shamans are, at heart, minute fragments of the long dead Beasts of Legend embodied in mortal forms. Their humanoid spirits part of the animal soul itself, they are able to manifest their powers by supernatural appointment, one that not even deities can interfere with.<br />
|}<br />
<br />
==== Beast Shamans in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Champion_of_the_Ferine_(3.5e_Class)&diff=630773
Champion of the Ferine (3.5e Class)
2013-08-08T23:29:16Z
<p>Argent Fatalis: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete (Version 2.0.0)<br />
|editing=<br />
|type=Neutral, Divine, Moderate Spellcaster, Combat-Focused<br />
|desc=The Champion of the Ferine is a bestial warfighter who draws upon the raw Divine energy of animal ferocity by sheer willpower alone, transforming into a menacing force to be reckoned with over much spiritual maturation. Striking rapidly and relentlessly with a greatsword whilst shrugging off attacks in heavy armor, the Champion of the Ferine augments their martial prowess with animal ferocity via Empowerment effects, and can take on an Alternate Form to further their combat prowess.<br />
}}<br />
<br />
=== Developer Log ===<br />
:'''''Champion of the Ferine Version 2.0.0'''''<br />
::''Please consult the [[Talk:Champion_of_the_Ferine_(3.5e_Class)|Developer's Log]] for updates and changes before editing. Upon finishing and finalizing your edit, please update the [[Talk:Champion_of_the_Ferine_(3.5e_Class)|Developer's Log]].''<br />
<br />
<br />
== Champion of the Ferine ==<br />
Wherever the wild's call whispers there are ears ready to listen; countless individuals follow the Druid's path, bending knee to the will of nature or those who call themselves its masters in the greater Divine, but others yet instead reach out to the untamed powers. The allure is not for those of weak will or pathetic stature, for nature favors those that are strong, and culls those that are weak, grooming and rewarding those who succeed with further chances for success... Or failure. However, to those that tap into the ferocity of beasts through such avenues and embrace the animal soul, they become unalike anything in their realm. And, with time, edge ever closer to becoming more alike the thing that they draw upon.<br />
<br />
[[File:Rsz_cotferine.png|400px|thumb|right|Champions of the Ferine, Aeron R'roth left and Sylania Andonai right, with both humanoid and Alternate Forms.]]<br />
<br />
=== Making a Champion of the Ferine ===<br />
<br />
Champions of the Ferine are powerful melee combatants with limited Divine spell casting abilities. Their innate connection to nature, namely the spirit of animal savagery, allows them to quickly overwhelm even the strongest foes in an onslaught of weapon strikes. Unlike Druids, Champions of the Ferine freely make use of highly protective metal heavy armor and bring to bear fierce greatswords.<br />
<br />
'''Abilities:''' Strength is the priority of any Champion of the Ferine for it determines many of their offensive melee abilities, followed closely by Wisdom which enables their Divine spell casting and augmentation spells in addition to empowering some class features. However, a large Constitution score is essential to enhance their survivability against threats near and far along with improving crucial class functions, namely their Invocation ability.<br />
<br />
'''Races:''' All but a handful of races hear the call of the wild and even less take up the predatory path of the Champion of the Ferine. The most common to heed the call are the [[SRD:Human|Humans]], far from single minded in this pursuit, many humans shun those who answer to the wild, even going so far as to hunt them as monsters and aberrations. Many [[SRD:Elf|Elves]] find themselves slipping away from their civilized cousins, content to lose themselves in a never ending hunt through the centuries. Very few of the other races hear the call and many that do never answer it, instead choosing to wrap themselves away as "civilized". Nothing prevents others from answering the call though and any race may be found as a Champion of the Ferine.<br />
<br />
'''Alignment:''' Champions of the Ferine frequently abandon the morals and restrictions of civilization, but rarely do so completely. A Champion of the Ferine must be Neutral on at least one alignment axis, but may be any combination of alignments that satisfy this requirement.<br />
<br />
'''Starting Gold:''' 6d4x10<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>Table: The Champion of the Ferine</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Ferocious Assault<br/>Attack Bonus<br />
! colspan="9" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | [[#Manifest Feral Soul|Manifest Feral Soul]], [[#Predator Empathy|Predator Empathy]], [[#Ferocious Assault|Ferocious Assault]]<br />
| -1/-1 ||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | [[#Pounce|Pounce]], [[#Woodland Stride|Woodland Stride]], [[#Keen Nature Sense|Keen Nature Sense]]<br />
| +0/+0 ||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | [[#Unshackled Movement|Unshackled Movement]]<br />
| +1/+1 ||5||4||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | [[#Blade of the Wild|Blade of the Wild]]<br />
| +2/+2 ||6||5||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +5 || +1 || +5<br />
| class="left" | [[#Superior Manifestation of Feral Soul|Superior Manifestation of Feral Soul]], [[#Trackless Step|Trackless Step]], [[#Resist Nature's Lure|Resist Nature's Lure]]<br />
| +4/+4 ||6||5||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | [[#Empowerment|Empowerment]], [[#Empowerment: Untamed Power|Empowerment: Untamed Power]]<br />
| +5/+5/+0 ||6||6||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | [[#Empowerment: Maiming Wounds|Empowerment: Maiming Wounds]], [[#Empowerment: Primal Will|Empowerment: Primal Will]]<br />
| +6/+6/+1 ||6||6||5||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | [[#Scent|Scent]], [[#Empowerment: Savage Strikes|Empowerment: Savage Strikes]]<br />
| +7/+7/+2 ||6||7||6||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | [[#Greater Manifestation of Feral Soul|Greater Manifestation of Feral Soul]], [[#Natural Immunity|Natural Immunity]], [[#Unbound Agility|Unbound Agility]]<br />
| +9/+9/+4 ||6||7||6||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Empowerment: Vengeful Return|Empowerment: Vengeful Return]]<br />
| +10/+10/+5 ||6||8||7||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | [[#Shattering Roar|Shattering Roar]], [[#Greater Ferocious Assault|Greater Ferocious Assault]]<br />
| +11/+11/+11/+6/+1 ||6||8||7||5||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | [[#Kindred Spirits|Kindred Spirits]]<br />
| +12/+12/+12/+7/+2 ||6||8||8||6||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" | [[#Fierce Manifestation of Feral Soul|Fierce Manifestation of Feral Soul]], [[#Empowerment: Reckless Onslaught|Empowerment: Reckless Onslaught]]<br />
| +13/+13/+13/+8/+3 ||6||9||8||6||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | [[#Sunder Nature's Lure|Sunder Nature's Lure]]<br />
| +14/+14/+14/+9/+4 ||6||9||8||7||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | [[#Wrath of the Wild|Wrath of the Wild]]<br />
| +15/+15/+15/+10/+5 ||6||9||8||7||5||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | [[#Horrifying Roar|Horrifying Roar]]<br />
| +16/+16/+16/+11/+6/+1 ||6||9||9||8||6||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#Embodiment of the Feral Soul|Embodiment of the Feral Soul]], [[#Invocation|Invocation]]<br />
| +17/+17/+17/+12/+7/+2 ||6||10||9||8||6||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Deafening Roar|Deafening Roar]]<br />
| +18/+18/+18/+13/+8/+3 ||6||10||9||8||7||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
| +19/+19+19/+14/+9/+4 ||6||10||10||9||7||5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Insurmountable|Insurmountable]]<br />
| +20/+20/+20/+15/+10/+5 ||6||10||10||10||8||6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Champion of the Ferine.<br />
<br />
'''Weapon and Armor Proficiency:''' Champions of the Ferine are strictly proficient with heavy armor and greatswords, along with any natural attacks they have.<br />
<br />
'''{{#anc:Manifest Feral Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at the 1st level and every four levels there after (5th, 9th, 13th, and 17th) the Champion of the Ferine further manifests the feral powers within them. These powers are always present and need not require the Champion of the Ferine being necessarily aware of them for them to function.<br />
<br />
All increases to statistics, such as Natural Armor, Will, Reflex, Fortitude, Resistance, or Ability Scores, are additive in nature with all other sources unless specifically stated otherwise; this means that they stack with all other like effects regardless of their source unless it notes differently; for example the Natural Armor provided by Feral Soul stacks with other sources of armor, regardless of their origin, including worn armor unless stated otherwise.<br />
<br />
At 1st level the Champion of the Ferine gains a permanent bonus of +2 bonus of Strength, Constitution, and +1 Natural Armor. She also begins to grow a pair of large predatory claws with which she becomes naturally proficient with, dealing 1d4 damage while attacking with them; the damage dealt by these claws may be piercing or slashing (which must be determined at the time of the attack), but cannot qualify as both for the purposes of overcoming damage reduction. <br />
<br />
These claw attacks may be utilized as an additional pair of attacks following a Ferocious Assault; the attack roll penalty for her claw attacks is her base attack bonus -5 as normal, and are affected by her penalty to attack rolls following the use of Ferocious Assault.<br />
<br />
These added claw attacks are treated as a separate attack, but allows her to make attacks, such as an attack of opportunity, with her equipped weapon afterward and with no added penalty from this additional attack - this however does not remove the penalty to attack rolls before her next turn caused by Ferocious Assault, if any. <br />
<br />
The Champion of the Ferine may improve her natural claw attack through the Improved Natural Attack feat as normal, stacking its benefits with any others gained; Feral Soul may be treated as the Improved Natural Attack feat for the purpose of allowing feats with that prerequisite to be taken or whenever it proves beneficial to her. In the event the Champion of the Ferine had claws prior to her 1st class level in Champion of the Ferine, regardless of source, the damage dealt by her claws is increased to the next largest value by Feral Soul.<br />
<br />
In addition to these qualities, a Champion of the Ferine gains [[SRD:Low-Light Vision|Low-Light Vision]]; if she already had Low-Light Vision, its range is doubled and a permanent bonus of +2 to Spot checks is gained. <br />
<br />
The Champion of the Ferine finds herself in receipt of a +5 bonus of fire, frost, acid and lightning Resistance, which is additive with all other Resistance effects that she has through Feral Soul and Invocation's Alternate Form but stacks with no other sources.<br />
<br />
Because a Champion of the Ferine finds herself an exemplar of natural animal ferocity and anchored directly in body and soul to the feral powers that drive the beasts of the wild, she is rendered immune to being raised in undeath should she die and may not be an undead creature of any sort. Resurrection spells, or the overall reuniting of soul to body and returning to life, function as normal for her, but she cannot be transformed willingly or unwillingly into an undead creature at any point. Attempts to do so simply fail with no further effect, be it beneficial or harmful, to herself or the individual attempting to raise her as undead. <br />
<br />
Additionally, her soul cannot be contained, controlled, corrupted or destroyed by any means and she actively retains her free will as a spirit even if it is severed from her body; this anchoring of soul is so tremendous that even she cannot elect to take such actions if desired, for her essence belongs to the will of animal ferocity.<br />
<br />
'''{{#anc:Ferocious Assault}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Champion of the Ferine can channel her wild soul into a ferocious onslaught of attacks, battering the helpless prey before it can retaliate. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Ferocious Assault Attack Bonus column. This penalty applies for 1 round, so it also affects attacks of opportunity the Champion might make before her next action. When a Champion reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A Champion must use a full attack action to strike with such an onslaught. The attacks unleashed by Ferocious Assault are of one type and cannot be freely interchanged once initiated, thus she may not freely switch between her equipped weapon and claws during a Ferocious Assault and must select one to deal Ferocious Assault's damage with.<br />
<br />
'''{{#anc:Predator Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Champion of the Ferine can improve the attitude of a predatory [[SRD:Animal Type|animal]] as a [[SRD:Druid|Druid]] can with her Animal Empathy Extraordinary ability. Predator Empathy only functions when dealing with predatory animals, but gains a +4 circumstance bonus with beasts that are of canine, feline or ursine nature.<br />
<br />
'''{{#anc:Pounce}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 2nd level, a Champion of the Ferine gains the benefit of [[SRD:Pounce|Pounce]], allowing her to make a full attack following a charge, including any rake attacks she may have.<br />
<br />
'''{{#anc:Woodland Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a Champion of the Ferine may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.<br />
<br />
'''{{#anc:Keen Nature Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level a Champion of the Ferine gains a +4 bonus on all [[SRD:Knowledge Skill|Knowledge]] (nature) and [[SRD:Survival Skill|Survival]] checks made by her.<br />
<br />
'''{{#anc:Unshackled Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level a Champion of the Ferine’s movement speed is faster than the norm for her race by +10 feet. This benefit applies only when she is not wearing armor or is in heavy armor and not carrying a heavy load in either case. Continued, a Champion of the Ferine no longer suffers a penalty to movement while wearing heavy armor, but still does as normal while she is carrying a heavy load. <br />
<br />
'''{{#anc:Blade of the Wild}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the 4th level the Champion of the Ferine is able to make a number of additional attacks of opportunity equal to her Dexterity bonus, ignoring the penalty provided by her worn armor if any, even while flat-footed. The damage dealt by these attacks may be nature (acid) damage or physical damage as selected by her at the time of the attack, these attacks however still remain basic melee attacks regardless of their actual damage type. <br />
<br />
Blade of the Wild qualifies the Champion of the Ferine for any features associated with the Combat Reflexes feat as if she had taken that feat. In the event she already had taken Combat Reflexes as a feat, she loses Combat Reflexes at 4th level (when she gains Blade of the Wild) and is refunded the feat she spent on Combat Reflexes.<br />
<br />
'''{{#anc:Superior Manifestation of Feral Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level the Champion of the Ferine gains an additional permanent +1 bonus of Natural Armor, in addition to +2 Strength and +2 Constitution along with advancing her claw attack by one rank (to 1d6 from 1d4 for example) as if she had taken the Improved Natural Attack feat. <br />
<br />
The Champion of the Ferine's natural claws now indefinitely count as magical +1 weapons, allowing them to be enchanted accordingly, however, her claws display no alterations when enchanted and outwardly appear non-magical. The magical potency of the claws cannot be disenchanted or otherwise removed from her being, but may be re-enchanted to replace old effects or include new ones without being destroyed; however, their magical properties are temporarily nullified as normal if she were to cross into an [[SRD:Antimagic Field|Antimagic Field]].<br />
<br />
The Champion of the Ferine also begins to grow more in size, stature and musculature, with her taking on a more lean, animal build, and beginning to express a gold coloration to the irises of her eyes and subtle pronunciation of her canine and incisor teeth, causing her to gain the [[Shapechanger Subtype|Shapechanger Subtype]] if she did not already have it. These effects increase the Champion of the Ferine's skill in Intimidation by +2, but reduces the effectiveness of all of her other Charisma-based checks, such as Diplomacy, by -2 when dealing with creatures other than animals. <br />
<br />
She also gains another +5 bonus to fire, frost, acid and lightning Resistance, which is additive with all other Resistance effects she has through Feral Soul previously and Invocation's Alternate Form.<br />
<br />
'''{{#anc:Trackless Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level, a Champion of the Ferine leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.<br />
<br />
'''{{#anc:Resist Nature’s Lure}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level a Champion of the Ferine gains a +4 bonus on all [[SRD:Saving Throw|saving throws]] made by her against the [[SRD:Spell-Like Ability|spell-like abilities]] of [[SRD:Fey Type|Fey]].<br />
<br />
'''{{#anc:Empowerment}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level a Champion of the Ferine learns how to draw upon untapped primal energy, empowering her combat prowess. Empowerment temporarily grants a Champion of the Ferine a chosen passive attack effect for a short duration. Empowering a weapon is a swift action and does not provoke an attack of opportunity for doing so. Empowerment lasts for 3 rounds when activated; Empowerment cannot be activated again until 3 rounds after its effects fade. She may only chose one Empowerment to be active at a time, but may freely switch between them whenever activating them next.<br />
<br />
'''{{#anc:Empowerment: Untamed Power}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level a Champion of the Ferine may use Empowerment: Untamed Power: Successful melee attacks by the Champion of the Ferine now deal damage as nature (acid) instead of physical, and reduce the target's AC by -2 until the end of the Champion of the Ferine's next turn.<br />
<br />
'''{{#anc:Empowerment: Maiming Wounds}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Champion of the Ferine may access Empowerment: Maiming Wounds: Successful melee attacks by the Champion of the Ferine slow the victim's movement speeds by 1/2 until the start of her next turn.<br />
<br />
'''{{#anc:Empowerment: Primal Will}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Champion of the Ferine may access Empowerment: Primal Will: For the duration of Empowerment: Primal Will, a Champion of the Ferine's movement speed cannot drop below her base movement speed, and any effect which would slow or otherwise reduce or halt movement speed does not effect her.<br />
<br />
'''{{#anc:Empowerment: Savage Strikes}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level Champion of the Ferine may use Empowerment: Savage Strikes: The critical threat range on all of the Champion of the Ferine's attacks are doubled, and all critical strikes gain a +4 confirmation bonus to succeed. This increase to threat range and confirmation of critical hits does not stack with any source except for Scent of Blood.<br />
<br />
'''{{#anc:Scent}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon reaching 8th level the Champion of the Ferine gains the [[SRD:Scent|Scent]] Extraordinary ability.<br />
<br />
'''{{#anc:Greater Manifestation of Feral Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level the Champion of the Ferine gains a permanent bonus of +1 Natural Armor, +2 Strength, and +2 Constitution, and further advances her claw attack to the next largest die (for example, 1d8 from 1d6) as if she had taken the Improved Natural Attack feat again. <br />
<br />
She also gains the benefit of Fast Healing in the form of Animal Metabolism; the amount of health regained per turn is 2 hit points per every 4 levels of Champion of the Ferine; the minimal amount regenerated by Animal Metabolism is 1 hit point per turn. Animal Metabolism's effect occurs even while the Champion is unconscious or otherwise unable to act, and is not effected by any means which prevent healing, and may only be reduced to the aforementioned 1 hit point per turn. <br />
<br />
It is at this point she bears significantly more beastly qualities for her race and is more easily identified by them; which may include, but are not limited to, a more robust build and greater height for her race, pronounced and thickened fingers with rough palms and clawed digits, including those on her feet, along with the whites of her eyes becoming gold. She might begin to express coarse hair of any natural shade such as black, blonde, white, or brown should she not already display such qualities, and finds herself with a more pronounced set of carnivorous teeth, reducing her Charisma based checks (except for Intimidate) by a further -4 when dealing with humanoids, and instead increasing her total Intimidate by another +4. <br />
<br />
The Champion of the Ferine gains an additional +5 bonus to fire, frost, acid and lightning Resistance to herself, which is additive with all other Resistance effects she has through Feral Soul previously and Invocation's Alternate Form.<br />
<br />
'''{{#anc:Natural Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When having reached 9th level a Champion of the Ferine gains passive immunity to all forms of diseases and poisons. Any effect which would be cured or ended by a successful [[Neutralize_poison|Neutralize Poison]] or [[SRD:Remove Disease|Remove Disease]] spell is also effectively canceled by the Champion of the Ferine's Natural Immunity; these effects are automatic and take place immediately upon attempted infliction. This effect cannot be suppressed by any means, including death or any form of helplessness, and functions regardless of the Champion of the Ferine's awareness.<br />
<br />
'''{{#anc:Unbound Agility}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 9th level a Champion of the Ferine advances beyond the limits imposed by her worn heavy armor, allowing her to ignore the Armor Check Penalties of it so long as she is not carrying a heavy load.<br />
<br />
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' After attaining 10th level, a Champion of the Ferine no longer takes ability score penalties for aging and she cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the Champion of the Ferine still dies of old age when her time is up. <br />
<br />
'''{{#anc:Empowerment: Vengeful Return}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Having achieved 10th level, a Champion of the Ferine learns Empowerment: Vengeful Return: Any enemy who strikes the Champion of the Ferine immediately takes 1/2 her Strength modifier in physical damage; each attacker can trigger this effect against them once a round. While Vengeful Return is active, all successful melee attacks by her, including Vengeful Return, heal the Champion of the Ferine for 1/2 of her Constitution modifier.<br />
<br />
'''{{#anc:Greater Ferocious Assault}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When a Champion of the Ferine reaches 11th level, her Ferocious Assault ability improves. In addition to the standard single extra attack she gets from Ferocious Assault, she gets a second extra attack at her full base attack bonus. <br />
<br />
