https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Enialis&feedformat=atomD&D Wiki - User contributions [en]2024-03-19T13:26:40ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=595810Joel Ardale (3.5e NPC)2012-11-08T00:31:27Z<p>Enialis: </p>
<hr />
<div>{{x0<br />
|race=[[Human]]<br />
|level(s)=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|description=Armed with only a few knives, a swift footed farmer apposes your entry to his farm.<br />
}}<br />
{{Stat Block 2<br />
|name=Joel Ardale <br />
|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|al=[[SRD:Neutral|N]] |size=[[Medium]] |type=[[Humanoid]] ([[Human|Human]])<br />
|init=+3 |sens=Detect Magic |listen=+14 |spot=+14<br />
|lang=Common<br />
|ac=19 |touch=19 |flat=16 |acmods=+6 Deflection, +3 Dex<br />
|hp=7d8+7 |hd=7<br />
|fort=+6 |ref=+8 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=[[Unarmed strike]] +8 (1d8+1/18&ndash;20)<br />
|melee2=[[Kukri]] +8 (1d8+1/18&ndash;20)<br />
|ranged1=[[Dagger]] +8 (1d8+1/19&ndash;20)<br />
|bab=+5 |grp=+6<br />
|sa=Negate Spells (5/day)<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 7th<br />
|sk0=''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[ghost sound]]'' (DC 14), ''[[SRD:Light (Spell)|light]]'', ''[[mage hand]]'', ''[[ray of frost]]'', ''[[mending]]''<br />
|spd0=3<br />
|sk1=''[[SRD:Cure Light Wounds|Cure light wounds]]'', ''[[magic missile]]'', ''[[shield]]'', ''[[obscuring mist]]''<br />
|spd1=4<br />
|sk2=''[[Cure moderate wounds]]'', ''[[blur]]'', ''[[bull's strength]]'', ''[[shocking grasp]]''<br />
|spd2=3<br />
|sk3=''[[SRD:Plant Growth|Plant growth]]'', ''[[scorching ray]]''<br />
|spd3=1<br />
}}<br />
|str=12 |dex=16 |con=12 |int=10 |wis=19 |cha=8<br />
|sq=Sudden Change<br />
|feats=[[Dodge]], [[Mobility]], [[Weapon Finesse]], [[Spring Attack]]<br />
|skills=[[Climb]] +11, [[Concentration]] +11, [[Hide]] +13, [[Listen]] +14, [[Move Silently]] +13, [[Spot]] +14, [[Tumble]] +13<br />
|poss=[[Kukri]], [[dagger]]s (5), 12 gp<br />
|deity=The Spirit<br />
|san1=Sudden Change ([[Su]]) |sad1=On a successful [[Reflex]] save against an effect that would normally deal half damage on a successful save, Joel and all allies within 10 ft of him take no damage. He does not gain this benefit when wearing armor, unconscious, or under the effect of a mind-affecting effect.<br />
}}<br />
<br />
<!--<br />
points-ranks abilities racial size armor<br />
Climb 10 +1 +11<br />
Concentration 10 +1 +11<br />
Hide 10 +3 +13<br />
Listen 10 +4 +14<br />
Move Silently 10 +3 +13<br />
Spot 10 +4 +14<br />
Tumble 10 +3 +13<br />
--><noinclude><br />
<br />
Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few months of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs tend not to return. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm.<br />
<br />
<br />
<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e NPCs CR 7|CR 7]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[DnD ECL 7 NPCs|ECL 7]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR7]]<br />
[[Category:ECL7]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Neutral (Law-Chaos) Alignment]]<br />
[[Category:Good Alignment]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=595809Spell Warper (3.5e Class)2012-11-08T00:26:14Z<p>Enialis: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Spell Warper uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Spell Warper ==<br />
<br />
A Spell Warper is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit a Spell Warper gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making a Spell Warper ===<br />
<br />
A Spell Warper can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for a Spell Warper, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Spell Warpers are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to a Spell Warper.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spell Warper}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +1/day<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +2/day<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +3/day<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +4/day<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +5/day<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Spell Warper.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons a Spell Warper is proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' Spell Warpers study the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify the multiverse and make blows miss where they would otherwise strike true. A Spell Warper gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Spell Warper is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, a Spell Warper starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. A Spell Warper’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Spell Warper may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a Spell Warper striking unarmed. A Spell Warper may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually a Spell Warper’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
A Spell Warper’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
A Spell Warper can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' A Spell Warper casts spells that aren't truly arcane or divine, and they are drawn from the Spell Warper spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, a Spell Warper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Warper’s spell is 10 + the spell level + the Spell Warper’s Wisdom modifier.<br />
<br />
Like other spellcasters, a Spell Warper can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Spell Warper. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
A Spell Warper’s selection of spells is extremely limited. A Spell Warper begins play knowing four 0-level spells of your choice. At most new Spell Warper levels, they gain one or more new spells, as indicated on Table: Spell Warper Spells Known. (Unlike spells per day, the number of spells a Spell Warper knows is not affected by their Wisdom score; the numbers on Table: Spell Warper Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Spell Warper level after that (8th, 11th, and so on), a Spell Warper can choose to learn a new spell in place of one they already know. In effect, the Spell Warper “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Spell Warper spell the Spell Warper can cast. A Spell Warper may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, a Spell Warper need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Spell Warper Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Spell Warper has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of a Spell Warper, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Spell Warper with the range stated above. The Spell Warper is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Spell Warper can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, a Spell Warper they can take a standard action to make the caster roll a caster level check against DC:(10 + Spell Warper level). The caster level DC can be increased by 2 for every additional use per day expended, to a max of the Spell Warper's Wisdom modifier expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Spell Warper must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Spell Warper can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Spell Warper's Wisdom bonus. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Sudden Change(Su):''' A Spell Warper of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When a Spell Warper makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. A Spell Warper does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Spell Warper can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Spell Warper's Negate Spells ability the Spell Warper can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell. If the level of the spell would not increase, then the Spell Warper expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' A Spell Warper of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Spell Warper fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save, and the Spell Warper did not, they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once a Spell Warper has reached 15th level they have become so attuned to the Spirit that they can communicate with anything the Spirit touches with but a thought. The Spell Warper gains telepathy 100ft + 20ft per Spell Warper level. This can even work with creatures with no language, constructs, and plant creatures. Targets that wish to be unaffected can make a Will save (DC: 10 + Wisdom modifier).<br />
<br />
'''Shape Magic(Su):''' A 16th level Spell Warper gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of a Spell Warper's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Spell Warper can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Spell Warper chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Spell Warper's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When a Spell Warper has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Spell Warper level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 20% miss chance (10% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as a Spell Warper is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
==Spell Warper Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Spell Warper ==<br />
<br />
A Spell Warper can be a multiclass character, but they face special restrictions.<br />
If a Spell Warper levels up in another spellcasting class they can not level up in Spell Warper again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Spell Warper ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spell Warper}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +6/day || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +7/day || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +8/day || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +9/day || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Spell Warper continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Spell Warper continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Spell Warper continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Spell Warper gains a bonus feat (selected from the list of epic Spell Warper bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Spell Warper Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Spell Warper Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 8 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing a Spell Warper ====<br />
<br />
'''Religion:''' Spell Warpers can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' A Spell Warper typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Spell Warper's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' A Spell Warper can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Spell Warpers tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Spell Warper in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Spell Warper}}<br />
<br />
Whether a Spell Warper wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' A Spell Warper is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Spell Warper: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Spell Warper: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Spell Warper: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' A Spell Warper tends to avoid gatherings, but they see others as brothers or sisters. There are some monasteries of Spell Warpers, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and a Spell Warper apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Spell Warper might be.<br />
<br />
==== Spell Warper Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Spell Warpers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Spell Warper's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When a Spell Warper walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | A Spell Warper can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Spell Warpers in the Game ====<br />
<br />
A Spell Warper can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' A Spell Warper could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters. Also, the connection to the Spirit could be changed to be an intense study of the universe, or a connection to a particular god, or anything else.<br />
<br />
'''Sample Encounter:''' Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm. .<br />
<br />
''EL 7:'' {{:Joel Ardale (3.5e NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=595808Spell Warper (3.5e Class)2012-11-08T00:24:54Z<p>Enialis: /* Making a Spell Warper */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Spell Warper uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Spell Warper ==<br />
<br />
A Spell Warper is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit a Spell Warper gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making a Spell Warper ===<br />
<br />
A Spell Warper can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for a Spell Warper, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Spell Warpers are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to a Spell Warper.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spell Warper}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +1/day<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +2/day<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +3/day<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +4/day<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +5/day<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Spell Warper.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons a Spell Warper is proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' Spell Warpers study the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify the multiverse and make blows miss where they would otherwise strike true. A Spell Warper gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Spell Warper is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, a Spell Warper starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. A Spell Warper’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Spell Warper may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a Spell Warper striking unarmed. A Spell Warper may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually a Spell Warper’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
A Spell Warper’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
A Spell Warper can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' A Spell Warper casts spells that aren't truly arcane or divine, and they are drawn from the Spell Warper spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, a Spell Warper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Warper’s spell is 10 + the spell level + the Spell Warper’s Wisdom modifier.<br />
<br />
Like other spellcasters, a Spell Warper can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Spell Warper. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