'''{{#anc:Shattering Roar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 11th level a Champion of the Ferine may immediately attempt to interrupt any spell, spell-like ability, or any other magical effect which provokes an attack of opportunity, while it is being cast by any target within 15 ft once per turn. Shattering Roar deals damage equal to the Champion of the Ferine's weapon damage plus her Wisdom modifier as Sonic damage to all enemies in a 15ft burst around the Champion of the Ferine who fail their Will save (DC is 20 + the Champion of the Ferine's Strength modifier), and the casting individual in melee range who triggered Shattering Roar must succeed a Concentration check of DC 15 + casting spell's level + the Champion of the Ferine's Strength modifier or lose the spell, causing it to be lost and have no effect. <br />
<br />
Shattering Roar does not interfere with the ability of a Champion of the Ferine to make an attack of opportunity against a target which is not defensively casting a spell; both effects may trigger at the same time, and may be utilized one after another in any order desired, even if the spell is foiled by the attack of opportunity or Shattering Roar. In the event the spell is successfully interrupted by either the attack of opportunity or Shattering Roar, the targeted caster does not need make another Concentration check as the spell's effect has already been lost.<br />
<br />
'''{{#anc:Kindred Spirits}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Upon reaching the 12th level all Charisma-based checks which would be negatively effected by any Champion of the Ferine class features no longer applies to Magical Beasts in addition to animals as normal.<br />
<br />
'''{{#anc:Fierce Manifestation of Feral Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 13th level the Champion of the Ferine gains an added, permanent +1 bonus of Natural Armor and +2 to Strength, Constitution and Dexterity, and her claw attack is advanced one final time to the next largest hit die (such as 1d8 into 2d6) as if she had taken the Improved Natural Attack feat, along with increasing her close quarters prowess in the form of having her Grapple checks increased by +6. <br />
<br />
The Champion of the Ferine now begins to radiate an Unsettling Aura which reduces creatures saves against fear effects by -4, and reduces all of their Will save rolls by an additional -2. This presence effects any creature except for those explicitly chosen by her out to 25ft; the Unsettling Aura is an Extraordinary ability, of which other creatures are conscious and or aware of if they succeed on their perception of its origin through a [[SRD:Spot_Skill|Spot]] check (DC 15 + Champion of the Ferine's level); in order to avoid the effects of the Unsettling Aura a creature must succeed on a Will save (DC 10 + 1/2 the Champion of the Ferine's level + the Champion of the Ferine's Strength modifier). <br />
<br />
If they are unaware of her aura, they simply feel a powerful and dominating presence in the area which unsettles them but cannot pinpoint who or what it is originating from; this aura cannot be scryed, traced, or divined by magical or supernatural means. A creature unable to perceive the Champion's Unsettling Aura (or failed its save against the effect) must wait 24 hours before attempting to recognize its origin again or attempt another save to defeat the negative effects. <br />
<br />
The further ascendancy of the Champion of the Ferine reduces all of her Charisma-based checks, except for Intimidate, with creatures other than animals by an additional -4, but further increases her Intimidate by +4. <br />
<br />
The Champion of the Ferine further gains a +5 bonus to her fire, frost, acid and lightning Resistance, which is additive with all other Resistance effects she has through Feral Soul previously and Invocation's Alternate Form.<br />
<br />
'''{{#anc:Empowerment: Reckless Onslaught}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Having achieved 13th level, a Champion of the Ferine learns Empowerment: Reckless Onslaught: Successful melee attacks deal half of the Champion of the Ferine's Strength modifier in physical damage to all creatures other than her within 5ft of her primary target.<br />
<br />
'''{{#anc:Sunder Nature's Lure}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When having reached the 14th level a Champion of the Ferine gains an additional +4 bonus to her [[SRD:Saving Throw|saving throws]] against the [[SRD:Spell-Like Ability|spell-like abilities]] of [[SRD:Fey Type|Fey]].<br />
<br />
'''{{#anc:Wrath of the Wild}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the 15th level a Champion of the Ferine learns how to focus her vengeful, primal nature into her attacks of opportunity when at her strongest; Blade of the Wild's effect now deals 1/2 more damage, rounding up, if Empowerment: Untamed Power is active when an attack of opportunity is triggered.<br />
<br />
'''{{#anc:Horrifying Roar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When reaching the 16th level a Champion of the Ferine gains access to Horrifying Roar. Once per round she may forgo using her Shattering Roar to instead unleash a bloodcurdling roar that terrifies all creatures deemed hostile within a 15ft burst surrounding her. After making use of her Horrifying Roar she must wait 1d4 turns before attempting to do so again, but may still make use of her Shattering Roar as normal. <br />
<br />
The save DC for a creature to not become [[SRD:Panicked|Panicked]] by Horrifying Roar is Will vs 15 + the Champion of the Ferine's Strength modifier; should a creature fail its save it is immediately [[SRD:Panicked|Panicked]] for 1d3 rounds. If a creature succeeds on its Will save against Horrifying Roar it instead becomes [[SRD:Shaken|Shaken]] for 1d3 rounds; the damage taken by creatures which fail their Will saves is equal to the Champion of the Ferine's weapon damage plus her Wisdom modifier as Sonic damage, and those that succeed is 1/2 of that Sonic damage.<br />
<br />
'''{{#anc:Embodiment of the Feral Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 17th level the Champion of the Ferine reaches the peak of her synergy with her Feral Soul, gaining an additional stacking +1 bonus of Natural Armor, and a +4 bonus to Strength, Constitution, Dexterity, Wisdom, along with an added +6 to Grapple checks; the Natural Armor gained through this source stacks with all prior Feral Soul benefits of the same type along with worn armor and Invocation as normal. <br />
<br />
She gains the final benefit of another +5 bonus to fire, frost, acid and lightning Resistance, which is additive with all other Resistance effects she has through Feral Soul previously and Invocation's Alternate Form.<br />
<br />
'''{{#anc:Invocation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the 17th level a Champion of the Ferine may, three times per day, invoke her Feral Soul, transforming into an [[SRD:Alternate Form|Alternate Form]] ([[SRD:Special Abilities Overview#SuperNatural|Su]]) for rounds equal to 3 + her Constitution modifier. This Alternate Form is acquired through Divine magic, specifically through an invocation by the Champion of the Ferine which rends raw bestial energy from existence and focuses it into her; individuals who view this Alternate Form through a spell such as the [[SRD:True Seeing|True Seeing]] spell view this form as her natural form, even if she is not transformed into this Alternate Form. <br />
<br />
While under the effects of this Alternate Form, she qualifies as a Magical Beast and is now considered one whenever beneficial to her, but she retains all of the qualities and traits native to her normal form and class, even while in this Alternate Form, along with her weapon and armor proficiencies and the ability to wield them effectively. <br />
<br />
If attempting to cross an [[SRD:Antimagic Field|Antimagic Field]] while in Alternate Form or if one is summoned in the Champion of the Ferine's location, she must succeed a DC 20 Will save or be locked out of her Alternate Form until the field dissipates or she leaves the location in which it resides; if she succeeds the save, her Alternate Form is immune to that Antimagic Field for 24 hours.<br />
<br />
While in her Alternate Form a Champion of the Ferine gains a +4 increase to Strength, Constitution, and Dexterity, +3 AC bonus in the form of Dodge, +10 stacking fire, frost, acid and lightning Resistance, +10 movement speed, Damage Reduction 15/Cold Iron, +2 bonus to all saves (Fortitude, Reflex and Will), and immunity to Fear, Sleep and Transmutation effects (unless desired); all of which are cumulative to any other beneficial effects applied to the Champion of the Ferine. <br />
<br />
Any equipment, such as armor, worn by her is adjusted supernaturally to fit her new form, which appears similarly to a powerful cat of the wild in bipedal form and lacking a tail. When assuming this Alternate Form for the first time, she may choose the appearance of the Alternate Form, such as natural coloration and markings, of which must be possible and credible for that species she has selected; once the decision has been made, her Alternate Form will remain this way indefinitely and express the chosen appearance every time it is assumed. <br />
<br />
Should the Champion of the Ferine find herself slain, she immediately assumes death in the shape of her Alternate Form and not her mortal form; this does not count against the maximum allotted uses per day, and when returned to life from death she resumes her normal humanoid form. Effects which normally destroy the body upon death such as [[SRD:Disintegrate|Disintegrate]] do not apply, and her body is left whole at death; it may however be damaged or otherwise harmed after death as normal.<br />
<br />
Assuming Alternate Form through Invocation is an Immediate Action which may be accomplished at any time instantaneously by the Champion of the Ferine and is treated as shapeshifting when it benefits the Champion of the Ferine.<br />
<br />
'''{{#anc:Deafening Roar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Having achieved 18th level, a Champion of the Ferine learns how to unleash a Deafening Roar; this ability may be used once per round instead of her Shattering Roar or Horrifying Roar. All hostile creatures in the 15ft burst area of her location must succeed a Fortitude save of DC 20 + the Champion of the Ferine's Strength modifier, or take damage equal to the Champion of the Ferine's weapon damage plus her Wisdom modifier as Sonic damage and be [[SRD:Deafened|Deafened]] for 1d3 rounds. <br />
<br />
After making use of a Deafening Roar a Champion of the Ferine must wait 1d4 turns before she may attempt to do so again, but may still make use of her Shattering Roar, along with Horrifying Roar, provided Horrifying Roar is not already expended and waiting to refresh.<br />
<br />
'''{{#anc:Insurmountable}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Champion of the Ferine at 20th level gains Insurmountable, which causes her to become immune to attacks, spells, and effects that would kill her while she is in her Alternate Form; upon Alternate Form ending, she will die as normal. This effect cannot be suppressed, stalled or otherwise removed in any manner, and will always function; the state of being dead is only temporarily suppressed. If the Champion of the Ferine is afflicted by other death effects, such as (but not limited to) spells or hit point loss, after having already triggered Insurmountable, they have no effect and she will still expire as determined by the remaining duration of her Alternate Form. A Champion of the Ferine who is holding death off temporarily via Insurmountable must die first before she can be resurrected or healed; she is treated as if she were alive while under the effects of Insurmountable until its duration expires. The healing provided by her Animal Metabolism does not act as an effect which can prevent her death if Insurmountable is triggered, and it ceases to function for the duration of Insurmountable.<br />
<br />
'''{{#anc:Spells}}:''' Champions of the Ferine spontaneously cast Divine spells, drawing any she wishes from her entire selection available, for however many times a day she is capable of for that spell slot, meaning a Champion of the Ferine may cast any spell she knows without preparing it ahead of time to the maximum in the Spells per Day column appropriate to the cast spell. When she gains access to a new level of spells she automatically knows all the spells she can cast from that level, which can be seen listed below. To cast a spell, a Champion of the Ferine must have a Wisdom score of 10 + the spell's level. The Difficulty Class for saving throws against a Champion of the Ferine's class spells is 10 + the spell's level + two times the Champion of the Ferine's Wisdom modifier.<br />
<br />
The following spells can be cast by a Champion of the Ferine:<br />
<br />
0&mdash; <br />
<br />
*[[Resistance|Resistance]], [[Guidance|Guidance]], [[Cure_minor_wounds|Cure Minor Wounds]], [[Know_Direction|Know Direction]], [[Detect_poison|Detect Poison]], [[SRD:Remove_Fear|Remove Fear]]<br />
<br />
1st&mdash; <br />
<br />
*[[True_strike|True Strike]], [[Cause_fear|Cause Fear]], [[Doom|Doom]], [[See_invisibility|See Invisibility]], [[Death_knell|Death Knell]], [[Magic_weapon|Magic Weapon]], [[SRD:Magic_Fang|Magic Fang]], [[Delay_poison|Delay Poison]], [[SRD:Endure_Elements|Endure Elements]], [[SRD:Calm_Animals|Calm Animals]], [[SRD:Charm_Animal|Charm Animal]], [[SRD:Detect_Animals_or_Plants|Detect Animals]], [[Hide_from_animals|Hide from Animals]], [[Speak_with_animals|Speak with Animals]], [[SRD:Animal_Trance|Animal Trance]], [[SRD:Hold_Animal|Hold Animal]]<br />
<br />
2nd&mdash;<br />
<br />
* [[Undetectable_Alignment|Undetectable Alignment]], [[Blur|Blur]], [[Dispel_magic|Dispel Magic]], [[Remove_curse|Remove Curse]], [[Remove_disease|Remove Disease]], [[Neutralize_poison|Neutralize Poison]], [[Bestow_curse|Bestow Curse]], [[True_seeing|True Seeing]], [[Fear|Fear]], [[Rage_(SRD_Spell)|Rage]], [[Gentle_repose|Gentle Repose]], [[Vampiric_touch|Vampiric Touch]], [[SRD:Dominate_Animal|Dominate Animal]], [[SRD:Awaken|Awaken Animal]]<br />
<br />
3rd&mdash;<br />
<br />
* [[Fly|Fly]], [[Freedom_of_movement|Freedom of Movement]], [[Heroism|Heroism]], [[Haste|Haste]], [[Greater_magic_weapon|Greater Magic Weapon]], [[SRD:Greater_Magic_Fang|Greater Magic Fang]], [[Restoration|Restoration]], [[Blade_barrier|Blade Barrier]], [[Animal_growth|Animal Growth]]<br />
<br />
4th&mdash;<br />
<br />
* [[SRD:Spell_Immunity|Spell Immunity]], [[Spell_resistance|Spell Resistance]], [[Haste|Haste]], [[Slow|Slow]], [[Break_enchantment|Break Enchantment]], [[Greater_dispel_magic|Dispel Magic (Greater)]], [[Righteous_might|Righteous Might]], [[SRD:Greater_Heroism|Greater Heroism]], [[SRD:Death_Ward|Death Ward]]<br />
<br />
5th&mdash;<br />
<br />
* [[SRD:Greater_Spell_Immunity|Greater Spell Immunity]], [[Slay_living|Slay Living]], [[SRD:Disrupting_Weapon|Disrupting Weapon]], [[Raise_dead|Raise Dead]], [[Spell_turning|Spell Turning]], [[Permanency|Permanency]], [[Foresight|Foresight]], [[Freedom|Freedom]], [[SRD:Antimagic_Field|Anti-Magic Field]]<br />
<br />
==== Ex-Champions of the Ferine ====<br />
<br />
A Champion of the Ferine who ceases to revere the ferocious beasts of nature or changes to a prohibited alignment will lose access to all of her class features until she atones. She must return to a proper alignment and seek out someone to cast an Atonement spell for her in addition to completing an appropriate quest to reconnect herself with her predatory nature.<br />
<br />
A character who takes at least 1 level of Champion of the Ferine must continue to increase their levels in Champion of the Ferine, or she may not take further levels in it. For example, if Sayla, a 1st level Champion of the Ferine and 5th level Fighter, takes another level of Fighter instead of Champion of the Ferine when having reached sufficient experience to gain a new level, she may not progress further in the Champion of the Ferine class.<br />
<br />
==== Epic Champion of the Ferine ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Champion of the Ferine}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#Empowerment: Wild Nullification|Empowerment: Wild Nullification]], [[#Scent of Blood|Scent of Blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | [[#Sanguine Inheritance|Sanguine Inheritance]] (3/day)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | [[#Greater Blade of the Wild|Greater Blade of the Wild]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | [[#Overwhelming Presence|Overwhelming Presence]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Ascendance|Ascendance]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Empowerment: Wild Nullification}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Empowerment: Wild Nullification is achieved by the Champion of the Ferine at level 21 (Epic Tier). Empowerment: Wild Nullification: All hostile spells or spell-like effects, including psi abilities and psi-like abilities, which include the Champion of the Ferine as a target, have a 25% chance to be reflected back to their caster and cause the Champion of the Ferine no harm. Targets critically struck by the Champion of the Ferine while Wild Nullification is active are Dazed until the start of her next turn.<br />
<br />
'''{{#anc:Scent of Blood}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon reaching the 21st level, a Champion of the Ferine gains access to Scent of Blood; if any attack in a Ferocious Assault made by her critically strikes, the next attack made by her gains a +5 attack roll bonus, and a +10 critical hit confirmation bonus if it also critically strikes.<br />
<br />
'''{{#anc:Sanguine Inheritance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 23 (Epic Tier) the Champion of the Ferine's Strength, Dexterity, Constitution and Wisdom ability scores improve by +2. <br />
<br />
It is at this level Animal Metabolism is improved in effectiveness, and now also provides the following benefits in addition to its previous qualities. Three times per day while benefiting from Animal Metabolism and gaining hit points that turn, a Champion of the Ferine may, as a swift action, heal herself for three times the amount provided by Animal Metabolism as bonus healing, of which cannot be reduced or prevented in any way. Additionally, if she is [[Fatigued|Fatigued]] or [[SRD:Exhausted|Exhausted]] when she utilizes this surge of healing provided by Animal Metabolism, she immediately recovers from those effects.<br />
<br />
'''{{#anc:Greater Blade of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 25th level (Epic Tier), the Champion of the Ferine's exploits of combat are so ferocious that her natural stamina inflicts additional damage through the attack, causing Blade of the Wild to now also deal her Constitution modifier in bonus damage. <br />
<br />
'''{{#anc:Overwhelming Presence}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Overwhelming Presence is achieved at level 27 (Epic Tier). In addition to its normal effects, the Champion of the Ferine's Unsettling Presence now increases her Will, and that of anyone deemed her ally, by +4 while they are within the effect range of Unsettling Presence, along with doubling the effectiveness of her Unsettling Presence to -8 for saves against Fear effects and Will saves by -4 against targets she deems hostile inside her Unsettling Presence's range.<br />
<br />
'''{{#anc:Ascendance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 30th level (Epic Tier) a Champion of the Ferine's Alternate Form now lasts indefinitely; however, Insurmountable lasts only the duration of rounds Alternate Form would last if she lacked Ascendance, and activates its countdown upon assuming her Alternate Form; along with this, Insurmountable can only be triggered 3 + the Champion of the Ferine's Constitution modifier times a day. The Champion of the Ferine may freely call upon Invocation and dismiss it at will as an Immediate Action as normal, allowing her to enter and exit her Alternate Form when desired and as many times per day as she desires. In addition her Alternate Form gains the following increases; an additional +4 Strength, Constitution, and Dexterity, +3 more bonus AC in the form of Dodge, +10 additional stacking fire, frost, acid and lightning Resistance, +10 movement speed, further Damage Reduction +15/Cold Iron, and another +2 bonus to all saves (Fortitude, Reflex and Will).<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Champion of the Ferine gains a bonus feat every four levels after 20th.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Champion of the Ferine ====<br />
<br />
'''Religion:''' Unlike the majority of wielders of Divine magic, Champions of the Ferine find themselves without indenture to deities great and small; in many aspects the tremendous will to draw power directly from the natural world around them without the blessing of some greater celestial or abyssal being is a point of pride, and a matter of disgust for the zealous, pious types that dominate many corners of the world. While perfectly willing to accept the assistance of such greater beings, Champions of the Ferine strictly adhere to a working relationship; reverence and worship of any being severs the tie between the Champion and the feral energy of the universe, preventing them from tapping into even the most lesser of powers. However, their awesome will allows them to sunder even the most fearsome of influences, for the animal soul is not one easily broken, and many a God has found that a Champion of the Ferine will resist even the most subtle of demands outright.<br />
<br />
While passive, at times humored by the individuals who consider themselves followers of some higher power, Champions of the Ferine make no attempt to sway any to their side; either one comes to embrace all that is primal, savage, and bloodthirsty on their own accord, or one takes up the mantle of restraint and devotion. From the eyes of another, the view on the Champions of the Ferine are, at best, neutral, for countless organizations have listed them as aberrations of soul and form, or heretics for siphoning the powers of the Divine without greater guidance.<br />
<br />
'''Other Classes:''' Where as many others find themselves hunting for glory, wisdom, wealth, adventure, or the divine, Champions of the Ferine are born wanderers; just as many great beasts roam the wilds on a hunt, the Champion of the Ferine does much the same. To further the connection to the feral powers, Champions must strive to grow in strength and spirit, trying themselves against various threats and scourges, regardless of their origin. While many situations must be resolved by force alone, Champions of the Ferine often make dedicated efforts to bring bloodless solutions to bear, but fail to find themselves ever idly standing by; conflict is always an option.<br />
<br />
Around others they are predatory and vigilant, continuously studying friend and foe alike, and often remain quiet, contemplative and composed; provocation, however, varies by individual, with some quick to lunge into a bestial frenzy, whereas others can be found with tempers as steeled as the finest of Adamantine metals. Unpredictable to those with little to no tie to animal nature, Druids and Rangers find the most understanding and appreciation for a Champion of the Ferine among their ranks. Those of fine martial skill, Fighters, Rogues, Monks, note the unusual synergy between themselves and Champions of the Ferine with varying respect; it would be of little surprise for a particularly savvy and confident Fighter to wish to meet a Champion of the Ferine at blade's edge in a duel to hone his own talents, just as much as it would be for the same Fighter to speak to a Champion of the Ferine with condescending ire. Those of Arcane nature, such as Wizards and Sorcerers, often follow two trains of thought when dealing with Champions of the Ferine; they are either subjects of intrigue, given their unusual talent for rending power from natural existence, or individuals best left unaccosted; after all, Champions of the Ferine fear no magic.<br />
<br />
'''Combat:''' Champions of the Ferine are formidable melee combatants who rely on minor spell casting to further expand their already lethal capability; their progression through Feral Soul enables them to deal constant and powerful bouts of damage in combination with Ferocious Assault. Empowerment expanding their utility in the fray, a Champion of the Ferine presents a grave threat to the smallest of smalls and greatest of greats through various avenues; not alone is Empowerment, for one of the signature traits of the Champion of the Ferine is the roar, which varies from spell crushing power to terror inflicting dread. But most iconic of the Champion of the Ferine is their Alternate Form drawn through Invocation; when conflict arises a Champion of the Ferine sheds the illusion of civility and takes on the aspect of the wild, becoming more than mortal and more than beast.<br />