A Spell Warper’s selection of spells is extremely limited. A Spell Warper begins play knowing four 0-level spells of your choice. At most new Spell Warper levels, they gain one or more new spells, as indicated on Table: Spell Warper Spells Known. (Unlike spells per day, the number of spells a Spell Warper knows is not affected by their Wisdom score; the numbers on Table: Spell Warper Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Spell Warper level after that (8th, 11th, and so on), a Spell Warper can choose to learn a new spell in place of one they already know. In effect, the Spell Warper “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Spell Warper spell the Spell Warper can cast. A Spell Warper may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, a Spell Warper need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Spell Warper Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Spell Warper has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of a Spell Warper, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Spell Warper with the range stated above. The Spell Warper is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Spell Warper can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, a Spell Warper they can take a standard action to make the caster roll a caster level check against DC:(10 + Spell Warper level). The caster level DC can be increased by 2 for every additional use per day expended, to a max of the Spell Warper's Wisdom modifier expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Spell Warper must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Spell Warper can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Spell Warper's Wisdom bonus. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Sudden Change(Su):''' A Spell Warper of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When a Spell Warper makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. A Spell Warper does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Spell Warper can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Spell Warper's Negate Spells ability the Spell Warper can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell. If the level of the spell would not increase, then the Spell Warper expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' A Spell Warper of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Spell Warper fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save, and the Spell Warper did not, they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once a Spell Warper has reached 15th level they have become so attuned to the Spirit that they can communicate with anything the Spirit touches with but a thought. The Spell Warper gains telepathy 100ft + 20ft per Spell Warper level. This can even work with creatures with no language, constructs, and plant creatures. Targets that wish to be unaffected can make a Will save (DC: 10 + Wisdom modifier).<br />
<br />
'''Shape Magic(Su):''' A 16th level Spell Warper gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of a Spell Warper's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Spell Warper can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Spell Warper chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Spell Warper's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When a Spell Warper has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Spell Warper level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 20% miss chance (10% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as a Spell Warper is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
==Spell Warper Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Spell Warper ==<br />
<br />
A Spell Warper can be a multiclass character, but they face special restrictions.<br />
If a Spell Warper levels up in another spellcasting class they can not level up in Spell Warper again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Spell Warper ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spell Warper}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Spell Warper continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Spell Warper continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Spell Warper continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Spell Warper gains a bonus feat (selected from the list of epic Spell Warper bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Spell Warper Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Spell Warper Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 8 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing a Spell Warper ====<br />
<br />
'''Religion:''' Spell Warpers can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' A Spell Warper typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Spell Warper's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' A Spell Warper can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Spell Warpers tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Spell Warper in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Spell Warper}}<br />
<br />
Whether a Spell Warper wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' A Spell Warper is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Spell Warper: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Spell Warper: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Spell Warper: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' A Spell Warper tends to avoid gatherings, but they see others as brothers or sisters. There are some monasteries of Spell Warpers, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and a Spell Warper apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Spell Warper might be.<br />
<br />
==== Spell Warper Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Spell Warpers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Spell Warper's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When a Spell Warper walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | A Spell Warper can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Spell Warpers in the Game ====<br />
<br />
A Spell Warper can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' A Spell Warper could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters. Also, the connection to the Spirit could be changed to be an intense study of the universe, or a connection to a particular god, or anything else.<br />
<br />
'''Sample Encounter:''' Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm. .<br />
<br />
''EL 7:'' {{:Joel Ardale (3.5e NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=595807Spell Warper (3.5e Class)2012-11-08T00:23:42Z<p>Enialis: /* 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=Finished<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Spell Warper uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Spell Warper ==<br />
<br />
A Spell Warper is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit a Spell Warper gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making a Spell Warper ===<br />
<br />
A Spell Warper can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for a Spell Warper, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Spell Warpers are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to a Spell Warper.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spell Warper}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Spell Warper.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons a Spell Warper is proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' Spell Warpers study the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify the multiverse and make blows miss where they would otherwise strike true. A Spell Warper gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Spell Warper is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, a Spell Warper starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. A Spell Warper’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Spell Warper may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a Spell Warper striking unarmed. A Spell Warper may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually a Spell Warper’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
A Spell Warper’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
A Spell Warper can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' A Spell Warper casts spells that aren't truly arcane or divine, and they are drawn from the Spell Warper spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, a Spell Warper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Warper’s spell is 10 + the spell level + the Spell Warper’s Wisdom modifier.<br />
<br />
Like other spellcasters, a Spell Warper can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Spell Warper. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
A Spell Warper’s selection of spells is extremely limited. A Spell Warper begins play knowing four 0-level spells of your choice. At most new Spell Warper levels, they gain one or more new spells, as indicated on Table: Spell Warper Spells Known. (Unlike spells per day, the number of spells a Spell Warper knows is not affected by their Wisdom score; the numbers on Table: Spell Warper Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Spell Warper level after that (8th, 11th, and so on), a Spell Warper can choose to learn a new spell in place of one they already know. In effect, the Spell Warper “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Spell Warper spell the Spell Warper can cast. A Spell Warper may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, a Spell Warper need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Spell Warper Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Spell Warper has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of a Spell Warper, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Spell Warper with the range stated above. The Spell Warper is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Spell Warper can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, a Spell Warper they can take a standard action to make the caster roll a caster level check against DC:(10 + Spell Warper level). The caster level DC can be increased by 2 for every additional use per day expended, to a max of the Spell Warper's Wisdom modifier expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Spell Warper must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Spell Warper can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Spell Warper's Wisdom bonus. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Sudden Change(Su):''' A Spell Warper of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When a Spell Warper makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. A Spell Warper does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Spell Warper can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Spell Warper's Negate Spells ability the Spell Warper can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell. If the level of the spell would not increase, then the Spell Warper expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' A Spell Warper of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Spell Warper fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save, and the Spell Warper did not, they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once a Spell Warper has reached 15th level they have become so attuned to the Spirit that they can communicate with anything the Spirit touches with but a thought. The Spell Warper gains telepathy 100ft + 20ft per Spell Warper level. This can even work with creatures with no language, constructs, and plant creatures. Targets that wish to be unaffected can make a Will save (DC: 10 + Wisdom modifier).<br />
<br />
'''Shape Magic(Su):''' A 16th level Spell Warper gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of a Spell Warper's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Spell Warper can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Spell Warper chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Spell Warper's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When a Spell Warper has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Spell Warper level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 20% miss chance (10% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as a Spell Warper is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
==Spell Warper Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Spell Warper ==<br />
<br />
A Spell Warper can be a multiclass character, but they face special restrictions.<br />
If a Spell Warper levels up in another spellcasting class they can not level up in Spell Warper again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Spell Warper ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spell Warper}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Spell Warper continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Spell Warper continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Spell Warper continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Spell Warper gains a bonus feat (selected from the list of epic Spell Warper bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Spell Warper Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Spell Warper Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 8 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing a Spell Warper ====<br />
<br />
'''Religion:''' Spell Warpers can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' A Spell Warper typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Spell Warper's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' A Spell Warper can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Spell Warpers tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Spell Warper in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Spell Warper}}<br />
<br />
Whether a Spell Warper wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' A Spell Warper is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Spell Warper: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Spell Warper: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Spell Warper: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' A Spell Warper tends to avoid gatherings, but they see others as brothers or sisters. There are some monasteries of Spell Warpers, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and a Spell Warper apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Spell Warper might be.<br />
<br />
==== Spell Warper Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Spell Warpers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Spell Warper's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When a Spell Warper walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | A Spell Warper can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Spell Warpers in the Game ====<br />
<br />
A Spell Warper can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' A Spell Warper could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters. Also, the connection to the Spirit could be changed to be an intense study of the universe, or a connection to a particular god, or anything else.<br />
<br />
'''Sample Encounter:''' Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm. .<br />
<br />
''EL 7:'' {{:Joel Ardale (3.5e NPC)}}<br />
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{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=595806Spell Warper (3.5e Class)2012-11-07T23:51:19Z<p>Enialis: /* Human Spell Warper Starting Package */</p>
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<div>{{DnD Base Class Infobox<br />
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|status=Finished<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Spell Warper uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Spell Warper ==<br />
<br />
A Spell Warper is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit a Spell Warper gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making a Spell Warper ===<br />
<br />
A Spell Warper can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for a Spell Warper, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Spell Warpers are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to a Spell Warper.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spell Warper}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Spell Warper.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons a Spell Warper is proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' Spell Warpers study the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify the multiverse and make blows miss where they would otherwise strike true. A Spell Warper gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Spell Warper is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, a Spell Warper starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. A Spell Warper’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Spell Warper may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a Spell Warper striking unarmed. A Spell Warper may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually a Spell Warper’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