<br />
==== Champions of the Ferine in the World ====<br />
<br />
{{quote|Where as many find themselves progressing further into civilization, others of us find ourselves further progressing into the wild.|orig=Aeron R'roth, Human Champion of the Ferine}}<br />
<br />
The few that are Champions of the Ferine are as much an order as they are not; while no structure dictates their actions, they share common universal purposes and goals among themselves freely and act in aid to one another with little question. To those outside of this association, namely those with poor ties to nature itself, they may appear highly unified and regulated given that they have simple but overarching objectives that is found in all Champions of the Ferine. Most notably (and relatively well kept) Champions of the Ferine are often guardians for sources of animal power; objects and artifacts of predatory beasts are frequently held secure by the most elite and experienced. Just as feral relics are kept under close watch, there are select Druidic shrines (namely those of feline) which find themselves protected by some of the most talented and fierce of the Champions of the Ferine.<br />
<br />
Younger members, those of least experience, are wanderers who feel the continual compulsion to test themselves against various threats in a tireless pursuit of bonding further with their restless animal soul. Maturing into the blend of mortal race and beast, they take up the duties of those before them and stand ready at locales of power, ever vigilant for those who would defile or defy the savage realities.<br />
<br />
Most notably for the youngest, newest of members, they are presented a greatsword of which they will wield against all enemies, be them natural or supernatural. This greatsword, as typical for a Champion of the Ferine, is inscribed and ornate in design, featuring feline inspired livery in its cross-guard and hilt; yet most notable of this weapon's qualities is its finely engraved runes marking the blade down the fuller, closest to the cross-guard, which take on many jagged, irregular shapes. Each rune inscription is symbolic in quality and unique unto the Champion of the Ferine who wields it.<br />
<br />
'''Daily Life:''' Much of early life is spent overcoming trial after trial, seeking greater and greater enemies of natural order and selection, followed by quickly eliminating them with overwhelming force, where as the seasoned and tested spend much of their days drawing from the limitless pool of bestial nature by will alone. Between wandering and hunting in their early stages and embracing their soul's ties, Champions of the Ferine safeguard ancient relics and sites from would-be treasure hunters and lore seekers to the corrupting undead, studying enemy and ally alike for the most expedient solution.<br />
<br />
'''Notables:''' <br />
<br />
[[File:Aeron R'roth.png|100px|thumb|left|The Alternate Form of Aeron R'roth.]]<br />
''Sylania Andonai'', Female [[SRD:Elves,_High_(Race)|Elven]] Champion of the Ferine: The head envoy to the elder Druids on behalf of the Champions of the Ferine.<br />
<br />
''Aeron R'roth'', Male [[SRD:Humans_(Race)|Human]] Champion of the Ferine: The de facto representative of the Champions of the Ferine in the war against undeath.<br />
<br />
''Vann Tyar'', Male [[SRD:Humans_(Race)|Human]] Champion of the Ferine: One of the few born Champions of the Ferine, reaching spiritual synergy at an early age.<br />
<br />
''Andarra Bloodmane'', Female [[Half-Elf|Half Elf]] Champion of the Ferine: Harsh and savage, Andarra Bloodmane exemplifies the fearless fury of her animal spirit to all those who lay eyes upon her.<br />
[[File:Sylania_Andonai_(Humanoid).png|80px|thumb|right|The Mortal Form of Sylania Andonai, wielding Talarr, the Wild's Edge.]]<br />
<br />
'''Organizations:''' While no established collective of Champions of the Ferine exists, many gather in small groups, often not numbering beyond fifty, to accomplish some specific task. Individuals such as Sylania Andonai and Aeron R'roth are notable examples of "leaders" among the fractured community and are what many common individuals recognize as the most idealistic of the Champions of the Ferine who are more content to take to action than to be reactive.<br />
<br />
'''NPC Reactions:''' The civilized and wild worlds often find themselves at arms, perpetually conflicting to various extents, with the former of the two forces often taking the advantage. In this, a Champion of the Ferine symbolizes all that the "civilized" commoner fears about the wilderness embodied; the ferocity of a predator and the intelligent tact of a sentient being. Aversion is the most common reaction short of fear; the overwhelming desire to simply have nothing to do with a Champion of the Ferine at all or the cowering at their mere presence. As much expected, a Champion of the Ferine arrives only to civilization with business to attend to, and nothing more; so much as speaking in their faintly growled tone can shut out the recipient from wanting further conversation.<br />
<br />
However, races of the wild, or those much attuned to it, look upon Champions of the Ferine with begrudging respect for their pure ties to a force otherwise near impossible to tap. Druids of note, and even those not, find it difficult to admit that a Champion succeeds in tying all the more closely to a select few elements of nature than themselves, but acknowledge it is clear that they have the wild's favor all the same. As such, a Champion of the Ferine among Druids is not terribly uncommon, and some may, at times, serve as a personal guardian to a Druid with an unusually strong bond to the feline, canine or ursine. <br />
<br />
==== Champion of the Ferine Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (Nature)]] can research Champions of the Ferine to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Champions of the Ferine are elusive, savage warriors of nature who will their immense power into existence.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Atypically, Champions of the Ferine are Divine spell casters without ties to any deities, and break many boundaries and sanctions set on their closest relatives, the Druids, simply by force of will alone.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | The most powerful Champions of the Ferine willfully transform their spirit into a fusion of mortal race and savage animal, and show a small fragment of this transformation when they enter their Alternate Form.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Champions of the Ferine, when having reached enough spiritual maturity, are no longer mortal races taking on animal forms; they are beast spirits taking on mortal forms.<br />
|}<br />
<br />
==== Champions of the Ferine in the Game ====<br />
<br />
Champions of the Ferine hail from the wildest regions of the world, those inhabited by great beasts feline, canine and ursine, and may even spend time among their animal allies; but to this, a Champion of the Ferine is not limited. They can be encountered standing watchfully in the halls of a Shrine of Obad Hai or a Temple of Ehlonna in the busiest of cities, not out of service to the deity, but out of service to nature's wishes. However, they are most commonly unseen, for their numbers, as notable as they are, are few and those that are among their ranks often are individuals of tremendous prowess and power.<br />
<br />
'''Adaptation:''' Champions of the Ferine blend well with any campaign provided their lore is employed well. Much of their neutrality, for example, can border from outright slaughter of innocents who dared encroach in on wild sanctuaries to being local but obscure heroes who rise from the wild, ready to vanquish some unnatural threat. Campaigns making much use of the Fey can find Champions of the Ferine as a major source of interaction; the two factions, more or less friendly among one another, can act interesting and unintentional enemies to players. Just as Fey heavy worlds favor the employment of Champions of the Ferine, a world under the tightening grasp of the dead does too, as Champions of the Ferine are vehement enemies of the unliving and take little convincing to be roused into a fury against the undead.<br />
<br />
'''Sample Encounter:''' A few of those who consider themselves men of savvy nature sat drunkenly upon their chairs in the dreariest corner of the smoke choked bar; others, between taking long gulps of ale from tankards, smoked pipes and traded tales new and old. To the glossy, dull eyes of the inebriated men in the corner, they hadn't but any care in their mind barring that which concerned the shrouded woman far across the room, with drawn ash hood fallen over her features and face; but a few bronze strands of hair found themselves exposed and hanging just over hands, which busied themselves with a leather bound book. With candle alight above her, she turned a page in its orange glow, and unlike the other patrons, hadn't even one sip of the tavern's liquor. One of the groggy men, leaning across the battered, uneven table, muttered to the other in his drunken slur about how she was clearly ignoring them both in particular, to which the other man, in drunken stupor, blinked angrily and nodded whilst replying; "She can't go about ignoring us like that. This is ''our'' grounds." He spat, rising from the table unsteadily, to which his companion followed.<br />
<br />
Sauntering across the bar, the other patrons paid no attention, and went about smoking and babbling as they had done before; each footstep creaked the worn wooden floor beneath. Nearing as they did, she took no added action, and kept her eyes fixated to the book as they had been prior; a slender finger turning yet another page over, withered parchment scratching gently across its kin. Thumbs firmly placed in the leather of his belt, the first man, his words plagued with alcohol challenged the woman's attention.<br />
<br />
"We've been watching you, and we know you're ignoring us in ''our'' tavern."<br />
<br />
Quietly and with but a hand she closed the halves of the cracked, bound book, hood shifting slightly as if she was nodding, but clearly providing no answer. Licking his cracked lips and glancing to his cohort, the more heavy man seemed uneasy, as if a bizarre presence had begun to wash over him, to which his partner responded with an equally befuddled expression, but the two drunkards pressed further.<br />
<br />
"Just like that," He began as his expression frowned and brow furled at the gray figure, "And... We don't like it." Continuing, his compatriot folded his arms atop one another, doing his best to compliment the other man's demeanor.<br />
<br />
"Are you going to do something about it?" A calm, composed voice replied; startled the two men seemed moderately shaken at her tone, as it fluctuated with a strange but violent perfection. However, the alcoholic haze barred them from further reasonable choices and the larger, closer man, with dense arms of both fat and muscle, rendered his answer, along with beginning to stretch his arm in her direction.<br />
<br />
"We're about to now-"<br />
<br />
Words cut short, he found his outstretched arm now fearfully batting around an arm much greater than his own, which sported a crushing grip upon his throat; hand clawing at the enormous pawed digit which clenched his neck, he struggled with both legs, finding them lifted from the wood flooring and into the air where they kicked helplessly. Darting around, his panicked eyes caught note of a distantly red, blonde muzzle with fiery golden eyes set into its skull, but did not linger long as they rushed to see the fate of their friend; with arms up at chest level and palms facing out, the second man found the leading edge of a massive, irregular blade pressed to his throat.<br />
<br />
''EL 17:''<br />
{{Stat Block 2<br />
|name=Andarra Bloodmane |cr=17<br />
|sex=Female |race=[[Half-elf|Half Elf]] |clvl=[[Champion_of_the_Ferine_(3.5e_Class)|Champion of the Ferine]] 17<br />
|al=[[Chaotic neutral|CN]] |size=[[Medium]] |type=[[Humanoid]] ([[Elf_(SRD_Creature)|Half Elf]])<br />
|init=+4 |sens=[[Low-Light Vision]] 60ft, [[Scent|Scent]] 30ft |listen=+14 |spot=+16<br />
|lang=Common, Elven<br />
|ac=35 |touch=14 |flat=35 |othac= Damage Reduction 3/—<br />
|hp=289 |hd=17d10+119<br />
|fort=27 |ref=14 |will=18 |othsav=+8 against the Spell-Like Abilities of the [[SRD:Fey_Type|Fey]]<br />
|spd=40 ft. (8 squares)<br />
|melee1= +5 Greatsword +25/+25/+25/+20/+15/+10 (2d6+17) 19-20/x2<br />
|melee2= +3 Claws +23 (3d6+7) 20/x2<br />
|bab=+17 |grp=+37<br />
|atkop=<br />
|sa= [[Champion_of_the_Ferine_(3.5e_Class)#Shattering_Roar|Shattering Roar]], [[Champion_of_the_Ferine_(3.5e_Class)#Horrifying_Roar|Horrifying Roar]], [[Champion_of_the_Ferine_(3.5e_Class)#Empowerment|Empowerment]], [[Champion_of_the_Ferine_(3.5e_Class)#Alternate_Form|Alternate Form]]<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 17th<br />
|sk0=[[Resistance|Resistance]], [[Guidance|Guidance]], [[Cure_minor_wounds|Cure Minor Wounds]], [[Know_Direction|Know Direction]], [[Detect_poison|Detect Poison]], [[SRD:Remove_Fear|Remove Fear]], [[Doom|Doom]]<br />
|spd0=6<br />
|sk1=[[True_strike|True Strike]], [[Cause_fear|Cause Fear]], [[See_invisibility|See Invisibility]], [[Death_knell|Death Knell]], [[Magic_weapon|Magic Weapon]], [[SRD:Magic_Fang|Magic Fang]], [[Delay_poison|Delay Poison]], [[SRD:Endure_Elements|Endure Elements]], [[SRD:Calm_Animals|Calm Animals]], [[SRD:Charm_Animal|Charm Animal]], [[SRD:Detect_Animals_or_Plants|Detect Animals]], [[Hide_from_animals|Hide from Animals]], [[Speak_with_animals|Speak with Animals]], [[SRD:Animal_Trance|Animal Trance]], [[SRD:Hold_Animal|Hold Animal]]<br />
|spd1=10<br />
|sk2=[[Undetectable_Alignment|Undetectable Alignment]], [[Dispel_magic|Dispel Magic]], [[Remove_curse|Remove Curse]], [[Remove_disease|Remove Disease]], [[Neutralize_poison|Neutralize Poison]], [[Bestow_curse|Bestow Curse]], [[True_seeing|True Seeing]], [[Fear|Fear]], [[Rage|Rage]], [[Gentle_repose|Gentle Repose]], [[Vampiric_touch|Vampiric Touch]], [[SRD:Dominate_Animal|Dominate Animal]], [[SRD:Awaken|Awaken Animal]]<br />
|spd2=9<br />
|sk3=[[Fly|Fly]], [[Freedom_of_movement|Freedom of Movement]], [[Haste|Haste]], [[Greater_magic_weapon|Greater Magic Weapon]], [[SRD:Greater_Magic_Fang|Greater Magic Fang]], [[Restoration|Restoration]], [[Blade_barrier|Blade Barrier]], [[Animal_growth|Animal Growth]]<br />
|spd3=8<br />
|sk4=[[SRD:Spell_Immunity|Spell Immunity]], [[Spell_resistance|Spell Resistance]], [[Break_enchantment|Break Enchantment]], [[Greater_dispel_magic|Dispel Magic (Greater)]], [[Righteous_might|Righteous Might]]<br />
|spd4=6<br />
|sk5=[[SRD:Greater_Spell_Immunity|Greater Spell Immunity]], [[Slay_living|Slay Living]], [[SRD:Disrupting_Weapon|Disrupting Weapon]], [[Raise_dead|Raise Dead]], [[Spell_turning|Spell Turning]], [[Permanency|Permanency]], [[Foresight|Foresight]], [[Freedom|Freedom]], [[SRD:Antimagic_Field|Anti-Magic Field]]<br />
|spd5=2<br />
<br />
}}<br />
|slad=CL 1st<br />
|freq1= 1<br />
|sla1/day= 1<br />
|str=27 |dex=18 |con=24 |int=10 |wis=17 |cha=8<br />
|sq=Immune to [[SRD:Sleep|Sleep]], Fire/Cold/Acid/Lightning Resistance 25, Immune to [[SRD:Undead_Type|Undeath]], [[SRD:Pounce|Pounce]], [[Champion_of_the_Ferine_(3.5e_Class)#Unshackled_Movement|Unshackled Movement]], [[Champion_of_the_Ferine_(3.5e_Class)#Predator_Empathy|Predator Empathy]], [[Champion_of_the_Ferine_(3.5e_Class)#Woodland_Stride|Woodland Stride]], [[Champion_of_the_Ferine_(3.5e_Class)#Trackless_Step|Trackless Step]], [[Champion_of_the_Ferine_(3.5e_Class)#Evasive_Instinct|Evasive Instinct]], [[Champion_of_the_Ferine_(3.5e_Class)#Blade_of_the_Wild|Blade of the Wild]], [[Champion_of_the_Ferine_(3.5e_Class)#Empowerment|Empowerment]], [[Champion_of_the_Ferine_(3.5e_Class)#Natural_Immunity|Natural Immunity]], [[Champion_of_the_Ferine_(3.5e_Class)#Timeless_Body|Timeless Body]], Fast Healing 3 (Animal Metabolism), [[Champion_of_the_Ferine_(3.5e_Class)#Unsettling_Aura|Unsettling Aura]], [[Champion_of_the_Ferine_(3.5e_Class)#Kindred_Spirits|Kindred Spirits]], [[Champion_of_the_Ferine_(3.5e_Class)#Horrifying_Roar|Horrifying Roar]], [[Champion_of_the_Ferine_(3.5e_Class)#Alternate_Form|Alternate Form]]<br />
|feats= [[SRD:Power_Attack|Power Attack]], [[SRD:Improved_Sunder|Improved Sunder]], Combat Brute (Complete Warrior), Martial Stance: Thicket of Blades (Tome of Battle: Book of Nine Swords), Leap Attack (Complete Adventurer), Stand Still (Expanded Psionics Handbook)<br />
|skills=[[SRD:Concentration Skill|Concentration]] +24, [[SRD:Intimidate Skill|Intimidate]] +20, [[SRD:Jump Skill|Jump]] +21, [[SRD:Knowledge Skill|Knowledge]] (Nature) +14, [[SRD:Listen Skill|Listen]] +14, [[SRD:Spot Skill|Spot]] +16, [[SRD:Survival Skill|Survival]] +17, [[SRD:Swim Skill|Swim]] +15<br />
|poss= +5 [[SRD:Fortification|Fortified]] Healing (Magic Item Compendium) [[SRD:Adamantine|Adamantine]] [[SRD:Full_Plate_Armor|Plate Armor]], +5 [[SRD:Wounding|Wounding]]-Collision (Magic Item Compendium) [[SRD:Adamantine|Adamantine]] [[Greatsword|Greatsword]], Belt of Battle (Magic Item Compendium), Steadfast Boots (Magic Item Compendium), Scabbard of Keen Edges, Armbands of Might (Magic Item Compendium)<br />
|deity= —<br />
|san1= —<br />
}}<br />
<br />
=== Alternate Class Features ===<br />
<br />
Not all adventures are made the same, neither are the adventurers partaking in them. Some will find that while they wish to play a Champion of the Ferine, they desire minor alterations in their character's traits and features. Some range from the most minor and others to the significant, but all the same, each and every Alternate Class Feature can be put to good use. It should be noted, however, some Alternate Class Features are radically more powerful than others and are intended for higher than average difficulty games.<br />
<br />
==== Minor Alternate Class Features ====<br />
<br />
''The following Minor Alternate Class Features are aesthetic in property and are considered non-canonical to the class. However, players are free to choose from these other options should they wish to do so.''<br />
<br />
'''Wolf Champion:''' <br />
:Your feline-esque traits gained through Feral Soul appear wolfish and canine instead, and your Alternate Form takes on the shape of a large wolf in bipedal form instead of a fierce cat. When assuming Alternate Form for the first time, you may choose the appearance of your Alternate Form, such as natural coloration and markings, of which must be possible and credible for the species you have selected; once the decision has been made, your Alternate Form will remain this way indefinitely and express the chosen appearance every time it is assumed. Wolf Champion must be selected at 1st level.<br />
<br />
'''Bear Champion:''' <br />
:Your feline-esque traits gained through Feral Soul appear ursine, bear-like instead, and your Alternate Form takes on the shape of a mighty bear in bipedal form instead of a fierce cat. When assuming Alternate Form for the first time, you may choose the appearance of your Alternate Form, such as natural coloration and markings, of which must be possible and credible for the species you have selected; once the decision has been made, your Alternate Form will remain this way indefinitely and express the chosen appearance every time it is assumed. Bear Champion must be selected at 1st level.<br />
<br />
==== Major Alternate Class Features ====<br />
<br />
''The following Major Alternate Class Features are class changing in property and are considered plausible and canonical to the class. These class features replace existing class features.''<br />
<br />
'''Beastly Endurance''': <br />
:You no longer gain Natural Armor through the progression of Feral Soul, instead gaining +3 Damage Reduction/Cold Iron each time you would have benefited from an increase in Natural Armor because of Feral Soul. This damage reduction is additive with all other alike damage reduction gained through Feral Soul and Invocation.<br />
<br />
'''Spell Warded''': <br />
:You no longer gain Resistance to fire/cold/acid/lightning damage through Feral Soul, Alternate Form and Invocation, and instead benefit from [[SRD:Spell_Resistance|Spell Resistance]] of the same value increase that you would have received from those sources to Resistance. This [[SRD:Spell_Resistance|Spell Resistance]] is treated as Resistance for the purposes of advancement through class features, and as such, does not stack with sources other than Feral Soul, Alternate Form and Invocation.<br />
<br />
'''Enrage''': <br />
:You no longer gain Unshackled Movement, but instead gain the effects of ''Enrage'' as an Extraordinary feature. When struck by an invisible attacker, sneak attack, or are critically struck, or suffer an attack while denied your Dexterity bonus, you become furious, immediately gaining +10 movement speed and removing any effect which reduces your movement speed, immobilizes, restrains or otherwise prevents you from moving or hampers your movement; however you are not immune to these effects while Enrage is active. Enrage lasts for 3 rounds, fading at the end of your 3rd round, and cannot be triggered again for 3 rounds after that time.<br />
<br />
'''Tempered Will''':<br />
:You no longer gain the benefit of Resist Nature's Lure and Sunder Nature's Lure, instead gaining Tempered Will and Greater Tempered Will at the levels you would have gained Resist Nature's Lure and Sunder Nature's Lure. Tempered Will increases your saves against fear effects by +2, and Greater Tempered Will provides you with a +4 bonus against fear effects. You no longer automatically fail your save against a fear effect on a natural dice roll of 1.<br />
<br />
==== Expanded Class Features ====<br />
<br />
''Expanded Class Features are designed to further both the lore and functionality of a Champion of the Ferine. These features increase the potency of the class and should only be considered if the character is to be played in a lore heavy and or high powered campaign.''<br />
<br />
'''Inscription''': <br />
:At 1st level a Champion of the Ferine gains the ''Inscription'' class feature, which allows her to inscribe upon her greatsword various mythic markings of power at the same time she receives her greatsword. These markings are unique to her weapon as a Champion of the Ferine and otherwise impossible to replicate, for her handiwork is distinct among any greatsword she inscribes; thus she cannot attempt to imitate, successfully, any other Champion of the Ferine's greatsword. Should she attempt to do so, the owner would recognize by instinct alone which of the two swords would be their own. These rune-like inscriptions are arcane and unbeknownst to those outside of the Champions of the Ferine, and are inherent to them only. However, one who is not a Champion of the Ferine may attempt to recognize an Inscribed Greatsword with a successful [[SRD:Decipher_Script_Skill|Decipher Script]] skill check (DC 20 + Champion of the Ferine's current level) as a weapon belonging to a specific individual based on the unique but universal process used by the Champions of the Ferine, provided they are familiar with the individual or know their weapon.<br />
<br />
:When inscribing her greatsword she must commit 24 full hours of work to doing so or the inscription process must be started anew; during this time she may take only minor breaks from the process or it fails. The action of restarting her inscription upon the weapon does not damage, destroy or deface the greatsword or its blade unless she is attempting to do so when the weapon has already been inscribed completely. The act of trying to inscribe a new inscription upon the blade when it already has a complete one destroys the weapon, which cracks under the tremendous weight of the power she is physically imbuing into it. Whenever she inscribes a new weapon, one other than her currently inscribed weapon, the old weapon loses its inscribed changes such as Hardness and Hit Point modifications, etc, and uniquely designed inscription, thus the Champion of the Ferine may only ever have one inscribed greatsword of her design in her possession. She may, however, freely carry or wield a greatsword of another Champion of the Ferine without harming their weapon, but she does not gain the specific benefits of their inscription unless noted in the weapon's description, provided it has one. Her allies however, those who are not Champions of the Ferine, may not freely wield an Inscribed Greatsword unless she specifically notes that they may, but they do not benefit from its inscriptions. <br />