A Spell Warper’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
A Spell Warper can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' A Spell Warper casts spells that aren't truly arcane or divine, and they are drawn from the Spell Warper spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, a Spell Warper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Warper’s spell is 10 + the spell level + the Spell Warper’s Wisdom modifier.<br />
<br />
Like other spellcasters, a Spell Warper can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Spell Warper. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
A Spell Warper’s selection of spells is extremely limited. A Spell Warper begins play knowing four 0-level spells of your choice. At most new Spell Warper levels, they gain one or more new spells, as indicated on Table: Spell Warper Spells Known. (Unlike spells per day, the number of spells a Spell Warper knows is not affected by their Wisdom score; the numbers on Table: Spell Warper Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Spell Warper level after that (8th, 11th, and so on), a Spell Warper can choose to learn a new spell in place of one they already know. In effect, the Spell Warper “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Spell Warper spell the Spell Warper can cast. A Spell Warper may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, a Spell Warper need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Spell Warper Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Spell Warper has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of a Spell Warper, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Spell Warper with the range stated above. The Spell Warper is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Spell Warper can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, a Spell Warper they can take a standard action to make the caster roll a caster level check against DC:(5 + Spell Warper level + Spell Warper Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Spell Warper level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Spell Warper must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Spell Warper can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Spell Warper's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Sudden Change(Su):''' A Spell Warper of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When a Spell Warper makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. A Spell Warper does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Spell Warper can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Spell Warper's Negate Spells ability the Spell Warper can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Spell Warper expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' A Spell Warper of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Spell Warper fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once a Spell Warper has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Spell Warper gains telepathy 100ft + 20ft per Spell Warper level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Spell Warper gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of a Spell Warper's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Spell Warper can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Spell Warper chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Spell Warper's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When a Spell Warper has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Spell Warper level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as a Spell Warper is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Spell Warper Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Spell Warper ==<br />
<br />
A Spell Warper can be a multiclass character, but they face special restrictions.<br />
If a Spell Warper levels up in another spellcasting class they can not level up in Spell Warper again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Spell Warper ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spell Warper}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Spell Warper continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Spell Warper continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Spell Warper continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Spell Warper gains a bonus feat (selected from the list of epic Spell Warper bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Spell Warper Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Spell Warper Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 8 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing a Spell Warper ====<br />
<br />
'''Religion:''' Spell Warpers can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' A Spell Warper typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Spell Warper's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' A Spell Warper can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Spell Warpers tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Spell Warper in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Spell Warper}}<br />
<br />
Whether a Spell Warper wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' A Spell Warper is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Spell Warper: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Spell Warper: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Spell Warper: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' A Spell Warper tends to avoid gatherings, but they see others as brothers or sisters. There are some monasteries of Spell Warpers, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and a Spell Warper apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Spell Warper might be.<br />
<br />
==== Spell Warper Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Spell Warpers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Spell Warper's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When a Spell Warper walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | A Spell Warper can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Spell Warpers in the Game ====<br />
<br />
A Spell Warper can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' A Spell Warper could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters. Also, the connection to the Spirit could be changed to be an intense study of the universe, or a connection to a particular god, or anything else.<br />
<br />
'''Sample Encounter:''' Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm. .<br />
<br />
''EL 7:'' {{:Joel Ardale (3.5e NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Arcane_Bolt_(3.5e_Spell)&diff=595805Arcane Bolt (3.5e Spell)2012-11-07T23:40:39Z<p>Enialis: </p>
<hr />
<div>{{Spell<br />
|name=Arcane Bolt<br />
|school=Evocation<br />
|desc=Force<br />
|lvl=Sorcerer/Wizard 1<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|subj= Up to five creatures, no two of which can be more than 30 ft. apart<br />
|dur=Instantaneous<br />
|tsea=(a)<br />
|save=None<br />
|sr=Yes<br />
}}<br />
<br />
A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage.<br />
<br />
For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures, not two of which can be more than 30 ft apart. You must designate targets before you roll for SR or roll damage.<br />
<br />
This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield.<br />
<br />
<br />
----<br />
{{3.5e Sorcerer/Wizard Spells Breadcrumb}}<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Evocation School]]<br />
[[Category:Sorcerer/Wizard 1]]<br />
[[Category:Force Effect]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=User:Enialis&diff=595803User:Enialis2012-11-07T23:35:05Z<p>Enialis: </p>
<hr />
<div>I just go around and clean pages up and make suggestions. This is a great resource and we should keep it that way.<br />
<br />
<br />
==Contributions==<br />
<br />
-[[Calm Skill (3.5e Feat)|Calm Skill (General Feat)]]<br />
<br />
-[[Arcane Bolt (3.5e Spell)|Arcane Bolt (Spell: Sorcerer/Wizard 1)]]<br />
<br />
-[[Spell Warper (3.5e Class)|Spell Warper (3.5e Class)]]<br />
<br />
-[[Joel Ardale (3.5e NPC)|Joel Ardale (3.5e NPC)]], CR 7, the NPC for the Asha'man class</div>Enialishttps://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=547777Joel Ardale (3.5e NPC)2012-01-23T06:57:16Z<p>Enialis: </p>
<hr />
<div>{{x0<br />
|race=[[Human]]<br />
|level(s)=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|description=Armed with only a few knives, a swift footed farmer apposes your entry to his farm.<br />
}}<br />
{{Stat Block 2<br />
|name=Joel Ardale <br />
|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|al=[[SRD:Neutral_Good|NG]] |size=[[Medium]] |type=[[Humanoid]] ([[Human|Human]])<br />
|init=+3 |sens=Detect Magic |listen=+14 |spot=+14<br />
|lang=Common<br />
|ac=19 |touch=19 |flat=16 |acmods=+6 Deflection, +3 Dex<br />
|hp=7d8+7 |hd=7<br />
|fort=+6 |ref=+8 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=[[Unarmed strike]] +8 (1d8+1/18&ndash;20)<br />
|melee2=[[Kukri]] +8 (1d8+1/18&ndash;20)<br />
|ranged1=[[Dagger]] +8 (1d8+1/19&ndash;20)<br />
|bab=+5 |grp=+6<br />
|sa=Negate Spells (6/day)<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 7th<br />
|sk0=''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[ghost sound]]'' (DC 14), ''[[SRD:Light (Spell)|light]]'', ''[[mage hand]]'', ''[[ray of frost]]'', ''[[mending]]''<br />
|spd0=3<br />
|sk1=''[[SRD:Cure Light Wounds|Cure light wounds]]'', ''[[magic missile]]'', ''[[shield]]'', ''[[obscuring mist]]''<br />
|spd1=4<br />
|sk2=''[[Cure moderate wounds]]'', ''[[blur]]'', ''[[bull's strength]]'', ''[[shocking grasp]]''<br />
|spd2=3<br />
|sk3=''[[SRD:Plant Growth|Plant growth]]'', ''[[scorching ray]]''<br />
|spd3=1<br />
}}<br />
|str=12 |dex=16 |con=12 |int=10 |wis=19 |cha=8<br />
|sq=Sudden Change<br />
|feats=[[Dodge]], [[Mobility]], [[Weapon Finesse]], [[Spring Attack]]<br />
|skills=[[Climb]] +11, [[Concentration]] +11, [[Hide]] +13, [[Listen]] +14, [[Move Silently]] +13, [[Spot]] +14, [[Tumble]] +13<br />
|poss=[[Kukri]], [[dagger]]s (5), 12 gp<br />
|deity=The Spirit<br />
|san1=Sudden Change ([[Su]]) |sad1=On a successful [[Reflex]] save against an effect that would normally deal half damage on a successful save, Joel and all allies within 10 ft of him take no damage. He does not gain this benefit when wearing armor, unconscious, or under the effect of a mind-affecting effect.<br />
}}<br />
<br />
<!--<br />
points-ranks abilities racial size armor<br />
Climb 10 +1 +11<br />
Concentration 10 +1 +11<br />
Hide 10 +3 +13<br />
Listen 10 +4 +14<br />
Move Silently 10 +3 +13<br />
Spot 10 +4 +14<br />
Tumble 10 +3 +13<br />
--><noinclude><br />
<br />
Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm.<br />
<br />
<br />
<br />
<br />
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Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e NPCs CR 7|CR 7]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[DnD ECL 7 NPCs|ECL 7]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR7]]<br />
[[Category:ECL7]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Neutral (Law-Chaos) Alignment]]<br />
[[Category:Good Alignment]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=547775Joel Ardale (3.5e NPC)2012-01-23T06:48:05Z<p>Enialis: </p>
<hr />
<div>{{x0<br />
|race=[[Human]]<br />
|level(s)=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|description=Armed with only a few knives, a swift footed farmer apposes your entry to his farm.<br />
}}<br />
{{Stat Block 2<br />
|name=Joel Ardale <br />
|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|al=[[SRD:Neutral_Good|NG]] |size=[[Medium]] |type=[[Humanoid]] ([[Human|Human]])<br />
|init=+3 |sens=Detect Magic |listen=+14 |spot=+14<br />
|lang=Common<br />
|ac=19 |touch=19 |flat=16 |acmods=+6 Deflection, +3 Dex<br />
|hp=7d8+7 |hd=7<br />
|fort=+6 |ref=+8 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=[[Unarmed strike]] +8 (1d8+1/18&ndash;20)<br />
|melee2=[[Kukri]] +8 (1d8+1/18&ndash;20)<br />
|ranged1=[[Dagger]] +8 (1d8+1/19&ndash;20)<br />
|bab=+5 |grp=+6<br />
|sa=Negate Spells (6/day)<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 7th<br />
|sk0=''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[ghost sound]]'' (DC 14), ''[[SRD:Light (Spell)|light]]'', ''[[mage hand]]'', ''[[ray of frost]]'', ''[[mending]]''<br />
|spd0=3<br />
|sk1=''[[SRD:Cure Light Wounds|Cure light wounds]]'', ''[[magic missile]]'', ''[[shield]]'', ''[[obscuring mist]]''<br />
|spd1=4<br />
|sk2=''[[Cure moderate wounds]]'', ''[[blur]]'', ''[[bull's strength]]'', ''[[shocking grasp]]''<br />
|spd2=3<br />
|sk3=''[[SRD:Plant Growth|Plant growth]]'', ''[[scorching ray]]''<br />
|spd3=1<br />
}}<br />
|str=12 |dex=16 |con=12 |int=10 |wis=19 |cha=8<br />
|sq=Sudden Change<br />
|feats=[[Dodge]], [[Mobility]], [[Weapon Finesse]], [[Spring Attack]]<br />
|skills=[[Climb]] +11, [[Concentration]] +11, [[Hide]] +13, [[Listen]] +14, [[Move Silently]] +13, [[Spot]] +14, [[Tumble]] +13<br />
|poss=[[Kukri]], [[dagger]]s (5), 12 gp<br />
|deity=The Spirit<br />
|san1=Sudden Change ([[Su]]) |sad1=On a successful [[Reflex]] save against an effect that would normally deal half damage on a successful save, Joel and all allies within 10 ft of him take no damage. He does not gain this benefit when wearing armor, unconscious, or under the effect of a mind-affecting effect.<br />
}}<br />
<br />
<!--<br />
points-ranks abilities racial size armor<br />
Climb 10 +1 +11<br />
Concentration 10 +1 +11<br />
Hide 10 +3 +13<br />
Listen 10 +4 +14<br />
Move Silently 10 +3 +13<br />
Spot 10 +4 +14<br />
Tumble 10 +3 +13<br />
--><noinclude><br />
<br />
Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm.<br />
<br />
<br />
<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e NPCs CR 7|CR 7]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[DnD ECL 7 NPCs|ECL 7]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR7]]<br />
[[Category:ECL 7]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Neutral (Law-Chaos) Alignment]]<br />
[[Category:Good Alignment]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=547774Joel Ardale (3.5e NPC)2012-01-23T06:41:32Z<p>Enialis: </p>
<hr />
<div>{{x0<br />
|race=[[Human]]<br />
|level(s)=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|description=Armed with only a few knives, a swift footed farmer apposes your entry to his farm.<br />
}}<br />
{{Stat Block 2<br />
|name=Joel Ardale <br />
|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|al=[[SRD:Neutral_Good|NG]] |size=[[Medium]] |type=[[Humanoid]] ([[Human|Human]])<br />
|init=+3 |sens=Detect Magic |listen=+14 |spot=+14<br />
|lang=Common<br />
|ac=19 |touch=19 |flat=16 |acmods=+6 Deflection, +3 Dex<br />
|hp=7d8+7 |hd=7<br />
|fort=+6 |ref=+8 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=[[Unarmed strike]] +8 (1d8+1/18&ndash;20)<br />
|melee2=[[Kukri]] +8 (1d8+1/18&ndash;20)<br />
|ranged1=[[Dagger]] +8 (1d8+1/19&ndash;20)<br />
|bab=+5 |grp=+6<br />
|sa=Negate Spells (6/day)<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 7th<br />
|sk0=''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[ghost sound]]'' (DC 14), ''[[SRD:Light (Spell)|light]]'', ''[[mage hand]]'', ''[[ray of frost]]'', ''[[mending]]''<br />
|spd0=3<br />
|sk1=''[[SRD:Cure Light Wounds|Cure light wounds]]'', ''[[magic missile]]'', ''[[shield]]'', ''[[obscuring mist]]''<br />
|spd1=4<br />
|sk2=''[[Cure moderate wounds]]'', ''[[blur]]'', ''[[bull's strength]]'', ''[[shocking grasp]]''<br />
|spd2=3<br />
|sk3=''[[SRD:Plant Growth|Plant growth]]'', ''[[scorching ray]]''<br />
|spd3=1<br />
}}<br />
|str=12 |dex=16 |con=12 |int=10 |wis=19 |cha=8<br />
|sq=Sudden Change<br />
|feats=[[Dodge]], [[Mobility]], [[Weapon Finesse]], [[Spring Attack]]<br />
|skills=[[Climb]] +11, [[Concentration]] +11, [[Hide]] +13, [[Listen]] +14, [[Move Silently]] +13, [[Spot]] +14, [[Tumble]] +13<br />
|poss=[[Kukri]], [[dagger]]s (5), 12 gp<br />
|deity=The Spirit<br />
|san1=Sudden Change ([[Su]]) |sad1=On a successful [[Reflex]] save against an effect that would normally deal half damage on a successful save, Joel and all allies within 10 ft of him take no damage. He does not gain this benefit when wearing armor, unconscious, or under the effect of a mind-affecting effect.<br />
}}<br />
<br />
<!--<br />
points-ranks abilities racial size armor<br />
Climb 10 +1 +11<br />
Concentration 10 +1 +11<br />
Hide 10 +3 +13<br />
Listen 10 +4 +14<br />
Move Silently 10 +3 +13<br />
Spot 10 +4 +14<br />
Tumble 10 +3 +13<br />
--><noinclude><br />
<br />
Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm.<br />
<br />
<br />
<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e NPCs CR 7|CR 7]]<br />
<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[DnD ECL 7 NPCs|ECL 7]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 7]]<br />
[[Category:ECL 7]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
<br />
[[Category:Neutral (Law-Chaos) Alignment]]<br />
<br />
[[Category:Good Alignment]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=547773Joel Ardale (3.5e NPC)2012-01-23T06:40:04Z<p>Enialis: </p>
<hr />
<div>{{x0<br />
|name=Joel Ardale<br />
|race=[[Human]]<br />
|level(s)=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|description=Armed with only a few knives, a swift footed farmer apposes your entry to his farm.<br />
}}<br />
{{Stat Block 2<br />
|name=Joel Ardale |cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|al=[[SRD:Neutral_Good|NG]] |size=[[Medium]] |type=[[Humanoid]] ([[Human|Human]])<br />
|init=+3 |sens=Detect Magic |listen=+14 |spot=+14<br />
|lang=Common<br />
|ac=19 |touch=19 |flat=16 |acmods=+6 Deflection, +3 Dex<br />
|hp=7d8+7 |hd=7<br />
|fort=+6 |ref=+8 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=[[Unarmed strike]] +8 (1d8+1/18&ndash;20)<br />
|melee2=[[Kukri]] +8 (1d8+1/18&ndash;20)<br />
|ranged1=[[Dagger]] +8 (1d8+1/19&ndash;20)<br />
|bab=+5 |grp=+6<br />
|sa=Negate Spells (6/day)<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 7th<br />
|sk0=''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[ghost sound]]'' (DC 14), ''[[SRD:Light (Spell)|light]]'', ''[[mage hand]]'', ''[[ray of frost]]'', ''[[mending]]''<br />
|spd0=3<br />
|sk1=''[[SRD:Cure Light Wounds|Cure light wounds]]'', ''[[magic missile]]'', ''[[shield]]'', ''[[obscuring mist]]''<br />
|spd1=4<br />
|sk2=''[[Cure moderate wounds]]'', ''[[blur]]'', ''[[bull's strength]]'', ''[[shocking grasp]]''<br />
|spd2=3<br />
|sk3=''[[SRD:Plant Growth|Plant growth]]'', ''[[scorching ray]]''<br />
|spd3=1<br />
}}<br />
|str=12 |dex=16 |con=12 |int=10 |wis=19 |cha=8<br />
|sq=Sudden Change<br />
|feats=[[Dodge]], [[Mobility]], [[Weapon Finesse]], [[Spring Attack]]<br />
|skills=[[Climb]] +11, [[Concentration]] +11, [[Hide]] +13, [[Listen]] +14, [[Move Silently]] +13, [[Spot]] +14, [[Tumble]] +13<br />
|poss=[[Kukri]], [[dagger]]s (5), 12 gp<br />
|deity=The Spirit<br />
|san1=Sudden Change ([[Su]]) |sad1=On a successful [[Reflex]] save against an effect that would normally deal half damage on a successful save, Joel and all allies within 10 ft of him take no damage. He does not gain this benefit when wearing armor, unconscious, or under the effect of a mind-affecting effect.<br />
}}<br />
<br />
<!--<br />
points-ranks abilities racial size armor<br />
Climb 10 +1 +11<br />
Concentration 10 +1 +11<br />
Hide 10 +3 +13<br />
Listen 10 +4 +14<br />
Move Silently 10 +3 +13<br />
Spot 10 +4 +14<br />
Tumble 10 +3 +13<br />
--><noinclude><br />
<br />
Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm.<br />
<br />
<br />
<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e NPCs CR 7|CR 7]]<br />
<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[DnD ECL 7 NPCs|ECL 7]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 7]]<br />
[[Category:ECL 7]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
<br />
[[Category:Neutral (Law-Chaos) Alignment]]<br />
<br />
[[Category:Good Alignment]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=547772Joel Ardale (3.5e NPC)2012-01-23T06:38:47Z<p>Enialis: </p>
<hr />
<div><noinclude>{{x0<br />
|name=Joel Ardale<br />
|race=[[Human]]<br />
|level(s)=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|description=Armed with only a few knives, a swift footed farmer apposes your entry to his farm.<br />
}}</noinclude><br />
{{Stat Block 2<br />
|name=Joel Ardale |cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|al=[[SRD:Neutral_Good|NG]] |size=[[Medium]] |type=[[Humanoid]] ([[Human|Human]])<br />
|init=+3 |sens=Detect Magic |listen=+14 |spot=+14<br />
|lang=Common<br />
|ac=19 |touch=19 |flat=16 |acmods=+6 Deflection, +3 Dex<br />
|hp=7d8+7 |hd=7<br />
|fort=+6 |ref=+8 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=[[Unarmed strike]] +8 (1d8+1/18&ndash;20)<br />
|melee2=[[Kukri]] +8 (1d8+1/18&ndash;20)<br />
|ranged1=[[Dagger]] +8 (1d8+1/19&ndash;20)<br />
|bab=+5 |grp=+6<br />
|sa=Negate Spells (6/day)<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 7th<br />
|sk0=''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[ghost sound]]'' (DC 14), ''[[SRD:Light (Spell)|light]]'', ''[[mage hand]]'', ''[[ray of frost]]'', ''[[mending]]''<br />
|spd0=3<br />
|sk1=''[[SRD:Cure Light Wounds|Cure light wounds]]'', ''[[magic missile]]'', ''[[shield]]'', ''[[obscuring mist]]''<br />
|spd1=4<br />
|sk2=''[[Cure moderate wounds]]'', ''[[blur]]'', ''[[bull's strength]]'', ''[[shocking grasp]]''<br />
|spd2=3<br />
|sk3=''[[SRD:Plant Growth|Plant growth]]'', ''[[scorching ray]]''<br />
|spd3=1<br />
}}<br />
|str=12 |dex=16 |con=12 |int=10 |wis=19 |cha=8<br />
|sq=Sudden Change<br />
|feats=[[Dodge]], [[Mobility]], [[Weapon Finesse]], [[Spring Attack]]<br />
|skills=[[Climb]] +11, [[Concentration]] +11, [[Hide]] +13, [[Listen]] +14, [[Move Silently]] +13, [[Spot]] +14, [[Tumble]] +13<br />
|poss=[[Kukri]], [[dagger]]s (5), 12 gp<br />
|deity=The Spirit<br />
|san1=Sudden Change ([[Su]]) |sad1=On a successful [[Reflex]] save against an effect that would normally deal half damage on a successful save, Joel and all allies within 10 ft of him take no damage. He does not gain this benefit when wearing armor, unconscious, or under the effect of a mind-affecting effect.<br />
}}<br />
<br />
<!--<br />
points-ranks abilities racial size armor<br />
Climb 10 +1 +11<br />
Concentration 10 +1 +11<br />
Hide 10 +3 +13<br />
Listen 10 +4 +14<br />
Move Silently 10 +3 +13<br />
Spot 10 +4 +14<br />
Tumble 10 +3 +13<br />
--><noinclude><br />
<br />
Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm.<br />
<br />
<br />
<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e NPCs CR 7|CR 7]]<br />
<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[DnD ECL 7 NPCs|ECL 7]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 7]]<br />
[[Category:ECL 7]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
<br />
[[Category:Neutral (Law-Chaos) Alignment]]<br />
<br />
[[Category:Good Alignment]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Talk:Spell_Warper_(3.5e_Class)&diff=547771Talk:Spell Warper (3.5e Class)2012-01-23T06:36:14Z<p>Enialis: </p>
<hr />
<div>==Marked as abandoned==<br />
This class is marked as abandoned for the following reasons:<br />
<br />
The class is unplayable, eventhough there is a BaB and some fluff the class cannot be used in play. Even the very basics are not discribed.<br />
The class has no signs on improvement, next to that it is unclear what the original author intended to do with it.<br />
The reason I did not mark it for deletion is because the user Vrail has made changes to this class but has not done so for many months. If Vrail is planning on finishing this stub please remove the abandoment template, if not please place the deletion template or tell me your intentions.--[[User:Crashpilot|Crashpilot]] 10:50, 3 March 2011 (MST)<br />
<br />
==Request to finish==<br />
<br />
Would it be okay if I took over the creation of this class? My idea of what the Asha'man would become is similar to a Monk, but replacing most of the special abilities with some spellcasting. <[[User:Enialis|Enialis]] 11:04, 25 September 2011 (MDT)<br />
<br />
:It's got an Abandoned tag on it and it hasn't been updated for over a year; I say go for it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 11:29, 25 September 2011 (MDT)<br />
<br />
::Work has started. <[[User:Enialis|Enialis]] 13:46, 25 September 2011 (MDT)<br />
<br />
==A New Name==<br />
<br />
As it turns out, the name for this class comes from a fantasy series, ''The Wheel of Time''. As such, the name of the class should change, because the class was probably originally based off of the Asha'man in the series and this class is not very similar to the series. '''Please give name ideas.''' <[[User:Enialis|Enialis]] 16:56, 28 September 2011 (MDT)<br />
<br />
:The page is likely to be re-named Spell Warper, but if any other ideas come in before one week has passed, the new location can change. <[[User:Enialis|Enialis]] 11:53, 15 January 2012 (MST)<br />
<br />
::Page location changed. <[[User:Enialis|Enialis]] 23:36, 22 January 2012 (MST)</div>Enialishttps://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=547770Joel Ardale (3.5e NPC)2012-01-23T06:35:00Z<p>Enialis: </p>
<hr />
<div><noinclude>{{x0<br />
|name=Joel Ardale<br />
|race=[[Human]]<br />
|level(s)=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|description=Armed with only a few knives, a swift footed farmer apposes your entry to his farm.<br />
}}</noinclude><br />
{{Stat Block 2<br />
|name=Joel Ardale |cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Spell Warper (3.5e Class)|Spell Warper]] 7<br />
|al=[[SRD:Neutral_Good|NG]] |size=[[Medium]] |type=[[Humanoid]] ([[Human|Human]])<br />
|init=+3 |sens=Detect Magic |listen=+14 |spot=+14<br />
|lang=Common<br />
|ac=19 |touch=19 |flat=16 |acmods=+6 Deflection, +3 Dex<br />
|hp=7d8+7 |hd=7<br />
|fort=+6 |ref=+8 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=[[Unarmed strike]] +8 (1d8+1/18&ndash;20)<br />
|melee2=[[Kukri]] +8 (1d8+1/18&ndash;20)<br />
|ranged1=[[Dagger]] +8 (1d8+1/19&ndash;20)<br />
|bab=+5 |grp=+6<br />
|sa=Negate Spells (6/day)<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 7th<br />
|sk0=''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[ghost sound]]'' (DC 14), ''[[SRD:Light (Spell)|light]]'', ''[[mage hand]]'', ''[[ray of frost]]'', ''[[mending]]''<br />
|spd0=3<br />
|sk1=''[[SRD:Cure Light Wounds|Cure light wounds]]'', ''[[magic missile]]'', ''[[shield]]'', ''[[obscuring mist]]''<br />
|spd1=4<br />
|sk2=''[[Cure moderate wounds]]'', ''[[blur]]'', ''[[bull's strength]]'', ''[[shocking grasp]]''<br />
|spd2=3<br />
|sk3=''[[SRD:Plant Growth|Plant growth]]'', ''[[scorching ray]]''<br />
|spd3=1<br />
}}<br />
|str=12 |dex=16 |con=12 |int=10 |wis=19 |cha=8<br />
|sq=Sudden Change<br />
|feats=[[Dodge]], [[Mobility]], [[Weapon Finesse]], [[Spring Attack]]<br />
|skills=[[Climb]] +11, [[Concentration]] +11, [[Hide]] +13, [[Listen]] +14, [[Move Silently]] +13, [[Spot]] +14, [[Tumble]] +13<br />
|poss=[[Kukri]], [[dagger]]s (5), 12 gp<br />
|deity=The Spirit<br />
|san1=Sudden Change ([[Su]]) |sad1=On a successful [[Reflex]] save against an effect that would normally deal half damage on a successful save, Joel and all allies within 10 ft of him take no damage. He does not gain this benefit when wearing armor, unconscious, or under the effect of a mind-affecting effect.<br />
}}<br />
<br />
<!--<br />
points-ranks abilities racial size armor<br />
Climb 10 +1 +11<br />
Concentration 10 +1 +11<br />
Hide 10 +3 +13<br />
Listen 10 +4 +14<br />
Move Silently 10 +3 +13<br />
Spot 10 +4 +14<br />
Tumble 10 +3 +13<br />
--><noinclude><br />
<br />
Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm.<br />
<br />
<br />
<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 7 NPCs|CR 7]]<br />
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[[Category:3.5e]]<br />
[[Category:User]]<br />
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--></div>Enialishttps://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=547769Joel Ardale (3.5e NPC)2012-01-23T06:33:25Z<p>Enialis: </p>
<hr />
<div><noinclude>{{x0<br />
|name=Joel Ardale<br />
|race=[[Human]]<br />
|level(s)=[[Spell Warper]] 7<br />
|description=Armed with only a few knives, a swift footed farmer apposes your entry to his farm.<br />
}}</noinclude><br />
{{Stat Block 2<br />
|name=Joel Ardale |cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Spell Warper]] 7<br />
|al=[[SRD:Neutral_Good|NG]] |size=[[Medium]] |type=[[Humanoid]] ([[Human|Human]])<br />
|init=+3 |sens=Detect Magic |listen=+14 |spot=+14<br />
|lang=Common<br />
|ac=19 |touch=19 |flat=16 |acmods=+6 Deflection, +3 Dex<br />
|hp=7d8+7 |hd=7<br />
|fort=+6 |ref=+8 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=[[Unarmed strike]] +8 (1d8+1/18&ndash;20)<br />
|melee2=[[Kukri]] +8 (1d8+1/18&ndash;20)<br />
|ranged1=[[Dagger]] +8 (1d8+1/19&ndash;20)<br />
|bab=+5 |grp=+6<br />
|sa=Negate Spells (6/day)<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 7th<br />
|sk0=''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[ghost sound]]'' (DC 14), ''[[SRD:Light (Spell)|light]]'', ''[[mage hand]]'', ''[[ray of frost]]'', ''[[mending]]''<br />
|spd0=3<br />
|sk1=''[[SRD:Cure Light Wounds|Cure light wounds]]'', ''[[magic missile]]'', ''[[shield]]'', ''[[obscuring mist]]''<br />
|spd1=4<br />
|sk2=''[[Cure moderate wounds]]'', ''[[blur]]'', ''[[bull's strength]]'', ''[[shocking grasp]]''<br />
|spd2=3<br />
|sk3=''[[SRD:Plant Growth|Plant growth]]'', ''[[scorching ray]]''<br />
|spd3=1<br />
}}<br />
|str=12 |dex=16 |con=12 |int=10 |wis=19 |cha=8<br />
|sq=Sudden Change<br />
|feats=[[Dodge]], [[Mobility]], [[Weapon Finesse]], [[Spring Attack]]<br />
|skills=[[Climb]] +11, [[Concentration]] +11, [[Hide]] +13, [[Listen]] +14, [[Move Silently]] +13, [[Spot]] +14, [[Tumble]] +13<br />
|poss=[[Kukri]], [[dagger]]s (5), 12 gp<br />
|deity=The Spirit<br />
|san1=Sudden Change ([[Su]]) |sad1=On a successful [[Reflex]] save against an effect that would normally deal half damage on a successful save, Joel and all allies within 10 ft of him take no damage. He does not gain this benefit when wearing armor, unconscious, or under the effect of a mind-affecting effect.<br />
}}<br />
<br />
<!--<br />
points-ranks abilities racial size armor<br />
Climb 10 +1 +11<br />
Concentration 10 +1 +11<br />
Hide 10 +3 +13<br />
Listen 10 +4 +14<br />
Move Silently 10 +3 +13<br />
Spot 10 +4 +14<br />
Tumble 10 +3 +13<br />
--><noinclude><br />
<br />
Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm.<br />
<br />
<br />
<br />
<br />
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Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[DnD ECL 7 NPCs|ECL 7]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 7]]<br />
[[Category:ECL 7]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
<br />
[[Category:Neutral (Law-Chaos) Alignment]]<br />
<br />
[[Category:Good Alignment]]<br />
--></div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=547768Spell Warper (3.5e Class)2012-01-23T06:31:56Z<p>Enialis: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Spell Warper uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Spell Warper ==<br />
<br />
A Spell Warper is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit a Spell Warper gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making a Spell Warper ===<br />
<br />
A Spell Warper can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for a Spell Warper, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Spell Warpers are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to a Spell Warper.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spell Warper}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Spell Warper.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons a Spell Warper is proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' Spell Warpers study the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify the multiverse and make blows miss where they would otherwise strike true. A Spell Warper gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Spell Warper is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, a Spell Warper starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. A Spell Warper’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Spell Warper may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a Spell Warper striking unarmed. A Spell Warper may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually a Spell Warper’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