<br />
:Should an individual who is not a Champion of the Ferine wield a Champion of the Ferine's Inscribed Greatsword without her blessing or permission, the wielder suffers 1 [[Negative_level#Negative_Levels|Negative Level]] until they no longer attempt to wield the weapon; the Negative Level gained by wielding her weapon does not require a Fortitude save, and immediately leaves the individual when they release the weapon from their grasp. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.<br />
<br />
:Every rune-like marking upon the Champion of the Ferine's blade is a blend of rounded strokes and sharp angles, with each having a personal, innate meaning to the wielder who inscribed it. When inscribing the weapon, its wielder is unknowing of what symbols they will place and what decoration and livery will take shape. Regardless of its appearance, she is aware of the Inscribed Greatsword's qualities through inscription at all times.<br />
<br />
:All Inscribed Greatswords gain the following changes;<br />
<br />
::The greatsword's Hardness and Hit Points are increased by 1.5x and the greatsword becomes [[SRD:Masterwork_Weapons|Masterwork]] in quality, regardless of what quality it was previously; weapons which were previously [[SRD:Masterwork_Weapons|Masterwork]] remain so through this process with no change other than the increase to Hardness and Hit Points. Even worn greatswords can be repaired by this means, but they retain their physical appearance and still bear the scars of their past conflicts; these weapons must not have lost as many, or more than, 1/2 of their total Hit Points or they cannot be inscribed successfully.<br />
<br />
::An Inscribed Greatsword is treated as if the weapon has the [[Returning|Returning]] property; any Inscribed Greatsword thrown, lost, or otherwise not in possession of the Champion of the Ferine, will return to them as a free action immediately before the start of the Champion of the Ferine's turn. A Champion of the Ferine may leave her sword in a location without it immediately reappearing with in arm's reach if she wishes to do so and later will it to her location regardless of the distance between her and the Inscribed Greatsword, however she must be on the same plane as her Inscribed Greatsword in order for this feature to succeed. This [[Returning|Returning]] property is a supernatural effect, and does not count as a magical enchantment placed upon the weapon.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Champion_of_the_Ferine_(3.5e_Class)&diff=630769
Champion of the Ferine (3.5e Class)
2013-08-08T23:05:01Z
<p>Argent Fatalis: /* Major Alternate Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete (Version 2.0.0)<br />
|editing=<br />
|type=Neutral, Divine, Moderate Spellcaster, Combat-Focused<br />
|desc=The Champion of the Ferine is a bestial warfighter who draws upon the raw Divine energy of animal ferocity by sheer willpower alone, transforming into a menacing force to be reckoned with over much spiritual maturation. Striking rapidly and relentlessly with a greatsword whilst shrugging off attacks in heavy armor, the Champion of the Ferine augments their martial prowess with animal ferocity via Empowerment effects, and can take on an Alternate Form to further their combat prowess.<br />
}}<br />
<br />
=== Developer Log ===<br />
:'''''Champion of the Ferine Version 2.0.0'''''<br />
::''Please consult the [[Talk:Champion_of_the_Ferine_(3.5e_Class)|Developer's Log]] for updates and changes before editing. Upon finishing and finalizing your edit, please update the [[Talk:Champion_of_the_Ferine_(3.5e_Class)|Developer's Log]].''<br />
<br />
<br />
== Champion of the Ferine ==<br />
Wherever the wild's call whispers there are ears ready to listen; countless individuals follow the Druid's path, bending knee to the will of nature or those who call themselves its masters in the greater Divine, but others yet instead reach out to the untamed powers. The allure is not for those of weak will or pathetic stature, for nature favors those that are strong, and culls those that are weak, grooming and rewarding those who succeed with further chances for success... Or failure. However, to those that tap into the ferocity of beasts through such avenues and embrace the animal soul, they become unalike anything in their realm. And, with time, edge ever closer to becoming more alike the thing that they draw upon.<br />
<br />
[[File:Rsz_cotferine.png|400px|thumb|right|Champions of the Ferine, Aeron R'roth left and Sylania Andonai right, with both humanoid and Alternate Forms.]]<br />
<br />
=== Making a Champion of the Ferine ===<br />
<br />
Champions of the Ferine are powerful melee combatants with limited Divine spell casting abilities. Their innate connection to nature, namely the spirit of animal savagery, allows them to quickly overwhelm even the strongest foes in an onslaught of weapon strikes. Unlike Druids, Champions of the Ferine freely make use of highly protective metal heavy armor and bring to bear fierce greatswords.<br />
<br />
'''Abilities:''' Strength is the priority of any Champion of the Ferine for it determines many of their offensive melee abilities, followed closely by Wisdom which enables their Divine spell casting and augmentation spells in addition to empowering some class features. However, a large Constitution score is essential to enhance their survivability against threats near and far along with improving crucial class functions, namely their Invocation ability.<br />
<br />
'''Races:''' All but a handful of races hear the call of the wild and even less take up the predatory path of the Champion of the Ferine. The most common to heed the call are the [[SRD:Human|Humans]], far from single minded in this pursuit, many humans shun those who answer to the wild, even going so far as to hunt them as monsters and aberrations. Many [[SRD:Elf|Elves]] find themselves slipping away from their civilized cousins, content to lose themselves in a never ending hunt through the centuries. Very few of the other races hear the call and many that do never answer it, instead choosing to wrap themselves away as "civilized". Nothing prevents others from answering the call though and any race may be found as a Champion of the Ferine.<br />
<br />
'''Alignment:''' Champions of the Ferine frequently abandon the morals and restrictions of civilization, but rarely do so completely. A Champion of the Ferine must be Neutral on at least one alignment axis, but may be any combination of alignments that satisfy this requirement.<br />
<br />
'''Starting Gold:''' 6d4x10<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>Table: The Champion of the Ferine</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Ferocious Assault<br/>Attack Bonus<br />
! colspan="9" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | [[#Manifest Feral Soul|Manifest Feral Soul]], [[#Predator Empathy|Predator Empathy]], [[#Ferocious Assault|Ferocious Assault]]<br />
| -1/-1 ||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | [[#Pounce|Pounce]], [[#Woodland Stride|Woodland Stride]], [[#Keen Nature Sense|Keen Nature Sense]]<br />
| +0/+0 ||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | [[#Unshackled Movement|Unshackled Movement]]<br />
| +1/+1 ||5||4||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | [[#Blade of the Wild|Blade of the Wild]]<br />
| +2/+2 ||6||5||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +5 || +1 || +5<br />
| class="left" | [[#Superior Manifestation of Feral Soul|Superior Manifestation of Feral Soul]], [[#Trackless Step|Trackless Step]], [[#Resist Nature's Lure|Resist Nature's Lure]]<br />
| +4/+4 ||6||5||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | [[#Empowerment|Empowerment]], [[#Empowerment: Untamed Power|Empowerment: Untamed Power]]<br />
| +5/+5/+0 ||6||6||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | [[#Empowerment: Maiming Wounds|Empowerment: Maiming Wounds]], [[#Empowerment: Primal Will|Empowerment: Primal Will]]<br />
| +6/+6/+1 ||6||6||5||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | [[#Scent|Scent]], [[#Empowerment: Savage Strikes|Empowerment: Savage Strikes]]<br />
| +7/+7/+2 ||6||7||6||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | [[#Greater Manifestation of Feral Soul|Greater Manifestation of Feral Soul]], [[#Natural Immunity|Natural Immunity]], [[#Unbound Agility|Unbound Agility]]<br />
| +9/+9/+4 ||6||7||6||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Empowerment: Vengeful Return|Empowerment: Vengeful Return]]<br />
| +10/+10/+5 ||6||8||7||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | [[#Shattering Roar|Shattering Roar]], [[#Greater Ferocious Assault|Greater Ferocious Assault]]<br />
| +11/+11/+11/+6/+1 ||6||8||7||5||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | [[#Kindred Spirits|Kindred Spirits]]<br />
| +12/+12/+12/+7/+2 ||6||8||8||6||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" | [[#Fierce Manifestation of Feral Soul|Fierce Manifestation of Feral Soul]], [[#Empowerment: Reckless Onslaught|Empowerment: Reckless Onslaught]]<br />
| +13/+13/+13/+8/+3 ||6||9||8||6||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | [[#Sunder Nature's Lure|Sunder Nature's Lure]]<br />
| +14/+14/+14/+9/+4 ||6||9||8||7||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | [[#Wrath of the Wild|Wrath of the Wild]]<br />
| +15/+15/+15/+10/+5 ||6||9||8||7||5||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | [[#Horrifying Roar|Horrifying Roar]]<br />
| +16/+16/+16/+11/+6/+1 ||6||9||9||8||6||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#Embodiment of the Feral Soul|Embodiment of the Feral Soul]], [[#Invocation|Invocation]]<br />
| +17/+17/+17/+12/+7/+2 ||6||10||9||8||6||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Deafening Roar|Deafening Roar]]<br />
| +18/+18/+18/+13/+8/+3 ||6||10||9||8||7||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
| +19/+19+19/+14/+9/+4 ||6||10||10||9||7||5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#Insurmountable|Insurmountable]]<br />
| +20/+20/+20/+15/+10/+5 ||6||10||10||10||8||6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Champion of the Ferine.<br />
<br />
'''Weapon and Armor Proficiency:''' Champions of the Ferine are strictly proficient with heavy armor and greatswords, along with any natural attacks they have.<br />
<br />
'''{{#anc:Manifest Feral Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at the 1st level and every four levels there after (5th, 9th, 13th, and 17th) the Champion of the Ferine further manifests the feral powers within them. These powers are always present and need not require the Champion of the Ferine being necessarily aware of them for them to function.<br />
<br />
All increases to statistics, such as Natural Armor, Will, Reflex, Fortitude, Resistance, or Ability Scores, are additive in nature with all other sources unless specifically stated otherwise; this means that they stack with all other like effects regardless of their source unless it notes differently; for example the Natural Armor provided by Feral Soul stacks with other sources of armor, regardless of their origin, including worn armor unless stated otherwise.<br />
<br />
At 1st level the Champion of the Ferine gains a permanent bonus of +2 bonus of Strength, Constitution, and +1 Natural Armor. She also begins to grow a pair of large predatory claws with which she becomes naturally proficient with, dealing 1d4 damage while attacking with them; the damage dealt by these claws may be piercing or slashing (which must be determined at the time of the attack), but cannot qualify as both for the purposes of overcoming damage reduction. <br />
<br />
These claw attacks may be utilized as an additional pair of attacks following a Ferocious Assault; the attack roll penalty for her claw attacks is her base attack bonus -5 as normal, and are affected by her penalty to attack rolls following the use of Ferocious Assault.<br />
<br />
These added claw attacks are treated as a separate attack, but allows her to make attacks, such as an attack of opportunity, with her equipped weapon afterward and with no added penalty from this additional attack - this however does not remove the penalty to attack rolls before her next turn caused by Ferocious Assault, if any. <br />
<br />
The Champion of the Ferine may improve her natural claw attack through the Improved Natural Attack feat as normal, stacking its benefits with any others gained; Feral Soul may be treated as the Improved Natural Attack feat for the purpose of allowing feats with that prerequisite to be taken or whenever it proves beneficial to her. In the event the Champion of the Ferine had claws prior to her 1st class level in Champion of the Ferine, regardless of source, the damage dealt by her claws is increased to the next largest value by Feral Soul.<br />
<br />
In addition to these qualities, a Champion of the Ferine gains [[SRD:Low-Light Vision|Low-Light Vision]]; if she already had Low-Light Vision, its range is doubled and a permanent bonus of +2 to Spot checks is gained. <br />
<br />
The Champion of the Ferine finds herself in receipt of a +5 bonus of fire, frost, acid and lightning Resistance, which is additive with all other Resistance effects that she has through Feral Soul and Invocation's Alternate Form but stacks with no other sources.<br />
<br />
Because a Champion of the Ferine finds herself an exemplar of natural animal ferocity and anchored directly in body and soul to the feral powers that drive the beasts of the wild, she is rendered immune to being raised in undeath should she die and may not be an undead creature of any sort. Resurrection spells, or the overall reuniting of soul to body and returning to life, function as normal for her, but she cannot be transformed willingly or unwillingly into an undead creature at any point. Attempts to do so simply fail with no further effect, be it beneficial or harmful, to herself or the individual attempting to raise her as undead. <br />
<br />
Additionally, her soul cannot be contained, controlled, corrupted or destroyed by any means and she actively retains her free will as a spirit even if it is severed from her body; this anchoring of soul is so tremendous that even she cannot elect to take such actions if desired, for her essence belongs to the will of animal ferocity.<br />
<br />
'''{{#anc:Ferocious Assault}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Champion of the Ferine can channel her wild soul into a ferocious onslaught of attacks, battering the helpless prey before it can retaliate. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Ferocious Assault Attack Bonus column. This penalty applies for 1 round, so it also affects attacks of opportunity the Champion might make before her next action. When a Champion reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A Champion must use a full attack action to strike with such an onslaught. The attacks unleashed by Ferocious Assault are of one type and cannot be freely interchanged once initiated, thus she may not freely switch between her equipped weapon and claws during a Ferocious Assault and must select one to deal Ferocious Assault's damage with.<br />
<br />
'''{{#anc:Predator Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Champion of the Ferine can improve the attitude of a predatory [[SRD:Animal Type|animal]] as a [[SRD:Druid|Druid]] can with her Animal Empathy Extraordinary ability. Predator Empathy only functions when dealing with predatory animals, but gains a +4 circumstance bonus with beasts that are of canine, feline or ursine nature.<br />
<br />
'''{{#anc:Pounce}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 2nd level, a Champion of the Ferine gains the benefit of [[SRD:Pounce|Pounce]], allowing her to make a full attack following a charge, including any rake attacks she may have.<br />
<br />
'''{{#anc:Woodland Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a Champion of the Ferine may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.<br />
<br />
'''{{#anc:Keen Nature Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level a Champion of the Ferine gains a +4 bonus on all [[SRD:Knowledge Skill|Knowledge]] (nature) and [[SRD:Survival Skill|Survival]] checks made by her.<br />
<br />
'''{{#anc:Unshackled Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level a Champion of the Ferine’s movement speed is faster than the norm for her race by +10 feet. This benefit applies only when she is not wearing armor or is in heavy armor and not carrying a heavy load in either case. Continued, a Champion of the Ferine no longer suffers a penalty to movement while wearing heavy armor, but still does as normal while she is carrying a heavy load. <br />
<br />
'''{{#anc:Blade of the Wild}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the 4th level the Champion of the Ferine is able to make a number of additional attacks of opportunity equal to her Dexterity bonus, ignoring the penalty provided by her worn armor if any, even while flat-footed. The damage dealt by these attacks may be nature (acid) damage or physical damage as selected by her at the time of the attack, these attacks however still remain basic melee attacks regardless of their actual damage type. <br />
<br />
Blade of the Wild qualifies the Champion of the Ferine for any features associated with the Combat Reflexes feat as if she had taken that feat. In the event she already had taken Combat Reflexes as a feat, she loses Combat Reflexes at 4th level (when she gains Blade of the Wild) and is refunded the feat she spent on Combat Reflexes.<br />
<br />
'''{{#anc:Superior Manifestation of Feral Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level the Champion of the Ferine gains an additional permanent +1 bonus of Natural Armor, in addition to +2 Strength and +2 Constitution along with advancing her claw attack by one rank (to 1d6 from 1d4 for example) as if she had taken the Improved Natural Attack feat. <br />
<br />
The Champion of the Ferine's natural claws now indefinitely count as magical +1 weapons, allowing them to be enchanted accordingly, however, her claws display no alterations when enchanted and outwardly appear non-magical. The magical potency of the claws cannot be disenchanted or otherwise removed from her being, but may be re-enchanted to replace old effects or include new ones without being destroyed; however, their magical properties are temporarily nullified as normal if she were to cross into an [[SRD:Antimagic Field|Antimagic Field]].<br />
<br />
The Champion of the Ferine also begins to grow more in size, stature and musculature, with her taking on a more lean, animal build, and beginning to express a gold coloration to the irises of her eyes and subtle pronunciation of her canine and incisor teeth, causing her to gain the [[Shapechanger Subtype|Shapechanger Subtype]] if she did not already have it. These effects increase the Champion of the Ferine's skill in Intimidation by +2, but reduces the effectiveness of all of her other Charisma-based checks, such as Diplomacy, by -2 when dealing with creatures other than animals. <br />
<br />
She also gains another +5 bonus to fire, frost, acid and lightning Resistance, which is additive with all other Resistance effects she has through Feral Soul previously and Invocation's Alternate Form.<br />
<br />
'''{{#anc:Trackless Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level, a Champion of the Ferine leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.<br />
<br />
'''{{#anc:Resist Nature’s Lure}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level a Champion of the Ferine gains a +4 bonus on all [[SRD:Saving Throw|saving throws]] made by her against the [[SRD:Spell-Like Ability|spell-like abilities]] of [[SRD:Fey Type|Fey]].<br />
<br />
'''{{#anc:Empowerment}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level a Champion of the Ferine learns how to draw upon untapped primal energy, empowering her combat prowess. Empowerment temporarily grants a Champion of the Ferine a chosen passive attack effect for a short duration. Empowering a weapon is a swift action and does not provoke an attack of opportunity for doing so. Empowerment lasts for 3 rounds when activated; Empowerment cannot be activated again until 3 rounds after its effects fade. She may only chose one Empowerment to be active at a time, but may freely switch between them whenever activating them next.<br />
<br />
'''{{#anc:Empowerment: Untamed Power}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level a Champion of the Ferine may use Empowerment: Untamed Power: Successful melee attacks by the Champion of the Ferine now deal damage as nature (acid) instead of physical, and reduce the target's AC by -2 until the end of the Champion of the Ferine's next turn.<br />
<br />
'''{{#anc:Empowerment: Maiming Wounds}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Champion of the Ferine may access Empowerment: Maiming Wounds: Successful melee attacks by the Champion of the Ferine slow the victim's movement speeds by 1/2 until the start of her next turn.<br />
<br />
'''{{#anc:Empowerment: Primal Will}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Champion of the Ferine may access Empowerment: Primal Will: For the duration of Empowerment: Primal Will, a Champion of the Ferine's movement speed cannot drop below her base movement speed, and any effect which would slow or otherwise reduce or halt movement speed does not effect her.<br />
<br />
'''{{#anc:Empowerment: Savage Strikes}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level Champion of the Ferine may use Empowerment: Savage Strikes: The critical threat range on all of the Champion of the Ferine's attacks are doubled, and all critical strikes gain a +4 confirmation bonus to succeed. This increase to threat range and confirmation of critical hits does not stack with any source except for Scent of Blood.<br />
<br />
'''{{#anc:Scent}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon reaching 8th level the Champion of the Ferine gains the [[SRD:Scent|Scent]] Extraordinary ability.<br />
<br />
'''{{#anc:Greater Manifestation of Feral Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level the Champion of the Ferine gains a permanent bonus of +1 Natural Armor, +2 Strength, and +2 Constitution, and further advances her claw attack to the next largest die (for example, 1d8 from 1d6) as if she had taken the Improved Natural Attack feat again. <br />
<br />
She also gains the benefit of Fast Healing in the form of Animal Metabolism; the amount of health regained per turn is 2 hit points per every 4 levels of Champion of the Ferine; the minimal amount regenerated by Animal Metabolism is 1 hit point per turn. Animal Metabolism's effect occurs even while the Champion is unconscious or otherwise unable to act, and is not effected by any means which prevent healing, and may only be reduced to the aforementioned 1 hit point per turn. <br />
<br />
It is at this point she bears significantly more beastly qualities for her race and is more easily identified by them; which may include, but are not limited to, a more robust build and greater height for her race, pronounced and thickened fingers with rough palms and clawed digits, including those on her feet, along with the whites of her eyes becoming gold. She might begin to express coarse hair of any natural shade such as black, blonde, white, or brown should she not already display such qualities, and finds herself with a more pronounced set of carnivorous teeth, reducing her Charisma based checks (except for Intimidate) by a further -4 when dealing with humanoids, and instead increasing her total Intimidate by another +4. <br />