A Spell Warper’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
A Spell Warper can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' A Spell Warper casts spells that aren't truly arcane or divine, and they are drawn from the Spell Warper spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, a Spell Warper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Warper’s spell is 10 + the spell level + the Spell Warper’s Wisdom modifier.<br />
<br />
Like other spellcasters, a Spell Warper can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Spell Warper. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
A Spell Warper’s selection of spells is extremely limited. A Spell Warper begins play knowing four 0-level spells of your choice. At most new Spell Warper levels, they gain one or more new spells, as indicated on Table: Spell Warper Spells Known. (Unlike spells per day, the number of spells a Spell Warper knows is not affected by their Wisdom score; the numbers on Table: Spell Warper Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Spell Warper level after that (8th, 11th, and so on), a Spell Warper can choose to learn a new spell in place of one they already know. In effect, the Spell Warper “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Spell Warper spell the Spell Warper can cast. A Spell Warper may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, a Spell Warper need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Spell Warper Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Spell Warper has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of a Spell Warper, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Spell Warper with the range stated above. The Spell Warper is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Spell Warper can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, a Spell Warper they can take a standard action to make the caster roll a caster level check against DC:(5 + Spell Warper level + Spell Warper Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Spell Warper level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Spell Warper must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Spell Warper can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Spell Warper's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Sudden Change(Su):''' A Spell Warper of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When a Spell Warper makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. A Spell Warper does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Spell Warper can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Spell Warper's Negate Spells ability the Spell Warper can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Spell Warper expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' A Spell Warper of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Spell Warper fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once a Spell Warper has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Spell Warper gains telepathy 100ft + 20ft per Spell Warper level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Spell Warper gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of a Spell Warper's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Spell Warper can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Spell Warper chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Spell Warper's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When a Spell Warper has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Spell Warper level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as a Spell Warper is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Spell Warper Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Spell Warper ==<br />
<br />
A Spell Warper can be a multiclass character, but they face special restrictions.<br />
If a Spell Warper levels up in another spellcasting class they can not level up in Spell Warper again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Spell Warper ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spell Warper}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Spell Warper continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Spell Warper continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Spell Warper continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Spell Warper gains a bonus feat (selected from the list of epic Spell Warper bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Spell Warper Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Spell Warper Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 25 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing a Spell Warper ====<br />
<br />
'''Religion:''' Spell Warpers can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' A Spell Warper typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Spell Warper's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' A Spell Warper can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Spell Warpers tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Spell Warper in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Spell Warper}}<br />
<br />
Whether a Spell Warper wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' A Spell Warper is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Spell Warper: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Spell Warper: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Spell Warper: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' A Spell Warper tends to avoid gatherings, but they see others as brothers or sisters. There are some monasteries of Spell Warpers, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and a Spell Warper apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Spell Warper might be.<br />
<br />
==== Spell Warper Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Spell Warpers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Spell Warper's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When a Spell Warper walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | A Spell Warper can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Spell Warpers in the Game ====<br />
<br />
A Spell Warper can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' A Spell Warper could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters. Also, the connection to the Spirit could be changed to be an intense study of the universe, or a connection to a particular god, or anything else.<br />
<br />
'''Sample Encounter:''' Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm. .<br />
<br />
''EL 7:'' {{:Joel Ardale (3.5e NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=547767Spell Warper (3.5e Class)2012-01-23T06:31:17Z<p>Enialis: Name Change</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished, but looking for a new name<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Spell Warper uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Spell Warper ==<br />
<br />
A Spell Warper is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit a Spell Warper gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making a Spell Warper ===<br />
<br />
A Spell Warper can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for a Spell Warper, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Spell Warpers are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to a Spell Warper.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spell Warper}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Spell Warper.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons a Spell Warper is proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' Spell Warpers study the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify the multiverse and make blows miss where they would otherwise strike true. A Spell Warper gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Spell Warper is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, a Spell Warper starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. A Spell Warper’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Spell Warper may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a Spell Warper striking unarmed. A Spell Warper may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually a Spell Warper’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
A Spell Warper’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
A Spell Warper can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' A Spell Warper casts spells that aren't truly arcane or divine, and they are drawn from the Spell Warper spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, a Spell Warper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Warper’s spell is 10 + the spell level + the Spell Warper’s Wisdom modifier.<br />
<br />
Like other spellcasters, a Spell Warper can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Spell Warper. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
A Spell Warper’s selection of spells is extremely limited. A Spell Warper begins play knowing four 0-level spells of your choice. At most new Spell Warper levels, they gain one or more new spells, as indicated on Table: Spell Warper Spells Known. (Unlike spells per day, the number of spells a Spell Warper knows is not affected by their Wisdom score; the numbers on Table: Spell Warper Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Spell Warper level after that (8th, 11th, and so on), a Spell Warper can choose to learn a new spell in place of one they already know. In effect, the Spell Warper “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Spell Warper spell the Spell Warper can cast. A Spell Warper may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, a Spell Warper need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Spell Warper Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Spell Warper has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of a Spell Warper, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Spell Warper with the range stated above. The Spell Warper is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Spell Warper can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, a Spell Warper they can take a standard action to make the caster roll a caster level check against DC:(5 + Spell Warper level + Spell Warper Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Spell Warper level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Spell Warper must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Spell Warper can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Spell Warper's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Sudden Change(Su):''' A Spell Warper of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When a Spell Warper makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. A Spell Warper does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Spell Warper can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Spell Warper's Negate Spells ability the Spell Warper can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Spell Warper expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' A Spell Warper of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Spell Warper fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once a Spell Warper has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Spell Warper gains telepathy 100ft + 20ft per Spell Warper level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Spell Warper gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of a Spell Warper's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Spell Warper can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Spell Warper chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Spell Warper's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When a Spell Warper has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Spell Warper level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as a Spell Warper is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Spell Warper Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Spell Warper ==<br />
<br />
A Spell Warper can be a multiclass character, but they face special restrictions.<br />
If a Spell Warper levels up in another spellcasting class they can not level up in Spell Warper again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Spell Warper ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spell Warper}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Spell Warper continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Spell Warper continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Spell Warper continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Spell Warper gains a bonus feat (selected from the list of epic Spell Warper bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Spell Warper Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Spell Warper Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 25 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing a Spell Warper ====<br />
<br />
'''Religion:''' Spell Warpers can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' A Spell Warper typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Spell Warper's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' A Spell Warper can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Spell Warpers tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Spell Warper in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Spell Warper}}<br />
<br />
Whether a Spell Warper wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' A Spell Warper is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Spell Warper: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Spell Warper: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Spell Warper: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' A Spell Warper tends to avoid gatherings, but they see others as brothers or sisters. There are some monasteries of Spell Warpers, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and a Spell Warper apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Spell Warper might be.<br />
<br />
==== Spell Warper Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Spell Warpers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Spell Warper's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When a Spell Warper walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | A Spell Warper can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Spell Warpers in the Game ====<br />
<br />
A Spell Warper can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' A Spell Warper could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters. Also, the connection to the Spirit could be changed to be an intense study of the universe, or a connection to a particular god, or anything else.<br />
<br />
'''Sample Encounter:''' Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm. .<br />
<br />
''EL 7:'' {{:Joel Ardale (3.5e NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Talk:Asha%27man_(3.5e_Class)&diff=547765Talk:Asha'man (3.5e Class)2012-01-23T06:10:37Z<p>Enialis: moved Talk:Asha'man (3.5e Class) to Talk:Spell Warper (3.5e Class): The name "Asha'man" originated from a particular series of books, The Wheel of Time series. The class no longer has any relation to that series of books, thus it is being re...</p>
<hr />
<div>#REDIRECT [[Talk:Spell Warper (3.5e Class)]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Talk:Spell_Warper_(3.5e_Class)&diff=547764Talk:Spell Warper (3.5e Class)2012-01-23T06:10:37Z<p>Enialis: moved Talk:Asha'man (3.5e Class) to Talk:Spell Warper (3.5e Class): The name "Asha'man" originated from a particular series of books, The Wheel of Time series. The class no longer has any relation to that series of books, thus it is being re...</p>