<br />
The Champion of the Ferine gains an additional +5 bonus to fire, frost, acid and lightning Resistance to herself, which is additive with all other Resistance effects she has through Feral Soul previously and Invocation's Alternate Form.<br />
<br />
'''{{#anc:Natural Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When having reached 9th level a Champion of the Ferine gains passive immunity to all forms of diseases and poisons. Any effect which would be cured or ended by a successful [[Neutralize_poison|Neutralize Poison]] or [[SRD:Remove Disease|Remove Disease]] spell is also effectively canceled by the Champion of the Ferine's Natural Immunity; these effects are automatic and take place immediately upon attempted infliction. This effect cannot be suppressed by any means, including death or any form of helplessness, and functions regardless of the Champion of the Ferine's awareness.<br />
<br />
'''{{#anc:Unbound Agility}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 9th level a Champion of the Ferine advances beyond the limits imposed by her worn heavy armor, allowing her to ignore the Armor Check Penalties of it so long as she is not carrying a heavy load.<br />
<br />
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' After attaining 10th level, a Champion of the Ferine no longer takes ability score penalties for aging and she cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the Champion of the Ferine still dies of old age when her time is up. <br />
<br />
'''{{#anc:Empowerment: Vengeful Return}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Having achieved 10th level, a Champion of the Ferine learns Empowerment: Vengeful Return: Any enemy who strikes the Champion of the Ferine immediately takes 1/2 her Strength modifier in physical damage; each attacker can trigger this effect against them once a round. While Vengeful Return is active, all successful melee attacks by her, including Vengeful Return, heal the Champion of the Ferine for 1/2 of her Constitution modifier.<br />
<br />
'''{{#anc:Greater Ferocious Assault}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When a Champion of the Ferine reaches 11th level, her Ferocious Assault ability improves. In addition to the standard single extra attack she gets from Ferocious Assault, she gets a second extra attack at her full base attack bonus. <br />
<br />
'''{{#anc:Shattering Roar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 11th level a Champion of the Ferine may immediately attempt to interrupt any spell or spell-like ability being cast by any target in melee range once per turn. Shattering Roar deals damage equal to the Champion of the Ferine's weapon damage plus her Wisdom modifier as Sonic damage to all enemies in a 15ft burst around the Champion of the Ferine who fail their Will save (DC is 20 + the Champion of the Ferine's Strength modifier), and the spellcasting individual in melee range must succeed a Concentration check of DC 20 + casting spell's level + the Champion of the Ferine's Strength modifier or lose the spell. <br />
<br />
Shattering Roar does not interfere with the ability of a Champion of the Ferine to make an attack of opportunity against a target which is not defensively casting a spell; both effects may trigger at the same time, and may be utilized one after another in any order desired, even if the spell is foiled by the attack of opportunity or Shattering Roar. In the event the spell is successfully interrupted by either the attack of opportunity or Shattering Roar, the targeted caster does not need make another Concentration check as the spell has already been lost.<br />
<br />
'''{{#anc:Kindred Spirits}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Upon reaching the 12th level all Charisma-based checks which would be negatively effected by any Champion of the Ferine class features no longer applies to Magical Beasts in addition to animals as normal.<br />
<br />
'''{{#anc:Fierce Manifestation of Feral Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 13th level the Champion of the Ferine gains an added, permanent +1 bonus of Natural Armor and +2 to Strength, Constitution and Dexterity, and her claw attack is advanced one final time to the next largest hit die (such as 1d8 into 2d6) as if she had taken the Improved Natural Attack feat, along with increasing her close quarters prowess in the form of having her Grapple checks increased by +6. <br />
<br />
The Champion of the Ferine now begins to radiate an Unsettling Aura which reduces creatures saves against fear effects by -4, and reduces all of their Will save rolls by an additional -2. This presence effects any creature except for those explicitly chosen by her out to 25ft; the Unsettling Aura is an Extraordinary ability, of which other creatures are conscious and or aware of if they succeed on their perception of its origin through a [[SRD:Spot_Skill|Spot]] vs DC 15 + Champion of the Ferine's level; in order to avoid the effects of the Unsettling Aura a creature must succeed on a Will save of DC 10 + 1/2 the Champion of the Ferine's level + the Champion of the Ferine's Strength modifier. <br />
<br />
If they are unaware of her aura, they simply feel a powerful and dominating presence in the area which unsettles them but cannot pinpoint who or what it is originating from; this aura cannot be scryed, traced, or divined by magical or supernatural means. A creature unable to perceive the Champion's Unsettling Aura (or failed its save against the effect) must wait 24 hours before attempting to recognize its origin again or attempt another save to defeat the negative effects. <br />
<br />
The further ascendancy of the Champion of the Ferine reduces all of her Charisma-based checks, except for Intimidate, with creatures other than animals by an additional -4, but further increases her Intimidate by +4. <br />
<br />
The Champion of the Ferine further gains a +5 bonus to her fire, frost, acid and lightning Resistance, which is additive with all other Resistance effects she has through Feral Soul previously and Invocation's Alternate Form.<br />
<br />
'''{{#anc:Empowerment: Reckless Onslaught}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Having achieved 13th level, a Champion of the Ferine learns Empowerment: Reckless Onslaught: Successful melee attacks deal half of the Champion of the Ferine's Strength modifier in physical damage to all creatures within 5ft of her primary target.<br />
<br />
'''{{#anc:Sunder Nature's Lure}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When having reached the 14th level a Champion of the Ferine gains an additional +4 bonus to her [[SRD:Saving Throw|saving throws]] against the [[SRD:Spell-Like Ability|spell-like abilities]] of [[SRD:Fey Type|Fey]].<br />
<br />
'''{{#anc:Wrath of the Wild}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the 15th level a Champion of the Ferine learns how to focus her vengeful, primal nature into her attacks of opportunity when at her strongest; Blade of the Wild's effect now deals 1/2 more damage, rounding up, if Empowerment: Untamed Power is active when an attack of opportunity is triggered.<br />
<br />
'''{{#anc:Horrifying Roar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When reaching the 16th level a Champion of the Ferine gains access to Horrifying Roar. Once per round she may forgo using her Shattering Roar to instead unleash a bloodcurdling roar that terrifies all creatures deemed hostile within a 15ft burst surrounding her. After making use of her Horrifying Roar she must wait 1d4 turns before attempting to do so again, but may still make use of her Shattering Roar as normal. <br />
<br />
The save DC for a creature to not become [[SRD:Panicked|Panicked]] by Horrifying Roar is Will vs 15 + the Champion of the Ferine's Strength modifier; should a creature fail its save it is immediately [[SRD:Panicked|Panicked]] for 1d3 rounds. If a creature succeeds on its Will save against Horrifying Roar it instead becomes [[SRD:Shaken|Shaken]] for 1d3 rounds; the damage taken by creatures which fail their Will saves is equal to the Champion of the Ferine's weapon damage plus her Wisdom modifier as Sonic damage, and those that succeed is 1/2 of that Sonic damage.<br />
<br />
'''{{#anc:Embodiment of the Feral Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 17th level the Champion of the Ferine reaches the peak of her synergy with her Feral Soul, gaining an additional stacking +1 bonus of Natural Armor, and a +4 bonus to Strength, Constitution, Dexterity, Wisdom, along with an added +6 to Grapple checks; the Natural Armor gained through this source stacks with all prior Feral Soul benefits of the same type along with worn armor and Invocation as normal. <br />
<br />
She gains the final benefit of another +5 bonus to fire, frost, acid and lightning Resistance, which is additive with all other Resistance effects she has through Feral Soul previously and Invocation's Alternate Form.<br />
<br />
'''{{#anc:Invocation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the 17th level a Champion of the Ferine may, three times per day, invoke her Feral Soul, transforming into an [[SRD:Alternate Form|Alternate Form]] ([[SRD:Special Abilities Overview#SuperNatural|Su]]) for rounds equal to 3 + her Constitution modifier. This Alternate Form is acquired through Divine magic, specifically through an invocation by the Champion of the Ferine which rends raw bestial energy from existence and focuses it into her; individuals who view this Alternate Form through a spell such as the [[SRD:True Seeing|True Seeing]] spell view this form as her natural form, even if she is not transformed into this Alternate Form. <br />
<br />
While under the effects of this Alternate Form, she qualifies as a Magical Beast and is now considered one whenever beneficial to her, but she retains all of the qualities and traits native to her normal form and class, even while in this Alternate Form, along with her weapon and armor proficiencies and the ability to wield them effectively. <br />
<br />
If attempting to cross an [[SRD:Antimagic Field|Antimagic Field]] while in Alternate Form or if one is summoned in the Champion of the Ferine's location, she must succeed a DC 20 Will save or be locked out of her Alternate Form until the field dissipates or she leaves the location in which it resides; if she succeeds the save, her Alternate Form is immune to that Antimagic Field for 24 hours.<br />
<br />
While in her Alternate Form a Champion of the Ferine gains a +4 increase to Strength, Constitution, and Dexterity, +3 AC bonus in the form of Dodge, +10 stacking fire, frost, acid and lightning Resistance, +10 movement speed, Damage Reduction 15/Cold Iron, +2 bonus to all saves (Fortitude, Reflex and Will), and immunity to Fear, Sleep and Transmutation effects (unless desired); all of which are cumulative to any other beneficial effects applied to the Champion of the Ferine. <br />
<br />
Any equipment, such as armor, worn by her is adjusted supernaturally to fit her new form, which appears similarly to a powerful cat of the wild in bipedal form and lacking a tail. When assuming this Alternate Form for the first time, she may choose the appearance of the Alternate Form, such as natural coloration and markings, of which must be possible and credible for that species she has selected; once the decision has been made, her Alternate Form will remain this way indefinitely and express the chosen appearance every time it is assumed. <br />
<br />
Should the Champion of the Ferine find herself slain, she immediately assumes death in the shape of her Alternate Form and not her mortal form; this does not count against the maximum allotted uses per day, and when returned to life from death she resumes her normal humanoid form. Effects which normally destroy the body upon death such as [[SRD:Disintegrate|Disintegrate]] do not apply, and her body is left whole at death; it may however be damaged or otherwise harmed after death as normal.<br />
<br />
Assuming Alternate Form through Invocation is an Immediate Action which may be accomplished at any time instantaneously by the Champion of the Ferine and is treated as shapeshifting when it benefits the Champion of the Ferine.<br />
<br />
'''{{#anc:Deafening Roar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Having achieved 18th level, a Champion of the Ferine learns how to unleash a Deafening Roar; this ability may be used once per round instead of her Shattering Roar or Horrifying Roar. All hostile creatures in the 15ft burst area of her location must succeed a Fortitude save of DC 20 + the Champion of the Ferine's Strength modifier, or take damage equal to the Champion of the Ferine's weapon damage plus her Wisdom modifier as Sonic damage and be [[SRD:Deafened|Deafened]] for 1d3 rounds. <br />
<br />
After making use of a Deafening Roar a Champion of the Ferine must wait 1d4 turns before she may attempt to do so again, but may still make use of her Shattering Roar, along with Horrifying Roar, provided Horrifying Roar is not already expended and waiting to refresh.<br />
<br />
'''{{#anc:Insurmountable}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Champion of the Ferine at 20th level gains Insurmountable, which causes her to become immune to attacks, spells, and effects that would kill her while she is in her Alternate Form; upon Alternate Form ending, she will die as normal. This effect cannot be suppressed or otherwise removed in any manner, and will always function; the state of being dead is only temporarily suppressed. If the Champion of the Ferine is afflicted by other death effects, such as (but not limited to) spells or hit point loss, after having already triggered Insurmountable, they have no effect and she will still expire as determined by the remaining duration of her Alternate Form. A Champion of the Ferine who is holding death off temporarily via Insurmountable must die first before she can be resurrected or healed; she is treated as if she were alive while under the effects of Insurmountable until its duration expires. The healing provided by her Animal Metabolism does not act as an effect which can prevent her death if Insurmountable is triggered, and it ceases to function for the duration of Insurmountable.<br />
<br />
'''{{#anc:Spells}}:''' Champions of the Ferine spontaneously cast Divine spells, drawing any she wishes from her entire selection available, for however many times a day she is capable of for that spell slot, meaning a Champion of the Ferine may cast any spell she knows without preparing it ahead of time to the maximum in the Spells per Day column appropriate to the cast spell. When she gains access to a new level of spells she automatically knows all the spells she can cast from that level, which can be seen listed below. To cast a spell, a Champion of the Ferine must have a Wisdom score of 10 + the spell's level. The Difficulty Class for saving throws against a Champion of the Ferine's class spells is 10 + the spell's level + two times the Champion of the Ferine's Wisdom modifier.<br />
<br />
The following spells can be cast by a Champion of the Ferine:<br />
<br />
0&mdash; <br />
<br />
*[[Resistance|Resistance]], [[Guidance|Guidance]], [[Cure_minor_wounds|Cure Minor Wounds]], [[Know_Direction|Know Direction]], [[Detect_poison|Detect Poison]], [[SRD:Remove_Fear|Remove Fear]]<br />
<br />
1st&mdash; <br />
<br />
*[[True_strike|True Strike]], [[Cause_fear|Cause Fear]], [[Doom|Doom]], [[See_invisibility|See Invisibility]], [[Death_knell|Death Knell]], [[Magic_weapon|Magic Weapon]], [[SRD:Magic_Fang|Magic Fang]], [[Delay_poison|Delay Poison]], [[SRD:Endure_Elements|Endure Elements]], [[SRD:Calm_Animals|Calm Animals]], [[SRD:Charm_Animal|Charm Animal]], [[SRD:Detect_Animals_or_Plants|Detect Animals]], [[Hide_from_animals|Hide from Animals]], [[Speak_with_animals|Speak with Animals]], [[SRD:Animal_Trance|Animal Trance]], [[SRD:Hold_Animal|Hold Animal]]<br />
<br />
2nd&mdash;<br />
<br />
* [[Undetectable_Alignment|Undetectable Alignment]], [[Blur|Blur]], [[Dispel_magic|Dispel Magic]], [[Remove_curse|Remove Curse]], [[Remove_disease|Remove Disease]], [[Neutralize_poison|Neutralize Poison]], [[Bestow_curse|Bestow Curse]], [[True_seeing|True Seeing]], [[Fear|Fear]], [[Rage_(SRD_Spell)|Rage]], [[Gentle_repose|Gentle Repose]], [[Vampiric_touch|Vampiric Touch]], [[SRD:Dominate_Animal|Dominate Animal]], [[SRD:Awaken|Awaken Animal]]<br />
<br />
3rd&mdash;<br />
<br />
* [[Fly|Fly]], [[Freedom_of_movement|Freedom of Movement]], [[Heroism|Heroism]], [[Haste|Haste]], [[Greater_magic_weapon|Greater Magic Weapon]], [[SRD:Greater_Magic_Fang|Greater Magic Fang]], [[Restoration|Restoration]], [[Blade_barrier|Blade Barrier]], [[Animal_growth|Animal Growth]]<br />
<br />
4th&mdash;<br />
<br />
* [[SRD:Spell_Immunity|Spell Immunity]], [[Spell_resistance|Spell Resistance]], [[Haste|Haste]], [[Slow|Slow]], [[Break_enchantment|Break Enchantment]], [[Greater_dispel_magic|Dispel Magic (Greater)]], [[Righteous_might|Righteous Might]], [[SRD:Greater_Heroism|Greater Heroism]], [[SRD:Death_Ward|Death Ward]]<br />
<br />
5th&mdash;<br />
<br />
* [[SRD:Greater_Spell_Immunity|Greater Spell Immunity]], [[Slay_living|Slay Living]], [[SRD:Disrupting_Weapon|Disrupting Weapon]], [[Raise_dead|Raise Dead]], [[Spell_turning|Spell Turning]], [[Permanency|Permanency]], [[Foresight|Foresight]], [[Freedom|Freedom]], [[SRD:Antimagic_Field|Anti-Magic Field]]<br />
<br />
==== Ex-Champions of the Ferine ====<br />
<br />
A Champion of the Ferine who ceases to revere the ferocious beasts of nature or changes to a prohibited alignment will lose access to all of her class features until she atones. She must return to a proper alignment and seek out someone to cast an Atonement spell for her in addition to completing an appropriate quest to reconnect herself with her predatory nature.<br />
<br />
A character who takes at least 1 level of Champion of the Ferine must continue to increase their levels in Champion of the Ferine, or she may not take further levels in it. For example, if Sayla, a 1st level Champion of the Ferine and 5th level Fighter, takes another level of Fighter instead of Champion of the Ferine when having reached sufficient experience to gain a new level, she may not progress further in the Champion of the Ferine class.<br />
<br />
==== Epic Champion of the Ferine ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Champion of the Ferine}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#Empowerment: Wild Nullification|Empowerment: Wild Nullification]], [[#Scent of Blood|Scent of Blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | [[#Sanguine Inheritance|Sanguine Inheritance]] (3/day)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | [[#Greater Blade of the Wild|Greater Blade of the Wild]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | [[#Overwhelming Presence|Overwhelming Presence]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Ascendance|Ascendance]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Empowerment: Wild Nullification}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Empowerment: Wild Nullification is achieved by the Champion of the Ferine at level 21 (Epic Tier). Empowerment: Wild Nullification: All hostile spells or spell-like effects, including psi abilities and psi-like abilities, which include the Champion of the Ferine as a target, have a 25% chance to be reflected back to their caster and cause the Champion of the Ferine no harm. Targets critically struck by the Champion of the Ferine while Wild Nullification is active are Dazed until the start of her next turn.<br />
<br />
'''{{#anc:Scent of Blood}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon reaching the 21st level, a Champion of the Ferine gains access to Scent of Blood; if any attack in a Ferocious Assault made by her critically strikes, the next attack made by her gains a +5 attack roll bonus, and a +10 critical hit confirmation bonus if it also critically strikes.<br />
<br />
'''{{#anc:Sanguine Inheritance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 23 (Epic Tier) the Champion of the Ferine's Strength, Dexterity, Constitution and Wisdom ability scores improve by +2. <br />
<br />
It is at this level Animal Metabolism is improved in effectiveness, and now also provides the following benefits in addition to its previous qualities. Three times per day while benefiting from Animal Metabolism and gaining hit points that turn, a Champion of the Ferine may, as a swift action, heal herself for three times the amount provided by Animal Metabolism as bonus healing, of which cannot be reduced or prevented in any way. Additionally, if she is [[Fatigued|Fatigued]] or [[SRD:Exhausted|Exhausted]] when she utilizes this surge of healing provided by Animal Metabolism, she immediately recovers from those effects.<br />
<br />
'''{{#anc:Greater Blade of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 25th level (Epic Tier), the Champion of the Ferine's exploits of combat are so ferocious that her natural stamina inflicts additional damage through the attack, causing Blade of the Wild to now also deal her Constitution modifier in bonus damage. <br />
<br />
'''{{#anc:Overwhelming Presence}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Overwhelming Presence is achieved at level 27 (Epic Tier). In addition to its normal effects, the Champion of the Ferine's Unsettling Presence now increases her Will, and that of anyone deemed her ally, by +4 while they are within the effect range of Unsettling Presence, along with doubling the effectiveness of her Unsettling Presence to -8 for saves against Fear effects and Will saves by -4 against targets she deems hostile inside her Unsettling Presence's range.<br />
<br />
'''{{#anc:Ascendance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the 30th level (Epic Tier) a Champion of the Ferine's Alternate Form now lasts indefinitely; however, Insurmountable lasts only the duration of rounds Alternate Form would last if she lacked Ascendance, and activates its countdown upon assuming her Alternate Form; along with this, Insurmountable can only be triggered 3 + the Champion of the Ferine's Constitution modifier times a day. The Champion of the Ferine may freely call upon Invocation and dismiss it at will as an Immediate Action as normal, allowing her to enter and exit her Alternate Form when desired and as many times per day as she desires. In addition her Alternate Form gains the following increases; an additional +4 Strength, Constitution, and Dexterity, +3 more bonus AC in the form of Dodge, +10 additional stacking fire, frost, acid and lightning Resistance, +10 movement speed, further Damage Reduction +15/Cold Iron, and another +2 bonus to all saves (Fortitude, Reflex and Will).<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Champion of the Ferine gains a bonus feat every four levels after 20th.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Champion of the Ferine ====<br />
<br />
'''Religion:''' Unlike the majority of wielders of Divine magic, Champions of the Ferine find themselves without indenture to deities great and small; in many aspects the tremendous will to draw power directly from the natural world around them without the blessing of some greater celestial or abyssal being is a point of pride, and a matter of disgust for the zealous, pious types that dominate many corners of the world. While perfectly willing to accept the assistance of such greater beings, Champions of the Ferine strictly adhere to a working relationship; reverence and worship of any being severs the tie between the Champion and the feral energy of the universe, preventing them from tapping into even the most lesser of powers. However, their awesome will allows them to sunder even the most fearsome of influences, for the animal soul is not one easily broken, and many a God has found that a Champion of the Ferine will resist even the most subtle of demands outright.<br />
<br />
While passive, at times humored by the individuals who consider themselves followers of some higher power, Champions of the Ferine make no attempt to sway any to their side; either one comes to embrace all that is primal, savage, and bloodthirsty on their own accord, or one takes up the mantle of restraint and devotion. From the eyes of another, the view on the Champions of the Ferine are, at best, neutral, for countless organizations have listed them as aberrations of soul and form, or heretics for siphoning the powers of the Divine without greater guidance.<br />
<br />
'''Other Classes:''' Where as many others find themselves hunting for glory, wisdom, wealth, adventure, or the divine, Champions of the Ferine are born wanderers; just as many great beasts roam the wilds on a hunt, the Champion of the Ferine does much the same. To further the connection to the feral powers, Champions must strive to grow in strength and spirit, trying themselves against various threats and scourges, regardless of their origin. While many situations must be resolved by force alone, Champions of the Ferine often make dedicated efforts to bring bloodless solutions to bear, but fail to find themselves ever idly standing by; conflict is always an option.<br />
<br />
Around others they are predatory and vigilant, continuously studying friend and foe alike, and often remain quiet, contemplative and composed; provocation, however, varies by individual, with some quick to lunge into a bestial frenzy, whereas others can be found with tempers as steeled as the finest of Adamantine metals. Unpredictable to those with little to no tie to animal nature, Druids and Rangers find the most understanding and appreciation for a Champion of the Ferine among their ranks. Those of fine martial skill, Fighters, Rogues, Monks, note the unusual synergy between themselves and Champions of the Ferine with varying respect; it would be of little surprise for a particularly savvy and confident Fighter to wish to meet a Champion of the Ferine at blade's edge in a duel to hone his own talents, just as much as it would be for the same Fighter to speak to a Champion of the Ferine with condescending ire. Those of Arcane nature, such as Wizards and Sorcerers, often follow two trains of thought when dealing with Champions of the Ferine; they are either subjects of intrigue, given their unusual talent for rending power from natural existence, or individuals best left unaccosted; after all, Champions of the Ferine fear no magic.<br />
<br />
'''Combat:''' Champions of the Ferine are formidable melee combatants who rely on minor spell casting to further expand their already lethal capability; their progression through Feral Soul enables them to deal constant and powerful bouts of damage in combination with Ferocious Assault. Empowerment expanding their utility in the fray, a Champion of the Ferine presents a grave threat to the smallest of smalls and greatest of greats through various avenues; not alone is Empowerment, for one of the signature traits of the Champion of the Ferine is the roar, which varies from spell crushing power to terror inflicting dread. But most iconic of the Champion of the Ferine is their Alternate Form drawn through Invocation; when conflict arises a Champion of the Ferine sheds the illusion of civility and takes on the aspect of the wild, becoming more than mortal and more than beast.<br />
<br />
==== Champions of the Ferine in the World ====<br />
<br />
{{quote|Where as many find themselves progressing further into civilization, others of us find ourselves further progressing into the wild.|orig=Aeron R'roth, Human Champion of the Ferine}}<br />
<br />
The few that are Champions of the Ferine are as much an order as they are not; while no structure dictates their actions, they share common universal purposes and goals among themselves freely and act in aid to one another with little question. To those outside of this association, namely those with poor ties to nature itself, they may appear highly unified and regulated given that they have simple but overarching objectives that is found in all Champions of the Ferine. Most notably (and relatively well kept) Champions of the Ferine are often guardians for sources of animal power; objects and artifacts of predatory beasts are frequently held secure by the most elite and experienced. Just as feral relics are kept under close watch, there are select Druidic shrines (namely those of feline) which find themselves protected by some of the most talented and fierce of the Champions of the Ferine.<br />
<br />
Younger members, those of least experience, are wanderers who feel the continual compulsion to test themselves against various threats in a tireless pursuit of bonding further with their restless animal soul. Maturing into the blend of mortal race and beast, they take up the duties of those before them and stand ready at locales of power, ever vigilant for those who would defile or defy the savage realities.<br />
<br />
Most notably for the youngest, newest of members, they are presented a greatsword of which they will wield against all enemies, be them natural or supernatural. This greatsword, as typical for a Champion of the Ferine, is inscribed and ornate in design, featuring feline inspired livery in its cross-guard and hilt; yet most notable of this weapon's qualities is its finely engraved runes marking the blade down the fuller, closest to the cross-guard, which take on many jagged, irregular shapes. Each rune inscription is symbolic in quality and unique unto the Champion of the Ferine who wields it.<br />
<br />
'''Daily Life:''' Much of early life is spent overcoming trial after trial, seeking greater and greater enemies of natural order and selection, followed by quickly eliminating them with overwhelming force, where as the seasoned and tested spend much of their days drawing from the limitless pool of bestial nature by will alone. Between wandering and hunting in their early stages and embracing their soul's ties, Champions of the Ferine safeguard ancient relics and sites from would-be treasure hunters and lore seekers to the corrupting undead, studying enemy and ally alike for the most expedient solution.<br />
<br />
'''Notables:''' <br />
<br />
[[File:Aeron R'roth.png|100px|thumb|left|The Alternate Form of Aeron R'roth.]]<br />
''Sylania Andonai'', Female [[SRD:Elves,_High_(Race)|Elven]] Champion of the Ferine: The head envoy to the elder Druids on behalf of the Champions of the Ferine.<br />
<br />
''Aeron R'roth'', Male [[SRD:Humans_(Race)|Human]] Champion of the Ferine: The de facto representative of the Champions of the Ferine in the war against undeath.<br />
<br />
''Vann Tyar'', Male [[SRD:Humans_(Race)|Human]] Champion of the Ferine: One of the few born Champions of the Ferine, reaching spiritual synergy at an early age.<br />
<br />
''Andarra Bloodmane'', Female [[Half-Elf|Half Elf]] Champion of the Ferine: Harsh and savage, Andarra Bloodmane exemplifies the fearless fury of her animal spirit to all those who lay eyes upon her.<br />
[[File:Sylania_Andonai_(Humanoid).png|80px|thumb|right|The Mortal Form of Sylania Andonai, wielding Talarr, the Wild's Edge.]]<br />
<br />
'''Organizations:''' While no established collective of Champions of the Ferine exists, many gather in small groups, often not numbering beyond fifty, to accomplish some specific task. Individuals such as Sylania Andonai and Aeron R'roth are notable examples of "leaders" among the fractured community and are what many common individuals recognize as the most idealistic of the Champions of the Ferine who are more content to take to action than to be reactive.<br />
<br />
'''NPC Reactions:''' The civilized and wild worlds often find themselves at arms, perpetually conflicting to various extents, with the former of the two forces often taking the advantage. In this, a Champion of the Ferine symbolizes all that the "civilized" commoner fears about the wilderness embodied; the ferocity of a predator and the intelligent tact of a sentient being. Aversion is the most common reaction short of fear; the overwhelming desire to simply have nothing to do with a Champion of the Ferine at all or the cowering at their mere presence. As much expected, a Champion of the Ferine arrives only to civilization with business to attend to, and nothing more; so much as speaking in their faintly growled tone can shut out the recipient from wanting further conversation.<br />
<br />
However, races of the wild, or those much attuned to it, look upon Champions of the Ferine with begrudging respect for their pure ties to a force otherwise near impossible to tap. Druids of note, and even those not, find it difficult to admit that a Champion succeeds in tying all the more closely to a select few elements of nature than themselves, but acknowledge it is clear that they have the wild's favor all the same. As such, a Champion of the Ferine among Druids is not terribly uncommon, and some may, at times, serve as a personal guardian to a Druid with an unusually strong bond to the feline, canine or ursine. <br />
<br />
==== Champion of the Ferine Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (Nature)]] can research Champions of the Ferine to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Champions of the Ferine are elusive, savage warriors of nature who will their immense power into existence.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Atypically, Champions of the Ferine are Divine spell casters without ties to any deities, and break many boundaries and sanctions set on their closest relatives, the Druids, simply by force of will alone.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | The most powerful Champions of the Ferine willfully transform their spirit into a fusion of mortal race and savage animal, and show a small fragment of this transformation when they enter their Alternate Form.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Champions of the Ferine, when having reached enough spiritual maturity, are no longer mortal races taking on animal forms; they are beast spirits taking on mortal forms.<br />
|}<br />
<br />
==== Champions of the Ferine in the Game ====<br />
<br />
Champions of the Ferine hail from the wildest regions of the world, those inhabited by great beasts feline, canine and ursine, and may even spend time among their animal allies; but to this, a Champion of the Ferine is not limited. They can be encountered standing watchfully in the halls of a Shrine of Obad Hai or a Temple of Ehlonna in the busiest of cities, not out of service to the deity, but out of service to nature's wishes. However, they are most commonly unseen, for their numbers, as notable as they are, are few and those that are among their ranks often are individuals of tremendous prowess and power.<br />
<br />
'''Adaptation:''' Champions of the Ferine blend well with any campaign provided their lore is employed well. Much of their neutrality, for example, can border from outright slaughter of innocents who dared encroach in on wild sanctuaries to being local but obscure heroes who rise from the wild, ready to vanquish some unnatural threat. Campaigns making much use of the Fey can find Champions of the Ferine as a major source of interaction; the two factions, more or less friendly among one another, can act interesting and unintentional enemies to players. Just as Fey heavy worlds favor the employment of Champions of the Ferine, a world under the tightening grasp of the dead does too, as Champions of the Ferine are vehement enemies of the unliving and take little convincing to be roused into a fury against the undead.<br />
<br />
'''Sample Encounter:''' A few of those who consider themselves men of savvy nature sat drunkenly upon their chairs in the dreariest corner of the smoke choked bar; others, between taking long gulps of ale from tankards, smoked pipes and traded tales new and old. To the glossy, dull eyes of the inebriated men in the corner, they hadn't but any care in their mind barring that which concerned the shrouded woman far across the room, with drawn ash hood fallen over her features and face; but a few bronze strands of hair found themselves exposed and hanging just over hands, which busied themselves with a leather bound book. With candle alight above her, she turned a page in its orange glow, and unlike the other patrons, hadn't even one sip of the tavern's liquor. One of the groggy men, leaning across the battered, uneven table, muttered to the other in his drunken slur about how she was clearly ignoring them both in particular, to which the other man, in drunken stupor, blinked angrily and nodded whilst replying; "She can't go about ignoring us like that. This is ''our'' grounds." He spat, rising from the table unsteadily, to which his companion followed.<br />
<br />
Sauntering across the bar, the other patrons paid no attention, and went about smoking and babbling as they had done before; each footstep creaked the worn wooden floor beneath. Nearing as they did, she took no added action, and kept her eyes fixated to the book as they had been prior; a slender finger turning yet another page over, withered parchment scratching gently across its kin. Thumbs firmly placed in the leather of his belt, the first man, his words plagued with alcohol challenged the woman's attention.<br />
<br />
"We've been watching you, and we know you're ignoring us in ''our'' tavern."<br />
<br />
Quietly and with but a hand she closed the halves of the cracked, bound book, hood shifting slightly as if she was nodding, but clearly providing no answer. Licking his cracked lips and glancing to his cohort, the more heavy man seemed uneasy, as if a bizarre presence had begun to wash over him, to which his partner responded with an equally befuddled expression, but the two drunkards pressed further.<br />
<br />
"Just like that," He began as his expression frowned and brow furled at the gray figure, "And... We don't like it." Continuing, his compatriot folded his arms atop one another, doing his best to compliment the other man's demeanor.<br />
<br />
"Are you going to do something about it?" A calm, composed voice replied; startled the two men seemed moderately shaken at her tone, as it fluctuated with a strange but violent perfection. However, the alcoholic haze barred them from further reasonable choices and the larger, closer man, with dense arms of both fat and muscle, rendered his answer, along with beginning to stretch his arm in her direction.<br />
<br />
"We're about to now-"<br />
<br />
Words cut short, he found his outstretched arm now fearfully batting around an arm much greater than his own, which sported a crushing grip upon his throat; hand clawing at the enormous pawed digit which clenched his neck, he struggled with both legs, finding them lifted from the wood flooring and into the air where they kicked helplessly. Darting around, his panicked eyes caught note of a distantly red, blonde muzzle with fiery golden eyes set into its skull, but did not linger long as they rushed to see the fate of their friend; with arms up at chest level and palms facing out, the second man found the leading edge of a massive, irregular blade pressed to his throat.<br />
<br />
''EL 17:''<br />
{{Stat Block 2<br />
|name=Andarra Bloodmane |cr=17<br />
|sex=Female |race=[[Half-elf|Half Elf]] |clvl=[[Champion_of_the_Ferine_(3.5e_Class)|Champion of the Ferine]] 17<br />
|al=[[Chaotic neutral|CN]] |size=[[Medium]] |type=[[Humanoid]] ([[Elf_(SRD_Creature)|Half Elf]])<br />
|init=+4 |sens=[[Low-Light Vision]] 60ft, [[Scent|Scent]] 30ft |listen=+14 |spot=+16<br />
|lang=Common, Elven<br />
|ac=35 |touch=14 |flat=35 |othac= Damage Reduction 3/—<br />
|hp=289 |hd=17d10+119<br />
|fort=27 |ref=14 |will=18 |othsav=+8 against the Spell-Like Abilities of the [[SRD:Fey_Type|Fey]]<br />
|spd=40 ft. (8 squares)<br />
|melee1= +5 Greatsword +25/+25/+25/+20/+15/+10 (2d6+17) 19-20/x2<br />
|melee2= +3 Claws +23 (3d6+7) 20/x2<br />
|bab=+17 |grp=+37<br />
|atkop=<br />
|sa= [[Champion_of_the_Ferine_(3.5e_Class)#Shattering_Roar|Shattering Roar]], [[Champion_of_the_Ferine_(3.5e_Class)#Horrifying_Roar|Horrifying Roar]], [[Champion_of_the_Ferine_(3.5e_Class)#Empowerment|Empowerment]], [[Champion_of_the_Ferine_(3.5e_Class)#Alternate_Form|Alternate Form]]<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 17th<br />
|sk0=[[Resistance|Resistance]], [[Guidance|Guidance]], [[Cure_minor_wounds|Cure Minor Wounds]], [[Know_Direction|Know Direction]], [[Detect_poison|Detect Poison]], [[SRD:Remove_Fear|Remove Fear]], [[Doom|Doom]]<br />
|spd0=6<br />
|sk1=[[True_strike|True Strike]], [[Cause_fear|Cause Fear]], [[See_invisibility|See Invisibility]], [[Death_knell|Death Knell]], [[Magic_weapon|Magic Weapon]], [[SRD:Magic_Fang|Magic Fang]], [[Delay_poison|Delay Poison]], [[SRD:Endure_Elements|Endure Elements]], [[SRD:Calm_Animals|Calm Animals]], [[SRD:Charm_Animal|Charm Animal]], [[SRD:Detect_Animals_or_Plants|Detect Animals]], [[Hide_from_animals|Hide from Animals]], [[Speak_with_animals|Speak with Animals]], [[SRD:Animal_Trance|Animal Trance]], [[SRD:Hold_Animal|Hold Animal]]<br />
|spd1=10<br />
|sk2=[[Undetectable_Alignment|Undetectable Alignment]], [[Dispel_magic|Dispel Magic]], [[Remove_curse|Remove Curse]], [[Remove_disease|Remove Disease]], [[Neutralize_poison|Neutralize Poison]], [[Bestow_curse|Bestow Curse]], [[True_seeing|True Seeing]], [[Fear|Fear]], [[Rage|Rage]], [[Gentle_repose|Gentle Repose]], [[Vampiric_touch|Vampiric Touch]], [[SRD:Dominate_Animal|Dominate Animal]], [[SRD:Awaken|Awaken Animal]]<br />
|spd2=9<br />
|sk3=[[Fly|Fly]], [[Freedom_of_movement|Freedom of Movement]], [[Haste|Haste]], [[Greater_magic_weapon|Greater Magic Weapon]], [[SRD:Greater_Magic_Fang|Greater Magic Fang]], [[Restoration|Restoration]], [[Blade_barrier|Blade Barrier]], [[Animal_growth|Animal Growth]]<br />
|spd3=8<br />
|sk4=[[SRD:Spell_Immunity|Spell Immunity]], [[Spell_resistance|Spell Resistance]], [[Break_enchantment|Break Enchantment]], [[Greater_dispel_magic|Dispel Magic (Greater)]], [[Righteous_might|Righteous Might]]<br />
|spd4=6<br />
|sk5=[[SRD:Greater_Spell_Immunity|Greater Spell Immunity]], [[Slay_living|Slay Living]], [[SRD:Disrupting_Weapon|Disrupting Weapon]], [[Raise_dead|Raise Dead]], [[Spell_turning|Spell Turning]], [[Permanency|Permanency]], [[Foresight|Foresight]], [[Freedom|Freedom]], [[SRD:Antimagic_Field|Anti-Magic Field]]<br />
|spd5=2<br />
<br />
}}<br />
|slad=CL 1st<br />
|freq1= 1<br />
|sla1/day= 1<br />
|str=27 |dex=18 |con=24 |int=10 |wis=17 |cha=8<br />
|sq=Immune to [[SRD:Sleep|Sleep]], Fire/Cold/Acid/Lightning Resistance 25, Immune to [[SRD:Undead_Type|Undeath]], [[SRD:Pounce|Pounce]], [[Champion_of_the_Ferine_(3.5e_Class)#Unshackled_Movement|Unshackled Movement]], [[Champion_of_the_Ferine_(3.5e_Class)#Predator_Empathy|Predator Empathy]], [[Champion_of_the_Ferine_(3.5e_Class)#Woodland_Stride|Woodland Stride]], [[Champion_of_the_Ferine_(3.5e_Class)#Trackless_Step|Trackless Step]], [[Champion_of_the_Ferine_(3.5e_Class)#Evasive_Instinct|Evasive Instinct]], [[Champion_of_the_Ferine_(3.5e_Class)#Blade_of_the_Wild|Blade of the Wild]], [[Champion_of_the_Ferine_(3.5e_Class)#Empowerment|Empowerment]], [[Champion_of_the_Ferine_(3.5e_Class)#Natural_Immunity|Natural Immunity]], [[Champion_of_the_Ferine_(3.5e_Class)#Timeless_Body|Timeless Body]], Fast Healing 3 (Animal Metabolism), [[Champion_of_the_Ferine_(3.5e_Class)#Unsettling_Aura|Unsettling Aura]], [[Champion_of_the_Ferine_(3.5e_Class)#Kindred_Spirits|Kindred Spirits]], [[Champion_of_the_Ferine_(3.5e_Class)#Horrifying_Roar|Horrifying Roar]], [[Champion_of_the_Ferine_(3.5e_Class)#Alternate_Form|Alternate Form]]<br />
|feats= [[SRD:Power_Attack|Power Attack]], [[SRD:Improved_Sunder|Improved Sunder]], Combat Brute (Complete Warrior), Martial Stance: Thicket of Blades (Tome of Battle: Book of Nine Swords), Leap Attack (Complete Adventurer), Stand Still (Expanded Psionics Handbook)<br />
|skills=[[SRD:Concentration Skill|Concentration]] +24, [[SRD:Intimidate Skill|Intimidate]] +20, [[SRD:Jump Skill|Jump]] +21, [[SRD:Knowledge Skill|Knowledge]] (Nature) +14, [[SRD:Listen Skill|Listen]] +14, [[SRD:Spot Skill|Spot]] +16, [[SRD:Survival Skill|Survival]] +17, [[SRD:Swim Skill|Swim]] +15<br />
|poss= +5 [[SRD:Fortification|Fortified]] Healing (Magic Item Compendium) [[SRD:Adamantine|Adamantine]] [[SRD:Full_Plate_Armor|Plate Armor]], +5 [[SRD:Wounding|Wounding]]-Collision (Magic Item Compendium) [[SRD:Adamantine|Adamantine]] [[Greatsword|Greatsword]], Belt of Battle (Magic Item Compendium), Steadfast Boots (Magic Item Compendium), Scabbard of Keen Edges, Armbands of Might (Magic Item Compendium)<br />
|deity= —<br />
|san1= —<br />
}}<br />
<br />
=== Alternate Class Features ===<br />
<br />
Not all adventures are made the same, neither are the adventurers partaking in them. Some will find that while they wish to play a Champion of the Ferine, they desire minor alterations in their character's traits and features. Some range from the most minor and others to the significant, but all the same, each and every Alternate Class Feature can be put to good use. It should be noted, however, some Alternate Class Features are radically more powerful than others and are intended for higher than average difficulty games.<br />
<br />
==== Minor Alternate Class Features ====<br />
<br />
''The following Minor Alternate Class Features are aesthetic in property and are considered non-canonical to the class. However, players are free to choose from these other options should they wish to do so.''<br />
<br />
'''Wolf Champion:''' <br />
:Your feline-esque traits gained through Feral Soul appear wolfish and canine instead, and your Alternate Form takes on the shape of a large wolf in bipedal form instead of a fierce cat. When assuming Alternate Form for the first time, you may choose the appearance of your Alternate Form, such as natural coloration and markings, of which must be possible and credible for the species you have selected; once the decision has been made, your Alternate Form will remain this way indefinitely and express the chosen appearance every time it is assumed. Wolf Champion must be selected at 1st level.<br />
<br />
'''Bear Champion:''' <br />
:Your feline-esque traits gained through Feral Soul appear ursine, bear-like instead, and your Alternate Form takes on the shape of a mighty bear in bipedal form instead of a fierce cat. When assuming Alternate Form for the first time, you may choose the appearance of your Alternate Form, such as natural coloration and markings, of which must be possible and credible for the species you have selected; once the decision has been made, your Alternate Form will remain this way indefinitely and express the chosen appearance every time it is assumed. Bear Champion must be selected at 1st level.<br />
<br />
==== Major Alternate Class Features ====<br />
<br />
''The following Major Alternate Class Features are class changing in property and are considered plausible and canonical to the class. These class features replace existing class features.''<br />
<br />
'''Beastly Endurance''': <br />
:You no longer gain Natural Armor through the progression of Feral Soul, instead gaining +3 Damage Reduction/Cold Iron each time you would have benefited from an increase in Natural Armor because of Feral Soul. This damage reduction is additive with all other alike damage reduction gained through Feral Soul and Invocation.<br />
<br />
'''Spell Warded''': <br />
:You no longer gain Resistance to fire/cold/acid/lightning damage through Feral Soul, Alternate Form and Invocation, and instead benefit from [[SRD:Spell_Resistance|Spell Resistance]] of the same value increase that you would have received from those sources to Resistance. This [[SRD:Spell_Resistance|Spell Resistance]] is treated as Resistance for the purposes of advancement through class features, and as such, does not stack with sources other than Feral Soul, Alternate Form and Invocation.<br />
<br />
'''Enrage''': <br />
:You no longer gain Unshackled Movement, but instead gain the effects of ''Enrage'' as an Extraordinary feature. When struck by an invisible attacker, sneak attack, or are critically struck, or suffer an attack while denied your Dexterity bonus, you become furious, immediately gaining +10 movement speed and removing any effect which reduces your movement speed, immobilizes, restrains or otherwise prevents you from moving or hampers your movement; however you are not immune to these effects while Enrage is active. Enrage lasts for 3 rounds, fading at the end of your 3rd round, and cannot be triggered again for 3 rounds after that time.<br />
<br />
'''Tempered Will''':<br />