<hr />
<div>==Marked as abandoned==<br />
This class is marked as abandoned for the following reasons:<br />
<br />
The class is unplayable, eventhough there is a BaB and some fluff the class cannot be used in play. Even the very basics are not discribed.<br />
The class has no signs on improvement, next to that it is unclear what the original author intended to do with it.<br />
The reason I did not mark it for deletion is because the user Vrail has made changes to this class but has not done so for many months. If Vrail is planning on finishing this stub please remove the abandoment template, if not please place the deletion template or tell me your intentions.--[[User:Crashpilot|Crashpilot]] 10:50, 3 March 2011 (MST)<br />
<br />
==Request to finish==<br />
<br />
Would it be okay if I took over the creation of this class? My idea of what the Asha'man would become is similar to a Monk, but replacing most of the special abilities with some spellcasting. <[[User:Enialis|Enialis]] 11:04, 25 September 2011 (MDT)<br />
<br />
:It's got an Abandoned tag on it and it hasn't been updated for over a year; I say go for it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 11:29, 25 September 2011 (MDT)<br />
<br />
::Work has started. <[[User:Enialis|Enialis]] 13:46, 25 September 2011 (MDT)<br />
<br />
==A New Name==<br />
<br />
As it turns out, the name for this class comes from a fantasy series, ''The Wheel of Time''. As such, the name of the class should change, because the class was probably originally based off of the Asha'man in the series and this class is not very similar to the series. '''Please give name ideas.''' <[[User:Enialis|Enialis]] 16:56, 28 September 2011 (MDT)<br />
<br />
:The page is likely to be re-named Spell Warper, but if any other ideas come in before one week has passed, the new location can change. <[[User:Enialis|Enialis]] 11:53, 15 January 2012 (MST)</div>Enialishttps://www.dandwiki.com/w/index.php?title=Asha%27man_(3.5e_Class)&diff=547763Asha'man (3.5e Class)2012-01-23T06:10:16Z<p>Enialis: moved Asha'man (3.5e Class) to Spell Warper (3.5e Class): The name "Asha'man" originated from a particular series of books, The Wheel of Time series. The class no longer has any relation to that series of books, thus it is being renamed.</p>
<hr />
<div>#REDIRECT [[Spell Warper (3.5e Class)]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=547762Spell Warper (3.5e Class)2012-01-23T06:10:16Z<p>Enialis: moved Asha'man (3.5e Class) to Spell Warper (3.5e Class): The name "Asha'man" originated from a particular series of books, The Wheel of Time series. The class no longer has any relation to that series of books, thus it is being renamed.</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished, but looking for a new name<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, and they are drawn from the Asha'man spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Sudden Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
If an Asha'man levels up in another spellcasting class they can not level up in Asha'man again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Asha'man continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 25 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Asha'man's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' An Asha'man can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Whether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Asha'man: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters. Also, the connection to the Spirit could be changed to be an intense study of the universe, or a connection to a particular god, or anything else.<br />
<br />
'''Sample Encounter:''' Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm. .<br />
<br />
''EL 7:'' {{:Joel Ardale (3.5e NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Talk:Spell_Warper_(3.5e_Class)&diff=546880Talk:Spell Warper (3.5e Class)2012-01-15T18:53:54Z<p>Enialis: Declare move</p>
<hr />
<div>==Marked as abandoned==<br />
This class is marked as abandoned for the following reasons:<br />
<br />
The class is unplayable, eventhough there is a BaB and some fluff the class cannot be used in play. Even the very basics are not discribed.<br />
The class has no signs on improvement, next to that it is unclear what the original author intended to do with it.<br />
The reason I did not mark it for deletion is because the user Vrail has made changes to this class but has not done so for many months. If Vrail is planning on finishing this stub please remove the abandoment template, if not please place the deletion template or tell me your intentions.--[[User:Crashpilot|Crashpilot]] 10:50, 3 March 2011 (MST)<br />
<br />
==Request to finish==<br />
<br />
Would it be okay if I took over the creation of this class? My idea of what the Asha'man would become is similar to a Monk, but replacing most of the special abilities with some spellcasting. <[[User:Enialis|Enialis]] 11:04, 25 September 2011 (MDT)<br />
<br />
:It's got an Abandoned tag on it and it hasn't been updated for over a year; I say go for it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 11:29, 25 September 2011 (MDT)<br />
<br />
::Work has started. <[[User:Enialis|Enialis]] 13:46, 25 September 2011 (MDT)<br />
<br />
==A New Name==<br />
<br />
As it turns out, the name for this class comes from a fantasy series, ''The Wheel of Time''. As such, the name of the class should change, because the class was probably originally based off of the Asha'man in the series and this class is not very similar to the series. '''Please give name ideas.''' <[[User:Enialis|Enialis]] 16:56, 28 September 2011 (MDT)<br />
<br />
:The page is likely to be re-named Spell Warper, but if any other ideas come in before one week has passed, the new location can change. <[[User:Enialis|Enialis]] 11:53, 15 January 2012 (MST)</div>Enialishttps://www.dandwiki.com/w/index.php?title=User:Enialis&diff=546876User:Enialis2012-01-15T18:32:44Z<p>Enialis: </p>
<hr />
<div>I just go around and clean pages up and make suggestions. This is a great resource and we should keep it that way.<br />
<br />
<br />
==Contributions==<br />
<br />
-[[Calm Skill (3.5e Feat)|Calm Skill (General Feat)]]<br />
<br />
-[[Arcane Bolt (3.5e Spell)|Arcane Bolt (Spell: Sorcerer/Wizard 1)]]<br />
<br />
-[[Asha'man (3.5e Class)|Asha'man (3.5e Class)]], looking for a new name<br />
<br />
-[[Joel Ardale (3.5e NPC)|Joel Ardale (3.5e NPC)]], CR 7, the NPC for the Asha'man class</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=546875Spell Warper (3.5e Class)2012-01-15T18:28:06Z<p>Enialis: NPC added</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished, but looking for a new name<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, and they are drawn from the Asha'man spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Sudden Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
If an Asha'man levels up in another spellcasting class they can not level up in Asha'man again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Asha'man continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 25 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Asha'man's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' An Asha'man can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Whether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Asha'man: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters. Also, the connection to the Spirit could be changed to be an intense study of the universe, or a connection to a particular god, or anything else.<br />
<br />
'''Sample Encounter:''' Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm. .<br />
<br />
''EL 7:'' {{:Joel Ardale (3.5e NPC)}}<br />
<br />
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[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=546874Joel Ardale (3.5e NPC)2012-01-15T18:19:50Z<p>Enialis: Final page</p>
<hr />
<div><noinclude>{{x0<br />
|name=Joel Ardale<br />
|race=[[Human]]<br />
|level(s)=[[Asha'man]] 7<br />
|description=Armed with only a few knives, a swift footed farmer apposes your entry to his farm.<br />
}}</noinclude><br />
{{Stat Block 2<br />
|name=Joel Ardale |cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Asha'man]] 7<br />
|al=[[SRD:Neutral_Good|NG]] |size=[[Medium]] |type=[[Humanoid]] ([[Human|Human]])<br />
|init=+3 |sens=Detect Magic |listen=+14 |spot=+14<br />
|lang=Common<br />
|ac=19 |touch=19 |flat=16 |acmods=+6 Deflection, +3 Dex<br />
|hp=7d8+7 |hd=7<br />
|fort=+6 |ref=+8 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=[[Unarmed strike]] +8 (1d8+1/18&ndash;20)<br />
|melee2=[[Kukri]] +8 (1d8+1/18&ndash;20)<br />
|ranged1=[[Dagger]] +8 (1d8+1/19&ndash;20)<br />
|bab=+5 |grp=+6<br />
|sa=Negate Spells (6/day)<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|pd=CL 7th<br />
|sk0=''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[ghost sound]]'' (DC 14), ''[[SRD:Light (Spell)|light]]'', ''[[mage hand]]'', ''[[ray of frost]]'', ''[[mending]]''<br />
|spd0=3<br />
|sk1=''[[SRD:Cure Light Wounds|Cure light wounds]]'', ''[[magic missile]]'', ''[[shield]]'', ''[[obscuring mist]]''<br />
|spd1=4<br />
|sk2=''[[Cure moderate wounds]]'', ''[[blur]]'', ''[[bull's strength]]'', ''[[shocking grasp]]''<br />
|spd2=3<br />
|sk3=''[[SRD:Plant Growth|Plant growth]]'', ''[[scorching ray]]''<br />
|spd3=1<br />
}}<br />
|str=12 |dex=16 |con=12 |int=10 |wis=19 |cha=8<br />
|sq=Sudden Change<br />
|feats=[[Dodge]], [[Mobility]], [[Weapon Finesse]], [[Spring Attack]]<br />
|skills=[[Climb]] +11, [[Concentration]] +11, [[Hide]] +13, [[Listen]] +14, [[Move Silently]] +13, [[Spot]] +14, [[Tumble]] +13<br />
|poss=[[Kukri]], [[dagger]]s (5), 12 gp<br />
|deity=The Spirit<br />
|san1=Sudden Change ([[Su]]) |sad1=On a successful [[Reflex]] save against an effect that would normally deal half damage on a successful save, Joel and all allies within 10 ft of him take no damage. He does not gain this benefit when wearing armor, unconscious, or under the effect of a mind-affecting effect.<br />
}}<br />
<br />
<!--<br />
points-ranks abilities racial size armor<br />
Climb 10 +1 +11<br />
Concentration 10 +1 +11<br />
Hide 10 +3 +13<br />
Listen 10 +4 +14<br />
Move Silently 10 +3 +13<br />
Spot 10 +4 +14<br />
Tumble 10 +3 +13<br />
--><noinclude><br />
<br />
Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm.<br />
<br />
<br />
<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 7 NPCs|CR 7]]<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[DnD ECL 7 NPCs|ECL 7]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 7]]<br />
[[Category:ECL 7]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
<br />
[[Category:Neutral (Law-Chaos) Alignment]]<br />
<br />
[[Category:Good Alignment]]<br />
--></div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=546866Spell Warper (3.5e Class)2012-01-15T17:47:40Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just needs an NPC<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, and they are drawn from the Asha'man spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Sudden Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
If an Asha'man levels up in another spellcasting class they can not level up in Asha'man again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Asha'man continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 25 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Asha'man's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' An Asha'man can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Whether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Asha'man: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=546836Joel Ardale (3.5e NPC)2012-01-15T04:01:06Z<p>Enialis: </p>
<hr />
<div>Still Constructing</div>Enialishttps://www.dandwiki.com/w/index.php?title=Joel_Ardale_(3.5e_NPC)&diff=546133Joel Ardale (3.5e NPC)2012-01-10T01:49:53Z<p>Enialis: Created page with "Constructing"</p>
<hr />
<div>Constructing</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=546124Spell Warper (3.5e Class)2012-01-10T01:09:57Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just needs an NPC<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, and they are drawn from the Asha'man spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
If an Asha'man levels up in another spellcasting class they can not level up in Asha'man again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Asha'man continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 25 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Asha'man's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' An Asha'man can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Whether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Asha'man: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=546120Spell Warper (3.5e Class)2012-01-10T00:28:41Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just needs an NPC<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, and they are drawn from the Asha'man spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Clairaudience/Clairvoyance|clairaudience/clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
If an Asha'man levels up in another spellcasting class they can not level up in Asha'man again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Asha'man continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 25 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Asha'man's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' An Asha'man can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Whether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Asha'man: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=546119Spell Warper (3.5e Class)2012-01-10T00:27:23Z<p>Enialis: Flavor and an AC change</p>
<hr />
<div>{{stub|Missing an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just needs an NPC<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x5 gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +1 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +1 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +1 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +2 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +2 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +2 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +3 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +3 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +3 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +4 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +4 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +4 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +5 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, and they are drawn from the Asha'man spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.<br />
<br />
Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Clairaudience/Clairvoyance|clairaudience/clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
If an Asha'man levels up in another spellcasting class they can not level up in Asha'man again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +5 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +6 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +6 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +7 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Asha'man continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion and get along with them as long as the Asha'man's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.<br />
<br />
'''Combat:''' An Asha'man can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Whether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Cora Swiftfoot'', female [[SRD:Halflings (Race)|halfling]] Asha'man: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]] or a [[SRD:Cleric|cleric]]-[[SRD:Monk|monk]] multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=543022Spell Warper (3.5e Class)2011-12-15T05:28:35Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just needs an NPC<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