:You no longer gain the benefit of Resist Nature's Lure and Sunder Nature's Lure, instead gaining Tempered Will and Greater Tempered Will at the levels you would have gained Resist Nature's Lure and Sunder Nature's Lure. Tempered Will increases your saves against fear effects by +2, and Greater Tempered Will provides you with a +4 bonus against fear effects. You no longer automatically fail your save against a fear effect on a natural dice roll of 1.<br />
<br />
==== Expanded Class Features ====<br />
<br />
''Expanded Class Features are designed to further both the lore and functionality of a Champion of the Ferine. These features increase the potency of the class and should only be considered if the character is to be played in a lore heavy and or high powered campaign.''<br />
<br />
'''Inscription''': <br />
:At 1st level a Champion of the Ferine gains the ''Inscription'' class feature, which allows her to inscribe upon her greatsword various mythic markings of power at the same time she receives her greatsword. These markings are unique to her weapon as a Champion of the Ferine and otherwise impossible to replicate, for her handiwork is distinct among any greatsword she inscribes; thus she cannot attempt to imitate, successfully, any other Champion of the Ferine's greatsword. Should she attempt to do so, the owner would recognize by instinct alone which of the two swords would be their own. These rune-like inscriptions are arcane and unbeknownst to those outside of the Champions of the Ferine, and are inherent to them only. However, one who is not a Champion of the Ferine may attempt to recognize an Inscribed Greatsword with a successful [[SRD:Decipher_Script_Skill|Decipher Script]] skill check (DC 20 + Champion of the Ferine's current level) as a weapon belonging to a specific individual based on the unique but universal process used by the Champions of the Ferine, provided they are familiar with the individual or know their weapon.<br />
<br />
:When inscribing her greatsword she must commit 24 full hours of work to doing so or the inscription process must be started anew; during this time she may take only minor breaks from the process or it fails. The action of restarting her inscription upon the weapon does not damage, destroy or deface the greatsword or its blade unless she is attempting to do so when the weapon has already been inscribed completely. The act of trying to inscribe a new inscription upon the blade when it already has a complete one destroys the weapon, which cracks under the tremendous weight of the power she is physically imbuing into it. Whenever she inscribes a new weapon, one other than her currently inscribed weapon, the old weapon loses its inscribed changes such as Hardness and Hit Point modifications, etc, and uniquely designed inscription, thus the Champion of the Ferine may only ever have one inscribed greatsword of her design in her possession. She may, however, freely carry or wield a greatsword of another Champion of the Ferine without harming their weapon, but she does not gain the specific benefits of their inscription unless noted in the weapon's description, provided it has one. Her allies however, those who are not Champions of the Ferine, may not freely wield an Inscribed Greatsword unless she specifically notes that they may, but they do not benefit from its inscriptions. <br />
<br />
:Should an individual who is not a Champion of the Ferine wield a Champion of the Ferine's Inscribed Greatsword without her blessing or permission, the wielder suffers 1 [[Negative_level#Negative_Levels|Negative Level]] until they no longer attempt to wield the weapon; the Negative Level gained by wielding her weapon does not require a Fortitude save, and immediately leaves the individual when they release the weapon from their grasp. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.<br />
<br />
:Every rune-like marking upon the Champion of the Ferine's blade is a blend of rounded strokes and sharp angles, with each having a personal, innate meaning to the wielder who inscribed it. When inscribing the weapon, its wielder is unknowing of what symbols they will place and what decoration and livery will take shape. Regardless of its appearance, she is aware of the Inscribed Greatsword's qualities through inscription at all times.<br />
<br />
:All Inscribed Greatswords gain the following changes;<br />
<br />
::The greatsword's Hardness and Hit Points are increased by 1.5x and the greatsword becomes [[SRD:Masterwork_Weapons|Masterwork]] in quality, regardless of what quality it was previously; weapons which were previously [[SRD:Masterwork_Weapons|Masterwork]] remain so through this process with no change other than the increase to Hardness and Hit Points. Even worn greatswords can be repaired by this means, but they retain their physical appearance and still bear the scars of their past conflicts; these weapons must not have lost as many, or more than, 1/2 of their total Hit Points or they cannot be inscribed successfully.<br />
<br />
::An Inscribed Greatsword is treated as if the weapon has the [[Returning|Returning]] property; any Inscribed Greatsword thrown, lost, or otherwise not in possession of the Champion of the Ferine, will return to them as a free action immediately before the start of the Champion of the Ferine's turn. A Champion of the Ferine may leave her sword in a location without it immediately reappearing with in arm's reach if she wishes to do so and later will it to her location regardless of the distance between her and the Inscribed Greatsword, however she must be on the same plane as her Inscribed Greatsword in order for this feature to succeed. This [[Returning|Returning]] property is a supernatural effect, and does not count as a magical enchantment placed upon the weapon.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=User:Argent_Fatalis&diff=630677
User:Argent Fatalis
2013-08-08T00:41:58Z
<p>Argent Fatalis: </p>
<hr />
<div>== Introduction ==<br />
I am Argent Fatalis, a member of the [[Main Page|Dungeons and Dragons Wiki]], and far from new to the concept of roleplaying games or their functions. If you would like to speak with me, please use [[User talk:Argent Fatalis|my user talk page]] and I will respond to you as soon as possible. I appreciate all commentary, questions, critique and suggestions to all of my work and prefer to hear what people think of my designs and efforts rather than not, so by all means please do so.<br />
<br />
For an individual far more experienced and knowledgeable in the world of Dungeons and Dragons 3.5e and 4e, I suggest speaking with [[User:Marasmusine|Marasmusine]] or [[User:Salasay|Salasay]].<br />
<br />
== Projects ==<br />
<br />
'''Characters:'''<br />
* [[Andarra_Bloodmane_(3.5e_NPC)|Andarra Bloodmane (3.5e Veteran NPC)]] / [[Andarra_Bloodmane_(4e_Creature)|Andarra Bloodmane (4e Solo Brute Creature)]]<br />
: ''Andarra Bloodmane exhibits aggressive, bestial behavior most unexpected of a [[Half-Elf|Half Elf]], but one not too uncommon for those of her kind; the [[Champion of the Ferine (3.5e Class)|Champions of the Ferine]]. Un-apologetically snide and cynical, she has little love for those who do not share her fervent passion for combat and the beast-soul, yet even then Andarra judges harshly. To those that win her favor, however, she is a staunch ally, willing to fight to the death and launch herself into combat without question or provocation. Striking to devastating effect, her blows are unmatched in speed and potency, giving her frail half Elven form a deceitful amount of power... that is if she ever relinquished her Alternate Form.''<br />
<br />
* [[Andarra's_Rage_(3.5e_Equipment)|Andarra's Rage (3.5e Minor Artifact)]]<br />
: ''All the rage and destructive power that boils to a frothing anger in [[Andarra_Bloodmane_(3.5e_NPC)|Andarra Bloodmane]] finds itself condensed at its purest into a plain, unassuming silver band. Worn around her neck, the artifact is an object of great power, and desperation, for it drives its bearers to suffer Andarra's will; the hungering desire to prey upon the weak and unworthy. Where the band originates from is unknown, but in the clutches of Andarra Bloodmane does it lie now.''<br />
<br />
*[[An'sorrak_(3.5e_Equipment)|An'sorrak (3.5e Major Artifact)]]<br />
: ''An'sorrak, as it is often called, is an epic blade forged of silvered adamantine with cold iron edges, and ornately detailed with accents of ancient bronze and gold. The fuller of the blade features deep runic engravings, clearly worked into the weapon by its owner. Most iconic of An'sorrak is its cross-guard, that of which features a fierce leonine visage resting upon a black onyx seat, bearing a pristine sapphire upon its head, with large paws extended. The firm leather bound grip of the grand blade ends in a pommel that is punctuated by a tremendous sapphire jewel, captured in the grasp of a beast's clutches.''<br />
<br />
'''Races:''' <br />
* [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus (4e Race)]]<br />
:''Smilodon Maioribus, or the "Greater Smilodon" is a [[Apex Predator (4e Class)|unique 4th Edition Race-Class]], being both a species and a class type at the same time. Atypical of intelligent races in Dungeons and Dragons, Greater Smilodon remain as true quadrupeds, walking on all fours, and classify as Large creatures. With tremendous amounts of natural Armor Class and Hit Points, augmented by brutal melee attacks with natural weapons, Smilodon Maioribus characters can fulfill the rolls of both a Defender and a Striker well.''<br />
<br />
'''Templates:'''<br />
* [[Half-Beast_(3.5e_Template)|Half-Beast (3.5e Template)]]<br />
:''Half-Beasts are the direct result of a cross between magical beast and a mortal creature, specifically a human, elf, half elf or Shifter. Supernatural in nature, they exemplify many of the wildest and most animal traits in a humanoid form whilst not losing any of their humanoid granted intellect. However, because of their origin, they are the frequent targets of discrimination and alienation; such mistreatment, though unfair, is at times a subject of pride for a Half-Beast.''<br />
<br />
* [[Beast_Heir_(3.5e_Template)|Beast Heir (3.5e Template)]]<br />
:''Beast Heirs are those who carry generations old Half-Beast blood within them and find it manifested by chance through their culmination of their parents. Vaguely animal in nature, Beast Heirs are quite unusual in the sense that they, like their Half-Beast ancestors, retain all of their intellect despite coming from a more primal source. Just as Half-Beasts are, but to a lesser extent, Beast Heirs are the subjects of cultural loathing in most societies, but similar pride among their lot can be noted.''<br />
<br />
* [[Beast_of_Legend_(3.5e_Template)|Beast of Legend (3.5e Template)]]<br />
:''Beasts of Legend are the physical manifestations of the animal soul in animals. Transformed into magical beasts, Beasts of Legend are truly epic and terrifying feline, canine or ursine powers which are the absolute manifestation of bestial strength. Highly intelligent and wizened beyond their years, Beasts of Legend are exceptionally powerful entities that further the will of the predator.''<br />
<br />
* [[Veteran_(3.5e_Template)|Veteran (3.5e Template)]]<br />
:''Veteran creatures are significantly more experienced and seasoned combatants who have lived among a world wrought with strife. More durable and more dangerous than their counterparts, they are talented individuals. The talents and merits of veterancy are not limited to the mortal races, for animals and magical beasts can become veterans in their own right, honed by exceptional trial and difficulty in their lifetime. Regardless, most Veteran creatures hold higher status amongst their peers.''<br />
<br />
* [[Greater_Beast_(3.5e_Template)|Greater Beast (3.5 Template)]]<br />
:''Greater Beasts are superior to their regular animal counterparts in every sense; larger, faster, stronger, more intelligent, they represent superior breeding and stock, subsequently they are frequently sought after. ''<br />
<br />
'''Classes:'''<br />
* [[Champion of the Ferine (3.5e Class)|Champion of the Ferine (3.5e)]] / [[Champion of the Ferine (4e Class)|Champion of the Ferine (4e)]]<br />
:''The Champion of the Ferine is the union of several unlikely qualities and origins into a singular class; feral warriors who draw upon pure animal ferocity by sheer willpower alone, tapping into Divine sources to augment their already impressive heavy armor and devastating greatsword strikes beyond any level achievable by mortals. With time the unmatched will of a Champion of the Ferine draws them closer to the animals powers they revere, granting them further bestial traits. Champions of the Ferine fulfill the role of offensive strikers with enormous Fortitude and Will saves, whilst focusing on crushing strikes that leave their victims shuddering in the wake of their flurry.''<br />
:''As NPCs: [[Champion_of_the_Ferine_(4e_Creature)| Champion of the Ferine (4e Creature)]].''<br />
<br />
* [[Psychic_Predator_(3.5e_Prestige_Class)|Psychic Predator Prestige Class (3.5e)]]<br />
:''Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.''<br />
<br />
* [[Harrier_(3.5e_Prestige_Class)|Harrier Prestige Class (3.5e)]]<br />
:''Harriers are skillful combatants who utilize clever group tactics and surprise strikes to magnify their threat. Highly mobile, Harriers are capable of maneuvering themselves into the most advantageous position to strike, whilst benefiting largely from the flanking their allies provide. Few of those who follow the Rogue and Scout archetype hear the calling of the Harrier, but those that do take part in a strength unlike any other. Devoted to their pack, otherwise called their companions, Harriers are social individuals that place the good of the whole above themselves. With good Will and Reflex saves, Harriers can prove difficult targets, not only able to stay out of reach, but also capable of shrugging off many magical afflictions.''<br />
<br />
* [[Savage_Priest_(3.5e_Prestige_Class)|Savage Priest Prestige Class (3.5e)]]<br />
:''Only a few find themselves granted animal might and magic freely, and those that do become Savage Priests; distantly related to the oft imagined warrior-priest, Savage Priests are the Divinely empowered with an inborn penchant for conflict and strife. Stalwart combatants, they instinctually relish warfare, wielding blade in hand and commanding savage animal allies with the other against their chosen enemies. Like their closest relatives, the Champions of the Ferine, the Savage Priest freely wears heavy armor and suffers no penalties in doing so despite their natural origin. Savage Priests excel as offensive spell casters and as commanders of dominated beasts, all while displaying exemplary Fortitude and Will in the heat of battle.''<br />
<br />
* [[Beast_Shaman_(3.5e_Class)|Beast Shaman (3.5e)]]<br />
:'''Status: DESIGNING'''<br />
:''Beast Shamans are martial adepts who utilize their extraordinary connection to animals and natural ability to beckon the animal soul within as weapons, fighting tooth and nail whilst unleashing latent power within. Primal and fierce, Beast Shamans are deeply spiritual but not with nature itself, and owe their incredible feats of martial superiority to pure feral instinct and animal cunning. Not limited to physical combat, Beast Shamans can engage their enemies with potent supernatural attacks which behave similarly to spells.''<br />
<br />
* [[Apex Predator (4e Class)|Apex Predator (4e Class)]]<br />
:''The Apex Predator is the Race-Class of the [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus]] species, with unique, specific abilities that favors their natural traits and talents, focusing on critical hits and execution of various abilities in combination. Apex Predators come in two variations; the Vanquisher Apex, a specialization that focuses on stealth, grappling attacks and devastating critical strikes and the Challenger Apex which talents itself with damage mitigation and disabling of enemies with brutal retaliation.''<br />
<br />
'''Five Towers Content:'''<br />
* [[Sharanai_(4e_Paragon_Path)|Sharanai, the Twin Disciplines (4e Paragon Path)]]<br />
<br />
* [[Ashanai_(4e_Paragon_Path)|Ashanai, Blessed of Ashid (4e Paragon Path)]]<br />
<br />
* [[Shihanai_(4e_Paragon_Path)|Shihanai, Favored of the Mother (4e Paragon Path)]]<br />
<br />
* [[Rushanai_(4e_Paragon_Path)|Rushanai, Warden of the Earth (4e Paragon Path)]]<br />
<br />
* [[Kishanai_(4e_Paragon_Path)|Kishanai, Follower of the Wandering Wind (4e Paragon Path)]]<br />
<br />
* [[Rysanai_(4e_Paragon_Path)|Rysanai, the Roaring River (4e Paragon Path)]]<br />
<br />
* [[Sifanai_(4e_Paragon_Path)|Sifanai, Harbinger of Flame (4e Paragon Path)]]<br />
<br />
* [[Kasanai_(4e_Paragon_Path)|Kasanai, Aspect of the Unifier (4e Paragon Path)]]<br />
<br />
* [[Ja'anai_(4e_Paragon_Path)|Ja'anai, the Will of Life (4e Paragon Path)]]<br />
<br />
* [[Va'anai_(4e_Paragon_Path)|Va'anai, Incarnation of Demise (4e Paragon Path)]]<br />
<br />
* [[Zil'anai_(4e_Paragon_Path)|Zil'anai, the Feral Avatar (4e Paragon Path)]]<br />
<br />
* [[Nualanai_(4e_Paragon_Path)|Naulanai, Hand of the Deceiver (4e Paragon Path)]]<br />
<br />
<br />
'''Spells:'''<br />
* [[Blood_of_the_Predator_(3.5e_Spell)|Blood of the Predator]]<br />
:''With a drop of loaned feline, canine or ursine blood, you may communicate freely with the animal donor, all while benefiting from a fragment of their true physical might.''<br />
<br />
* [[Empower_Beast_(3.5e_Spell)|Empower Beast]]<br />
:''A calm touch and words of animal power imbue a bestial ally to shrug off the worst of any spell's effects, ensuring they can fight to the last breath.''<br />
<br />
'''Feats, Flaws and Traits:'''<br />
* [[Cheat_Fate_(4e_Feat)|Cheat Fate (4e Feat)]]<br />
:''You have a knack for denying the cruelest, most unfortunate of fates, but it is clear fortune is a fickle mistress and swiftly enacts retribution for your cheating.''<br />
<br />
* [[Wildborn_Blood_(3.5e_Feat)|Wildborn Blood [Shifter] (3.5e Feat)]]<br />
:''Your mixture of magical beast and lycanthropic blood makes your senses supernaturally wise and your body exceptionally physically gifted while shifting.''<br />
<br />
* [[Shifter_Fury_(3.5e_Feat)|Shifter Fury [Shifter] (3.5e Feat)]]<br />
:''When you shift and enter a raging state with it, there is seemingly nothing that can stop your vicious assault.''<br />
<br />
* [[Hunter's_Eyes_(3.5e_Feat)|Hunter's Eyes [Shifter] (3.5e Feat)]]<br />
:''Keen eyes follow through to keen strikes; when you loose claw and fang, you strike with lethal precision.''<br />
<br />
* [[Shifter_Flurry_(3.5e_Feat)|Shifter Flurry [Shifter] (3.5e Feat)]]<br />
:''A flurry of claws and fangs, you lash out once more in the hopes to rake, rend and tear your foes again.''<br />
<br />
* [[Ferocious_Parry_(3.5e_Feat)|Ferocious Parry (3.5e Feat)]]<br />
:''With a shift in your stance and an adjustment to your grip, you ready yourself to deflect attacks and strike back with far more conviction to your blows than your enemies.''<br />
<br />
* [[Extend_Empowerment_(3.5e_Feat)|Extend Empowerment (3.5e Feat)]]<br />
:''The power granted to you by the animal soul to fuel your attacks lasts longer than that of others.''<br />
<br />
* [[Inherited_Instinct_(3.5e_Feat)|Inherited Instinct (3.5e Feat)]]<br />
:''Gained from your wild blood you have an uncanny level of instinct and insight, that which your mortal heritage cannot compete with.''<br />
<br />
* [[Favor_the_Fang_and_Claw_(3.5e_Feat)|Favor the Fang and Claw (3.5e Feat)]]<br />
:''You cannot help but favor the natural gifts of your beast heritage, something those of your mortal kin lack.''<br />
<br />
* [[Gift_of_the_Animal_Soul_(3.5e_Feat)|Gift of the Animal Soul (3.5e Feat)]]<br />
:''By entering a trance, you place your mind closer to the animal soul, learning from its seemingly infinite reserves of savage wisdom. Upon returning to your regular state of mind, you feel and behave more akin to the very things you witnessed.''<br />
<br />
* [[Manifest_Bloodline_(3.5e_Feat)|Manifest Bloodline (3.5e Feat)]]<br />
:''The animal within manifests completely, granting you a savage power and strength unknown to others.''<br />
<br />
* [[Vicious_Ally_(3.5e_Feat)|Vicious Ally (3.5e Feat)]]<br />
:''Your animal companion is significantly more ferocious than most of its kind, and is willing to fight relentlessly in the face of impending death.''<br />
<br />
* [[Frenzied_Ally_(3.5e_Feat)|Frenzied Ally (3.5e Feat)]]<br />
:''When your animal companion believes itself outnumbered, outmaneuvered or cornered, it fights with unmatched aggression and brutality.''<br />
<br />
* [[Beast_Cleave_(3.5e_Feat)|Beast Cleave (3.5e Feat)]]<br />
:''Your animal companion wastes no time in finishing one opponent and immediately engaging the next, going so far as to tear a trail cross the field of battle.''<br />
<br />
* [[Rage_Against_the_Unliving_(3.5e_Flaw)|Rage Against the Unliving (3.5e Flaw)]]<br />
:''The defiance to natural order the undead bring with them cause you to fly into an feral rampage.''<br />
<br />
* [[Curse_of_the_Wild_(3.5e_Flaw)|Curse of the Wild (3.5e Flaw)]]<br />
:''The lycanthropic affliction that runs through your veins is so potent that you can barely control your changes even at the best of times, but in turn, it proves easier to assume your much more savage form on whim.''<br />
<br />
* [[Tame_Spirit_(3.5e_Flaw)|Tame Spirit (3.5e Flaw)]]<br />
:''Something about your being is civil to its core, and despite your lycanthropic affliction, you manage to hold some greater semblance of control.''<br />
<br />
* [[Savage_Tendencies_(3.5e_Trait)|Savage Tendencies (3.5e Trait)]]<br />
:''An individual with more animal tendencies at heart trusts their claws and fangs, or even fists, more so than they do any melee weapon. Most commonly this behavior stems from the fact that they are familiar at an innate level with how to rake, bite, or otherwise strike with a finesse most creatures otherwise lack. Characters with this trait should consider roleplaying themselves as avoiding melee weapons whenever possible out of simple reasoning that there is no purpose to wield a weapon which is more foreign to them than ones they were born with.''</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Talk:Devoted_Enchanter_(3.5e_Class)&diff=629622
Talk:Devoted Enchanter (3.5e Class)
2013-07-30T11:50:57Z
<p>Argent Fatalis: </p>
<hr />
<div><br />
== Rating == <br />
<br />
'''Power - <<<3>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 05:50, 30 July 2013 (MDT)<br />
<br />
'''Wording - <<<4>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 05:50, 30 July 2013 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - <<<Insert Your Rating Here>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 05:50, 30 July 2013 (MDT)<br />
<br />
'''Flavor - <<<5>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 05:50, 30 July 2013 (MDT)</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Talk:Devoted_Enchanter_(3.5e_Class)&diff=629621
Talk:Devoted Enchanter (3.5e Class)
2013-07-30T11:50:18Z
<p>Argent Fatalis: Deleting a "Wall O' Spam".</p>
<hr />
<div><nowiki><!-- !!!REMOVE THIS FIRST LINE OF THIS PAGE BEFORE YOU SAVE!!! (i.e. the "nowiki" tag) --><br />
<br />
== Rating == <br />
<br />
'''Power - <<<3>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --~~~~<br />
<br />
'''Wording - <<<4>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --~~~~<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - <<<Insert Your Rating Here>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --~~~~<br />
<br />
'''Flavor - <<<5>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --~~~~</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Ferocious_Parry_(3.5e_Feat)&diff=629620
Ferocious Parry (3.5e Feat)
2013-07-30T11:36:42Z
<p>Argent Fatalis: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Ferocious Parry<br />
|types=General<br />
|summary=With a shift in your stance and an adjustment to your grip, you ready yourself to deflect attacks and strike back with far more conviction to your blows than your enemies.<br />
|prereqs=Base attack bonus +8, [[Champion_of_the_Ferine_(3.5e_Class)#Ferocious_Assault|Ferocious Assault]] class feature<br />