''Note'': Spells in different level spell slots than usual are there on purpose.<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Burning Hands|burning hands]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Clairaudience/Clairvoyance|clairaudience/clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[SRD:Fireball|fireball]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Break Enchantment (SRD Spell)|Break enchantment]], [[Commune (SRD Spell)|commune]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[SRD:Overland Flight|overland flight]], [[Passwall (SRD Spell)|passwall]], [[SRD:Prying Eyes|prying eyes]], [[SRD:Raise Dead|raise dead]], [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], [[SRD:Shout|shout]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of Stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Cloudkill (SRD Spell)|cloudkill]], [[Cone of Cold (SRD Spell)|cone of cold]], [[SRD:Control Water|control water]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Hardening|hardening]], [[SRD:Heal|heal]], [[SRD:Mass Bear's Endurance|mass bear's endurance]], [[SRD:Mass Bull's Strength|mass bull's strength]], [[SRD:Mass Cat's Grace|mass cat's grace]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[SRD:Planar Binding|planar binding]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
If an Asha'man levels up in another spellcasting class they can not level up in Asha'man again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.<br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus !! Speed Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5 || +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5 || +45<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6 || +50<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''Speed Bonus:''' The epic Asha'man continues to become more proficient at bending distances with the power of the Spirit.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Whether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of the perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=542501Spell Warper (3.5e Class)2011-12-09T02:16:56Z<p>Enialis: Working on 2nd level spells and below</p>
<hr />
<div>{{stub|Missing an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just needs an NPC<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, under a mind-affecting effect, or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|disrupt undead]], [[SRD:Flare|flare]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Burning Hands|burning hands]], [[SRD:Comprehend Languages|comprehend languages]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Mage Armor|mage armor]], [[SRD:Magic Aura|magic aura]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Floating Disk|Tenser's floating disk]], [[SRD:True Strike|true strike]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Continual Flame|continual flame]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Flaming Sphere|flaming sphere]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Invisibility|invisibility]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Locate Object|locate object]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:Scorching Ray|scorching ray]], [[SRD:See Invisibility|see invisibility]], [[SRD:Shatter|shatter]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Fireball|fireball]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[SRD:Shout|shout]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Baleful Polymorph (SRD Spell)|Baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune (SRD Spell)|commune]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[Passwall (SRD Spell)|passwall]], [[SRD:Raise Dead|raise dead]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of Stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Heal|heal]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Whether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their perceived lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=542499Spell Warper (3.5e Class)2011-12-09T01:29:52Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just needs an NPC<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Burning Hands|burning hands]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Hold Portal|hold portal]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Magic Missile|magic missile]] [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Summon Monster I|summon monster I]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Monster II|summon monster II]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Fireball|fireball]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Monster III|summon monster III]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[SRD:Shout|shout]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Summon Monster IV|summon monster IV]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Baleful Polymorph (SRD Spell)|Baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune (SRD Spell)|commune]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[Passwall (SRD Spell)|passwall]], [[SRD:Raise Dead|raise dead]], [[SRD:Summon Monster V|summon monster V]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of Stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Heal|heal]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[SRD:Summon Monster VI|summon monster VI]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Wether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Sphere_Blade_(3.5e_Class)&diff=537032Sphere Blade (3.5e Class)2011-10-02T02:50:27Z<p>Enialis: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Sphere.jpg<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption="Given the choice, which path do you take?"<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished, Needs Picture<br />
|editing=Accepting Constructive Edits<br />
|type=Spontaneous Spellcasting, Combat-focused<br />
|desc=The powerful fiends of the lower planes are and have been an inspiration to the spellcasters of all others for centuries, and their unique forms of sorcery and abilities have always been considered with the highest of envy. Few others without the means to draw on these same powers have ever succeeded. Those who have, find themselves able to draw upon the power of demonic 'Spheres', supplementing combat prowess with these energies to become the legends.<br />
}}<br />
<br />
==Sphere Blade==<br />
<br />
Sphere blades are warriors who take the path of the Spell-sword, but to a much different nature than that of arcane or divine origins. With the blessings of fiends, or perhaps having wrested the power from them with force, these unique individuals are able to call on the powers of the Fiendish "Spheres" in order to amplify their natural abilities, and supplement their swords with infernal magic.<br />
<br />
===Making a Sphere Blade===<br />
<br />
Sphere Blades rely on their combat abilities to make their way in the world. Whether they lean more towards good ol' steel and brute force, or towards the magic of their infernal benefactors, is a personal decisions. No matter which path is taken, they are still a force to be reckoned with.<br />
<br />
A Sphere Blade can fill a number of a roles in a party, able to be the "Pinch-hitter" in case any particular power is lacked on his/her party's team, depending on the spheres, weapons, and armor that they specialize in.<br />
<br />
'''Abilities:''' The Spheres that a Blade takes make up a large portion of the class, as well as shape the abilities needed. For the character who takes extremely offensive spheres, more supportive abilities, such as Charisma or Intelligence to boost skills, may be more applicable. For those who take spells as a secondary measure, Strength, and perhaps Dexterity and Constitution, are the more important abilities.<br />
<br />
'''Races:''' Lower Planar races, such as Infernal or Abyssal entities, are the originators of the Sphere Blades, the use of their spheres in battle being of prime use to them. This makes them prime candidates for the class. Other classes, even those of other planes, are still able to take the class, but it is unlikely to find many other Blades who are of the upper planes, as wielding the spheres requires a link to the fiendish magic.<br />
<br />
'''Alignment:''' Any; Lawful Good characters are less likely to adapt fiendish magic into their own abilities, however. Evil characters are more likely, on the other hand.<br />
<br />
'''Starting Gold:''' 2d10&times;10 gp ( 110 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Fighter.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sphere Blade}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | Spherical Focusing, Spheres, Marked<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +2 || +4<br />
| class="left" | Path of the Sword I, Path of the Sphere I<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +2 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1|| +5 || +3 || +5<br />
| class="left" | Greater Spherical Focusing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +3 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +3 || +6<br />
| class="left" | Path of the Sword II, Path of the Sphere II<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +4 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +4 || +7<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +4 || +7<br />
| class="left" | Supreme Spherical Focusing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | Path of the Sword III, Path of the Sphere III<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +5 || +8<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +5 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | Path of the Sword IV, Path of the Sphere IV<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Champion of the Sword, Champion of the Sphere<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Arcana (Int), Knowledge: The Planes (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Sphere Blade Class:<br />
<br />
'''Weapon and Armor Proficiency:''' Sphere Blades are sufficient with Longswords, Shortswords, Daggers, Greatswords, Bastard Swords, and Double-bladed Swords, as well as Light and Medium armor, and Shields.<br />
<br />
'''Spheres:''' At each third level (3rd, 6th, 9th, etc.), a Sphere blade may choose to take one new [[Tome_of_Fiends_%283.5e_Sourcebook%29/Spheres_and_Feats#Fiendish_Spheres|Sphere]], or build upon their access to one that he/she already has access to. By default, all spheres that are newly gained by the Sphere Blade are granted with 'Basic' access, until raised by another opportunity, or by other means, such as equipment or in-game situations. The rate of progression is Basic, to Greater, to Expert.<br />
<br />
'''Spherical Focusing:''' A Sphere Blade handling his chosen sphere's magic is able to play favorites: After designating a sphere to be 'Focused', he is able to cast from that sphere as if he were effectively two levels higher than he truly is, affording him one spell from that sphere that he normally could not use. After the Sphere is designated, it cannot be changed.<br />
<br />
::''''Greater'''' and ''''Supreme'''' Spherical Focusing, gained at the sixth and eleventh levels, respectively, affords the Sphere Blade a second and third focused Sphere of his/her choice, but at a detriment: For each focused Sphere above one, all non-focused spheres are cast from as if the caster's character level were one lower than it actually is. This means that with two Spheres focused, a level 13 character could only cast spells available to a level 12 character out of unfocused spheres. Similarly, with three focused spheres, the same level 13 character could only cast spells available to a level 11 character from unfocused spheres. At the player's discretion, he may opt for a single bonus feat in place of each extension of Spherical Focusing.<br />
<br />
'''Marked:''' A Sphere Blade is given the [Fiend] sub-type for as long as he is able to advance the class, or has access to it's abilities. Likewise, Detect Evil spells will be able to detect the Sphere Blade, regardless of his alignment, due to the fiendish powers of his class, which can work to the Sphere Blade's detriment, considering allies. On the other hand, they are capable of taking feats from [[Tome_of_Fiends_(3.5e_Sourcebook)|The Tome of Fiends]], representing the ways the power of the fiends augments or deforms their bodies.<br />
<br />
'''Path of the Sword/Path of the Sphere:''' Beginning at the fourth level, the Sphere Blade begins to become more aware of the road he wishes to chooses, that of might and melee, or of fiendish magic. Much like how a Sphere Blade may build upon previous access to spheres, they may also build upon the path that they've designated for themselves. It is worth noting that a Sphere Blade can choose to traverse both paths, individually, but must start and progress from the first, no matter which interval it is picked on (Path of the Sword I and II at 4th and 8th levels, and then Path of the Sphere I at the 12th level, for example). Each time the Sphere Blade advances on a path they gain a fiendish trait. When a Sphere Blade advances a third time their appearance becomes so horrid that NPCs will react one step closer to hostile then they would otherwise on the [[SRD:Diplomacy#Influencing_NPC_Attitudes|NPC attitude]] table.<br />
<br />
::'''The Path of the sword''' imbues those who traverse it with certain abilities that make them more powerful in direct combat with melee weaponry, placing Spheres in a secondary importance, and hindering the effectiveness of enemies engaging them with spells of their own.<br />
::::At the first level, the Path of the sword grants [[SRD:Weapon Focus|Weapon Focus]] of choice, [[SRD:Improved Critical|Improved Critical]], and +1 to the Sphere Blade's Base attack bonus, free. The Sphere Blade's skin becomes gaunt, black, and leathery. They take -2 on all Charisma based checks (except on Intimidate and demons and devils). This penalty is cumulative.<br />
::::At the second level, the Path of the sword grants [[SRD:Weapon Specialization|Weapon Specialization]], and [[SRD:Combat Reflexes|Combat Reflexes]]. The ears of the Sphere Blade become long and pointed, as do their teeth. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
::::At the third level, the Path of the sword grants the [[SRD:Spring Attack|Spring Attack]] feat, and [[SRD:Awesome Blow|Awesome Blow]], regardless of whether the character is large size or not. A Sphere Blade can use Awesome Blow against creatures of the same size. The Sphere Blades' fingers extend to twice their length and end in points. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
::::At the fourth level, the Path of the sword grants [[SRD:Great Cleave|Great Cleave]], +1 to the critical multiplier of any weapon equipped, and +1 to the threat range of the Sphere Blade's weapon, stacking with other effects, such as [[SRD:Improved Critical|Improved Critical]]. The skin of the Sphere Blade begins to ooze a red slime. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
<br />
::'''The Path of the Sphere''' imbues those who traverse it with certain abilities that make them more powerful in using the fiendish energies of the Spheres, making them more able in using spell-like abilities or interacting with magical devices than actual melee combat.<br />
::::At the first level, the Path of the Sphere grants [[SRD:Enlarge Spell|Enlarge Spell-like ability]] to all Focused Sphere-granted spell-like abilities, as well as +2 to ranged touch attacks. The Sphere Blade's skin turns to a brownish-green. They take a cumulative -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
::::At the second level, the Path of the Sphere grants [[SRD:Reach Spell|Reach Spell-like ability]] to all Focused Sphere-granted spell-like abilities and [[SRD:Spell Penetration|Spell Penetration]] is applied to all spell-like abilities. The ears of the Sphere Blade become elongated and bat-like. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