|benefit=At the start of your turn you may forgo up to all but one of your attacks available to you that round which could be made as part of your Ferocious Assault, increasing your AC by +1 as a deflection bonus for each attack granted to you that you opt not to use until the start of your next turn. When you are subject to a melee attack that misses you during this time you may, as an immediate interrupt and free action, attack the attacker as if they had provoked an attack of opportunity by you; should you take this attack, your deflection bonus is decreased by 1. <br />
<br />
You may only utilize this feat's attack feature equal to the amount of the deflection bonus you gained for forgoing your attacks on your turn.<br />
<br />
The attack triggered by Ferocious Parry does not count against the maximum attacks of opportunity you can make in a round.<br />
|special=<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD Feats|Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=SRD_Talk:Saving_Throw&diff=629113
SRD Talk:Saving Throw
2013-07-28T04:39:01Z
<p>Argent Fatalis: /* Applying bonuses to saves? = */</p>
<hr />
<div>== Ability Modifiers Link ==<br />
<br />
The ability modifiers link leads to nothing. Someone more qualified should probably fix that. --[[User:Tug|Tug]] 15:43, 7 April 2008 (MDT)<br />
<br />
:Fixed. Thanks! --[[User:Aarnott|Aarnott]] 16:18, 7 April 2008 (MDT)<br />
<br />
== Denied Saving Throws ==<br />
<br />
Is there a page explaining when you are denied a reflex save? Like under certain circumstances? I can think of helpless, but what other situations deny the ability to save? --[[User:Name Violation|Name Violation]] 03:41, 26 January 2010 (UTC)<br />
<br />
:As best as I recall, there are no circumstances where you lose your saving throw. The penalties may get amazingly big, but you always get to roll d20. --[[User:Dmilewski|Dmilewski]] 22:58, 27 January 2010 (UTC)<br />
<br />
== Applying bonuses to saves? ===<br />
<br />
My character has a +4 Dexterity Modifier, and the armor adds an additional +6 Dexterity Modifier as well. When attempting a Reflex Save, would I be using only the +4, or the whole +10?<br />
<br />
:Whole +10. [[Special:Contributions/74.182.83.96|74.182.83.96]] 20:35, 27 July 2013 (MDT)<br />
<br />
::So long as they're not the same type of bonus (such as an enhancement bonus, the exception being Dodge bonuses which ''do'' stack), they all add together.<br />
<br />
::18 Dexterity score increases Reflex saves by +4, your armor grants you a +4 enhancement bonus to your Dexterity resulting in a +2 bonus to Reflex, you have +1 Dodge bonus from the Haste spell, and are in a Whirling Frenzy (gaining another +2 to Reflex saves). The result is a bonus to Reflex saves equal to +9.<br />
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 22:39, 27 July 2013 (MDT)</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=629107
Psychic Predator (3.5e Prestige Class)
2013-07-28T04:23:25Z
<p>Argent Fatalis: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. But I would not be a wise man if I told you to believe anything short of that they are deadly adversaries who can bend reality with thought alone.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
While under the effects of ''Savage Manifestation'', the Psychic Predator gains [[Low-light_vision|low-light vision]]. <br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested together, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 insight bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category.<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=629105
Psychic Predator (3.5e Prestige Class)
2013-07-28T04:21:55Z
<p>Argent Fatalis: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. But I would not be a wise man if I told you to believe anything short of that they are deadly adversaries who can bend reality with thought alone.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
While under the effects of ''Savage Manifestation'', the Psychic Predator gains [[Low-light_vision|low-light vision]]. <br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested together, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 insight bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category.<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her manifested natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash's [[Shaken|shaken]] effect does not stack with itself; additional applications cannot cause creatures to enter higher states of fear. It may, however, prolong advanced stages of fear.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis
https://www.dandwiki.com/w/index.php?title=Psychic_Predator_(3.5e_Prestige_Class)&diff=629098
Psychic Predator (3.5e Prestige Class)
2013-07-28T04:12:19Z
<p>Argent Fatalis: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=[[Category:Good Guy]], [[Category:Bad Guy]], [[Category:Combat-Focused]], [[Category:Moderate Psionics]]<br />
|desc=Psychic Predators are manifesters who have, by blood inheritance, begun a steady alteration into a ferocious psionic beast, blurring the lines of mental might and feral combat. Powerful in the physical and psychic sense, Psychic Predators favor claw and fang above all else, but are equally capable of concealing their primal manifesting by appearing outwardly normal for their race. Exceptionally durable and resilient, these individuals have no particular chink in their armor for their prey (and those who hunt hunters) to exploit easily.<br />
|len=6<br />
|minlvl=6<br />
}}<br />
<br />
==Psychic Predator==<br />
<br />
{{quote<br />
|It is said that the students of the mind are among the most dangerous; unalike our arcanists, our holy, our martial, they appear outwardly unremarkable and mundane. But I would not be a wise man if I told you to believe anything short of that they are deadly adversaries who can bend reality with thought alone.<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
Psychic Predators are the manifestation of bestial will and primal instinct in the deepest, most complex regions of the mind - the undoing of domestication. Such a sudden deviation of brain power and capacity would cause devolution and decay in the greater mental facilities of most creatures, but to others it has a bizarre, yet pronounced effect...<br />
<br />
Those of psionic talent slowly drift towards an inner, formerly obscured predatory disposition, and their natural manifestations begin to alter accordingly as wild, metaphysical transformation becomes streamlined and simplified to a degree unmatched; uncanny precognition - unadulterated animal instinct weaved within a sentient mind - seemingly grants them a sixth sense.<br />
<br />
So unusual are such examples, for no matter how close they come to that animal within it not once reveals itself without their explicit manifestation.<br />
<br />
===Becoming a Psychic Predator===<br />
<br />
Those who become Psychic Predators are entirely predispositioned to; just as they were born into their innate psionic talent, they too were born with the nature of beasts bleeding into their mind, and despite their incredible mental talent as a psionic individual, the effects of their heritage will ultimately manifest at some point. The degrees to which a Psychic Predator's animalistic and killer nature evolve are as unclear as the specifics that cause such a deviation to transpire before birth in the first place.<br />
<br />
While not all manifesters of psionic power find themselves at risk, those who are more likely to become Psychic Predators are individuals who are both physically and mentally talented, especially those with some innate knowledge of nature.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Skills:<br />
| [[SRD:Concentration Skill|Concentration]] 5 ranks, [[SRD:Knowledge Skill|Knowledge]] (Nature) 2 ranks, [[SRD:Survival Skill|Survival]] 2 ranks<br />
|-<br />
! Psionics:<br />
| Must have a power point reserve of at least 1 power point and able to manifest [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]].<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Psychic Predator}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +2<br />
| class="left" | [[#Savage Manifestation|Savage Manifestation]], [[#Beast Mind|Beast Mind]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Precognition|Precognition]], [[#Animal Affinity|Animal Affinity]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Psychic Predation|Psychic Predation]], [[#True Scent|True Scent]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Fierce Mind|Fierce Mind]], [[#Cloud Mind|Cloud Mind]] (3/day)<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Metaphysical Predator|Metaphysical Predator]]<br />
| class="left" | +1 level of existing manifesting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Mind Slash|Mind Slash]]<br />
| class="left" | +1 level of existing manifesting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Psionics) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Psychic Predator.<br />
<br />
'''Weapon and Armor Proficiency:''' Psychic Predators are proficient with all [[Simple_Weapon_Proficiency|simple]] and [[SRD:Martial_Weapon_Proficiency|martial]] weapons and with all types of [[armor|armor]], but not [[SRD:Shield_Proficiency|shields]].<br />
<br />
'''{{#anc:Powers Known}}:''' Beginning at 1st level, a Psychic Predator gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Psychic Predator to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.<br />
<br />
If a character had more than one manifesting class before she became a Psychic Predator, she must decide to which class she adds the new level of Psychic Predator to for the purpose of determining power points per day, powers known, and manifester level.<br />
<br />
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. <br />
<br />
'''{{#anc:Savage Manifestation}} ([[Ex]]):''' Upon becoming a Psychic Predator, the manifester's talent with her psionic natural weapon powers become significantly more pronounced than they were previously. <br />
<br />
While under the effects of ''Savage Manifestation'', the Psychic Predator gains [[Low-light_vision|low-light vision]]. <br />
<br />
From this point on whenever she has both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] manifested together, she gains the benefits of the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power for both of those powers. She does not need to know the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power to gain this benefit, and need not expend power points to gain its qualities when both of the listed powers are manifested together.<br />
<br />
In effect, she learns the [[SRD:Metaphysical_Claw|Metaphysical Claw]] power (and applies it to both previously listed manifestations) and may manifest it as a free and immediate action with no power point cost unless she wishes to augment (which each augmentation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] applies to both rather than just one at a time), only while the above conditions are met.<br />
<br />
Her free additional manifestation of [[SRD:Metaphysical_Claw|Metaphysical Claw]] when both [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] are manifested is a [[Ps|psi-like]] ability.<br />
<br />
'''{{#anc:Beast Mind}} ([[Ex]]):''' A Psychic Predator has an uncanny resilience to attacks against her mental faculties, and gains a +2 competence bonus on saving throws against all hostile compulsions and mind-affecting effects. This effect is always active, regardless of the Psychic Predator's awareness of it or not - even conditions like those of unconsciousness, stun, or helplessness do not remove this benefit.<br />
<br />
'''{{#anc:Precognition}} ([[Ex]]):''' At the 2nd level a Psychic Predator has the near supernatural ability to anticipate danger - an animal sixth sense; an inkling of events to come which might have the hair on the back of her neck tingle, or her brow subtly twitch.<br />
<br />
A Psychic Predator gains a +2 insight bonus on initiative checks, and can never be caught flat-footed at the start of combat. <br />
<br />
She may, as an immediate action at the start of combat, manifest both her [[SRD:Bite_of_the_Wolf|Bite of the Wolf]] and [[SRD:Claws_of_the_Beast|Claws of the Beast]] together at their combined power point cost (with appropriate augmentations if she so desires), provided she has the power points to do so. In the event one of these powers is already manifested she may still manifest the other as an immediate action at the start of combat with its normal power point cost (and augmentations if she opts to do so).<br />
<br />
She may not, however, only choose to manifest one (and ignore the other) as an immediate action at the start of combat.<br />
<br />
'''{{#anc:Animal Affinity}} ([[Ex]]):''' A 2nd level Psychic Predator has an abnormal affinity and ability to associate more easily with animals than most others of her race, for she feels an underlying empathetic connection between herself and such beasts.<br />
<br />
A Psychic Predator gains [[Wild_Empathy#Wild_Empathy|Wild Empathy]] as a Druid, however she must decide if she wishes for her [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]], or [[SRD:Intelligence|Intelligence]] score to determine its effectiveness. In addition to this selection, she must associate with a certain type of [[SRD:animal|animal]] of which she gains the full benefit of this ability toward with no penalty; creatures which are not of a similar species as her chosen animal cause her to take a -4 penalty on the check.<br />
<br />
For example, a Psychic Predator with Feline Affinity takes no penalty when utilizing her check with feline creatures, but when she attempts her check with reptiles, she takes a -4 to the check. She does, however, gain a +2 circumstance bonus for her Animal Affinity checks with animals or magical beasts who have the [[SRD:Psionic Subtype|Psionic Subtype]].<br />
<br />
Unlike Wild Empathy, the Psychic Predator takes no penalty for using this ability with [[SRD:Magical Beast Type|magical beasts]] so long as they are of similar species to the type of animal she has an affinity toward. <br />
<br />
Animal Affinity qualifies the Psychic Predator for any requirement that specifies ''Wild Empathy''.<br />
<br />
'''{{#anc:Psychic Predation}} ([[Su]]):''' At the 3rd level a Psychic Predator gains a mind sapping effect whenever she successfully makes an attack with one of her manifested natural weapons, drawing latent psychic energy from the victim for her own use.<br />
<br />
When a Psychic Predator strikes a target with one of her manifested natural weapons (such as [[SRD:Claws_of_the_Beast|Claws of the Beast]]) it must make a Will save (DC 10 + damage caused by the attack) or suffer 1 point of Wisdom damage. As such, whenever a Psychic Predator deals Wisdom damage in this manner, she gains 1 power point to her reserve (unless that gain would cause her to exceed her maximum). <br />
<br />
In the case of creatures with a power point reserve, the failed save also causes the creature to lose 1 power point; this damage to their power point reserve is healed once the creature successfully rests long enough to regain all its power points for the day.<br />
<br />
When an attack by a Psychic Predator critically strikes and deals Wisdom damage through Psychic Predation, the benefit of Psychic Predation is doubled; in effect, it deals 2 points of Wisdom damage and awards 2 power points (stealing this amount from the victim if applicable).<br />
<br />
Psychic Predation has no effect for the Psychic Predator if the target has no [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''{{#anc:True Scent}} ([[Ex]]):''' A 3rd level Psychic Predator gains the extraordinary ability [[Scent|Scent]], however this deviation is a heightened, nearly supernatural quality that allows the Psychic Predator additional benefits.<br />
<br />
Whenever a Psychic Predator detects a creature through Scent, she immediately knows if it is capable of manifesting or if it has a power point reserve - she does not, however, immediately know any other additional qualities about the creature which Scent could not provide her. Along with these qualities, her Scent ability is never foiled by strong or overwhelming odors which would regularly mask other scents.<br />
<br />
'''{{#anc:Fierce Mind}} ([[Ex]]):''' Upon reaching the 4th level, a Psychic Predator has such an innate tenacity and ferocity, that assaults on her mind are rebuked aggressively and violently, inflicting crippling pain on the intruder.<br />
<br />
''Beast Mind'' improves into ''Fierce Mind'', granting her an additional +2 (for a total of +4) competence bonus on saving throws against all hostile compulsions and mind-affecting effects. <br />
<br />
In addition to this progression, her ''Fierce Mind'' causes creatures who target her with such hostile effects to immediately suffer the [[Inflict_pain|Inflict Pain]] power as if it were manifested by her. ''Fierce Mind's'' [[Inflict_pain|Inflict Pain]] effect costs the Psychic Predator no power points to manifest, and triggers as a free action immediately once she is the target of such an effect. A Psychic Predator may, upon a creature triggering her ''Fierce Mind's'' manifestation, augment that power as normal at its regular cost.<br />
<br />
The free [[Inflict_pain|Inflict Pain]] manifestation effect of ''Fierce Mind'' is a [[Ps|psi-like]] ability.<br />
<br />
'''''{{#anc:Cloud Mind}}'' ([[Ps]]):''' A 4th level Psychic Predator may, three times per day, manifest the [[SRD:Cloud_Mind|Cloud Mind]] power as a psi-like ability with a manifester level equal to her chosen psionic class' manifester level.<br />
<br />
'''{{#anc:Metaphysical Predator}} ([[Su]]):''' A 5th level Psychic Predator's mind is now entirely unified with her new bestial powers, which have evolved and grown so greatly that she is almost a new creature altogether. <br />
<br />
Whenever she opts to manifest her more animal side, and thus gains the benefits of ''Savage Manifestation'', she may become more beast-like, growing fur and taking on a shape vaguely similar to a [[SRD:Lycanthrope|lycanthrope's]] hybrid form - or not at all, simply supernaturally striking her victims with unseen claws and fangs. If she does opt to take on a hybrid form, she takes on one which is related to her [[#Animal Affinity|Animal Affinity]]; she may however, specify the minor qualities such as coloration of hair and eyes, stature and build, etc, but not greater qualities such as gender or causing her to grow or shrink into a new size category.<br />
<br />
A Psychic Predator permanently gains the [[SRD:Shapechanger Subtype|Shapechanger Subtype]], and [[SRD:Darkvision|Darkvision]] out to 60 ft.<br />
<br />
While benefiting from [[#Savage Manifestation|Savage Manifestation]] a Psychic Predator transforms herself into Metaphysical Predator.<br />
<br />
As a Metaphysical Predator, the Psychic Predator benefits from [[SRD:Fast_Healing_(Special_Ability)|Fast Healing 2]], and her Strength and Constitution scores are increased by +4. All of her manifested natural weapons are treated as psionically enhanced with [[SRD:Ghost_Touch_(Weapon_Enhancement)|ghost touch]] and the protective benefit of any Armor Class provided by the [[Inertial_armor|Inertial Armor]] she has (or manifests) is increased by +2, as if she had spent an additional 4 power points to augment it.<br />
<br />
Any [[SRD:Fear_Effect|fear]] effect targeting the Psychic Predator while she is in her Metaphysical Predator state fails.<br />
<br />
'''{{#anc:Mind Slash}} ([[Su]]):''' Having reached 6th level a Psychic Predator's killer nature has fully taken root within her mind; she is as much a beast of claw and fang as she is a power of the mind, and together she uses these feats to rend and rake not only flesh, but the lesser minds of her prey.<br />
<br />
When a Psychic Predator strikes a creature with any of her manifested natural weapons and deals Wisdom damage, the target is [[Shaken|shaken]] for 1 round.<br />
<br />
Mind Slash is a [[SRD:Mind-Affecting_Effect|mind-affecting]] ability.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Psychic Predator====<br />
<br />
A Psychic Predator is a culmination of incredible mental prowess and bestial persona; they are, in many ways, exceptionally talented, intelligent individuals with a calculated, and uncanny killer nature. If one would stop to posit for a moment, it would not be unreasonable to see a Psychic Predator as a sort of highly advanced animal with substantially more complex goals and ideals, as they are, for all intents and purposes, humanoid creatures with a psinoically enhanced bestial side. This assumption is not to say that they are unilaterally evil individuals, however - they are perfectly capable, unlike many [[SRD:Lycanthrope|lycanthropes]], to exist in a civilized world without giving any inclination they are more than mortal beings.<br />
<br />
Outwardly, and even while manifesting, Psychic Predators needn't behave unusually for their kind and can freely blend amongst their peers without raising any alarm. If they wish, however, they can easily manifest their feral qualities into reality, but even then these manifestations can range from the simple elongation of nails and psychokinetic bites to full-blown physical transformations resulting in hybrid animal forms. Such mastery over body and ability, a Psychic Predator can, to some extent, change who and what they become each time they manifest these qualities; many prefer to affiliate with one beast in particular over others.<br />
<br />
Some Psychic Predators opt to instead delve into their animal nature and give up their otherwise previously normal lives, living as estranged beast-like individuals in the wild, associating with their favored animal.<br />
<br />
====Psychic Predators in the World====<br />
<br />
{{quote<br />
|If beasts truly knew the rush of ending sentient life, I fear we as mortals would be doomed - we have already seen what [[SRD:Lycanthrope|wrath of the moon]] brings with her, the [[Champion_of_the_Ferine_(3.5e_Class)|vengeance of the wild]] itself, and the [[SRD:Druid|power of animal forms]].<br />
|orig=Talvaar the Silver Sage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
In a world so diverse, Psychic Predators find their subtle quirks easily concealed - their hunger for fresh meat, abnormal senses, and abnormal reactionary ability, all of these traits blend into the normalcy of life undetected. It is a surprise, to many, to encounter individuals of psionic talent, for they often appear as mundane as any other common folk, and Psychic Predators specialize in this lack of suspicion; going about their lives as best they can without alerting those around them.<br />
<br />
It is because of this, individuals unaware of a Psychic Predator's presence are often wholly without stigma toward them; at times the Psychic Predator may come off as a bit rough around the edges, maybe even lightly uncivilized, but rarely does it provoke inquiry. Revealed, however, Psychic Predators are frequently loathed, for they break the simplicity of life with their feral manifestations and animal qualities, and can be mistaken for [[SRD:Lycanthrope|lycanthropes]] if they prove to be reckless with their Metaphysical Predator qualities.<br />
<br />
====Psychic Predator Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics) can research Psychic Predators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (Nature) or [[SRD:Knowledge Skill|Knowledge]] (Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Psychic Predators are individuals of psionic talent who favor claw and fang over pure psionic power.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Just as they were born into their psionic power, Psychic Predators were born into their animal-like talents; it is a quality strictly inherited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Those lacking in psionic power who would otherwise be Psychic Predators devolve into savages - their minds unable to cope with the primal forces within.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | It is theorized that Psychic Predators are the result of the animal soul's influence on individuals of mental power prior to their birth, proving there is no domain beasts cannot sway.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Psionics]]</div>
Argent Fatalis