::::At the third level, the Path of the Sphere grants [[SRD:Quicken_Spell-Like_Ability|Quicken Spell-like ability]] to all Sphere-granted spell-like abilities up to three times a day, at the Sphere Blade's discretion and a +2 bonus on concentration checks. The Sphere Blade grows claws and their teeth become pointed. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
::::At the fourth level, the Path of the Sphere grants [[SRD:Maximize Spell|Maximize Spell-like ability]] to all Sphere-granted spell-like abilities up to three times a day and [[SRD:Empower_Spell-Like_Ability|Empower Spell-like ability]] to all Sphere-granted spell-like abilities up to three times a day. These effects can not be used simultaneously. The Sphere Blade also grows a long tail that has no in-game effect other than an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
<br />
'''Champion of the Sword:''' This is only gained if all four levels of "Path of the Sword" are taken at the appropriate levels. Upon gaining this level of experience as a Sphere Blade that is devoted to the Sword, any weapon they wield is treated as a single size category larger than normal. They also gain the ability to wear Heavy Armor, if they do not already have it. In addition, they also gain [[SRD:Greater Weapon Focus|Greater Weapon Focus]] and [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] with a weapon of choice. The Sphere Blade gains a final trait of the fiends their power comes from, a curved horn that sprouts from the back of their heads. They take an additional -4 on all Charisma based checks (except on Intimidate and demons and devils). Since they look so much like a demon, NPCs will react two steps towards hostile on the [[SRD:Diplomacy#Influencing_NPC_Attitudes|NPC attitude]] table.<br />
<br />
'''Champion of the Sphere:''' This is only gained if all four levels of "Path of the Sphere" are taken at the appropriate levels. Upon gaining this level of experience as a Sphere Blade, devoted to the Sphere, the character gains the ability to apply all of the metamagic feats granted by this class thus far to every spell-like ability they have, from any sphere, as well as increase the limits of III and IV feats to five times a day. They also remove the penalties to sphere level caused by "Spherical Focus". As the final fiendish mark, short, ineffective barbs sprout from the Sphere Blade's legs, arms, and tail, while their hair is replaced by a mass of longer barbs. They take an additional -4 on all Charisma based checks (except on Intimidate and demons and devils). Since they look so much like a devil, NPCs will react two steps towards hostile on the [[SRD:Diplomacy#Influencing_NPC_Attitudes|NPC attitude]] table.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Sphere Blade====<br />
<br />
Sphere Blades, as far as their place in communities and courts go, are a rarity. More often, they are shunned because they delve into the powers of the fiends, or, on the opposite extreme, sought after far too enthusiastically because of those same abilities. They maintain a low profile, but are not afraid to call attention to themselves for important matters.<br />
<br />
'''Religion:''' Sphere Blades may or may not be inclined to worship any particular god, but it's possible that their link to the fiends could be traced back through a pact with some Infernal gods, as well. It truly depends on alignment and background.<br />
<br />
'''Other Classes:''' Other classes view Sphere Blades with a mixture of envy and distrust, from afar. This stems from the potential within them. Depending on the choices that a Sphere blade makes, they can match the strongest of warriors, or counter spells with wise sages, or even straddle the middle-road between them. This feeling is natural, but it can also be dissolved, as Sphere Blades are like every other person: Unique, and their powers are only as good as the way in which they are used.<br />
<br />
'''Combat:''' Sphere Blades are the "Go-to guys" for the extra slot in a party. They can generally, at low level, fill a small spellcasting slot, but more effectively with spell-like abilities, or go head-on and deal damage to enemies in melee combat. At higher levels, specialized Sphere Blades expand on these abilities, becoming more and more powerful depending on the choices made, though can also continue being the "Fill-in-the-blank" role of party member, at the cost of power.<br />
<br />
'''Advancement:''' Sphere Blades find it hard to advance in many professions and other classes, but tend to drift towards other classes alike to their specializations in Sphere Blade abilities.<br />
<br />
====Sphere Blades in the World====<br />
<br />
{{quote|They say he's a Sphere Blade or something. He uses the cursed power of fiends. Best keep your distance: Anyone making deals with devils isn't someone to linger around|orig=Gestalt, Bartender}}<br />
<br />
'''Daily Life:''' Sphere Blades usually disguise themselves as either Fighters or extremely talented Wizards, simply to get away from the idea of being hounded for their abilities. Thus, they can usually be found performing any of the same functions as Fighters and Wizards, from mercenaries to teachers. Some societies accept Sphere Blades, as well, lending them some extra opportunity.<br />
<br />
====Sphere Blade Lore====<br />
<br />
Characters with ranks in Knowledge:The Planes, or Knowledge: Arcana can research Sphere Blades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge:The Planes, Knowledge: Arcana<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Sphere Blades are warriors who draw upon the powers of fiends, often through pacts or rituals, sometimes even worship. They are generally associated with taboo arts, but not necessarily evil.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Sphere Blades utilize the powers of fiends in a unique way: Emulating the abilities of fiends as if they were their own. This makes their use of magics very sought after.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Sphere Blades once were praised as heroes and artisans, as the unique powers they were able to possess made them capable of great things. Many were nobles up until a particular calamity.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The calamity that caused Sphere Blades to become a marked people nowadays stems from one particular Sphere Blade, who made a pact with a greater fiend from the Infernal Plane in order to obtain his power. Supposedly, he killed all residents of three villages in order to incite such a pact.<br />
|}<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Sphere_Blade_(3.5e_Class)&diff=537031Sphere Blade (3.5e Class)2011-10-02T02:46:44Z<p>Enialis: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Sphere.jpg<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption="Given the choice, which path do you take?"<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished, Needs Picture<br />
|editing=Accepting Constructive Edits<br />
|type=Spontaneous Spellcasting, Combat-focused<br />
|desc=The powerful fiends of the lower planes are and have been an inspiration to the spellcasters of all others for centuries, and their unique forms of sorcery and abilities have always been considered with the highest of envy. Few others without the means to draw on these same powers have ever succeeded. Those who have, find themselves able to draw upon the power of demonic 'Spheres', supplementing combat prowess with these energies to become the legends.<br />
}}<br />
<br />
==Sphere Blade==<br />
<br />
Sphere blades are warriors who take the path of the Spell-sword, but to a much different nature than that of arcane or divine origins. With the blessings of fiends, or perhaps having wrested the power from them with force, these unique individuals are able to call on the powers of the Fiendish "Spheres" in order to amplify their natural abilities, and supplement their swords with infernal magic.<br />
<br />
===Making a Sphere Blade===<br />
<br />
Sphere Blades rely on their combat abilities to make their way in the world. Whether they lean more towards good ol' steel and brute force, or towards the magic of their infernal benefactors, is a personal decisions. No matter which path is taken, they are still a force to be reckoned with.<br />
<br />
A Sphere Blade can fill a number of a roles in a party, able to be the "Pinch-hitter" in case any particular power is lacked on his/her party's team, depending on the spheres, weapons, and armor that they specialize in.<br />
<br />
'''Abilities:''' The Spheres that a Blade takes make up a large portion of the class, as well as shape the abilities needed. For the character who takes extremely offensive spheres, more supportive abilities, such as Charisma or Intelligence to boost skills, may be more applicable. For those who take spells as a secondary measure, Strength, and perhaps Dexterity and Constitution, are the more important abilities.<br />
<br />
'''Races:''' Lower Planar races, such as Infernal or Abyssal entities, are the originators of the Sphere Blades, the use of their spheres in battle being of prime use to them. This makes them prime candidates for the class. Other classes, even those of other planes, are still able to take the class, but it is unlikely to find many other Blades who are of the upper planes, as wielding the spheres requires a link to the fiendish magic.<br />
<br />
'''Alignment:''' Any; Lawful Good characters are less likely to adapt fiendish magic into their own abilities, however. Evil characters are more likely, on the other hand.<br />
<br />
'''Starting Gold:''' 2d10&times;10 gp ( 110 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Fighter.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sphere Blade}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | Spherical Focusing, Spheres, Marked<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +2 || +4<br />
| class="left" | Path of the Sword I, Path of the Sphere I<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +2 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1|| +5 || +3 || +5<br />
| class="left" | Greater Spherical Focusing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +3 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +3 || +6<br />
| class="left" | Path of the Sword II, Path of the Sphere II<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +4 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +4 || +7<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +4 || +7<br />
| class="left" | Supreme Spherical Focusing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | Path of the Sword III, Path of the Sphere III<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +5 || +8<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +5 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | Path of the Sword IV, Path of the Sphere IV<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Champion of the Sword, Champion of the Sphere<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge: Arcana (Int), Knowledge: The Planes (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), Use Rope (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Sphere Blade Class:<br />
<br />
'''Weapon and Armor Proficiency:''' Sphere Blades are sufficient with Longswords, Shortswords, Daggers, Greatswords, Bastard Swords, and Double-bladed Swords, as well as Light and Medium armor, and Shields.<br />
<br />
'''Spheres:''' At each third level (3rd, 6th, 9th, etc.), a Sphere blade may choose to take one new [[Tome_of_Fiends_%283.5e_Sourcebook%29/Spheres_and_Feats#Fiendish_Spheres|Sphere]], or build upon their access to one that he/she already has access to. By default, all spheres that are newly gained by the Sphere Blade are granted with 'Basic' access, until raised by another opportunity, or by other means, such as equipment or in-game situations. The rate of progression is Basic, to Greater, to Expert.<br />
<br />
'''Spherical Focusing:''' A Sphere Blade handling his chosen sphere's magic is able to play favorites: After designating a sphere to be 'Focused', he is able to cast from that sphere as if he were effectively two levels higher than he truly is, affording him one spell from that sphere that he normally could not use. After the Sphere is designated, it cannot be changed.<br />
<br />
::''''Greater'''' and ''''Supreme'''' Spherical Focusing, gained at the sixth and eleventh levels, respectively, affords the Sphere Blade a second and third focused Sphere of his/her choice, but at a detriment: For each focused Sphere above one, all non-focused spheres are cast from as if the caster's character level were one lower than it actually is. This means that with two Spheres focused, a level 13 character could only cast spells available to a level 12 character out of unfocused spheres. Similarly, with three focused spheres, the same level 13 character could only cast spells available to a level 11 character from unfocused spheres. At the player's discretion, he may opt for a single bonus feat in place of each extension of Spherical Focusing.<br />
<br />
'''Marked:''' A Sphere Blade is given the [Fiend] sub-type for as long as he is able to advance the class, or has access to it's abilities. Likewise, Detect Evil spells will be able to detect the Sphere Blade, regardless of his alignment, due to the fiendish powers of his class, which can work to the Sphere Blade's detriment, considering allies. On the other hand, they are capable of taking feats from [[Tome_of_Fiends_(3.5e_Sourcebook)|The Tome of Fiends]], representing the ways the power of the fiends augments or deforms their bodies.<br />
<br />
'''Path of the Sword/Path of the Sphere:''' Beginning at the fourth level, the Sphere Blade begins to become more aware of the road he wishes to chooses, that of might and melee, or of fiendish magic. Much like how a Sphere Blade may build upon previous access to spheres, they may also build upon the path that they've designated for themselves. It is worth noting that a Sphere Blade can choose to traverse both paths, individually, but must start and progress from the first, no matter which interval it is picked on (Path of the Sword I and II at 4th and 8th levels, and then Path of the Sphere I at the 12th level, for example). Each time the Sphere Blade advances on a path they gain a fiendish trait. When a Sphere Blade advances a third time their appearance becomes so horrid that NPCs will react one step closer to hostile then they would otherwise on the [[SRD:Diplomacy#Influencing_NPC_Attitudes|NPC attitude]] table.<br />
<br />
::'''The Path of the sword''' imbues those who traverse it with certain abilities that make them more powerful in direct combat with melee weaponry, placing Spheres in a secondary importance, and hindering the effectiveness of enemies engaging them with spells of their own.<br />
::::At the first level, the Path of the sword grants [[SRD:Weapon Focus|Weapon Focus]] of choice, [[SRD:Improved Critical|Improved Critical]], and +1 to the Sphere Blade's Base attack bonus, free. The Sphere Blade's skin becomes gaunt, black, and leathery. They take -2 on all Charisma based checks (except on Intimidate and demons and devils). This penalty is cumulative.<br />
::::At the second level, the Path of the sword grants [[SRD:Weapon Specialization|Weapon Specialization]], and [[SRD:Combat Reflexes|Combat Reflexes]]. The ears of the Sphere Blade become long and pointed, as do their teeth. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
::::At the third level, the Path of the sword grants the [[SRD:Spring Attack|Spring Attack]] feat, and [[SRD:Awesome Blow|Awesome Blow]], regardless of whether the character is large size or not. A Sphere Blade can use Awesome Blow against creatures of the same size. The Sphere Blades' fingers extend to twice their length and end in points. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
::::At the fourth level, the Path of the sword grants [[SRD:Great Cleave|Great Cleave]], +1 to the critical multiplier of any weapon equipped, and +1 to the threat range of the Sphere Blade's weapon, stacking with other effects, such as [[SRD:Improved Critical|Improved Critical]]. The skin of the Sphere Blade begins to ooze a red slime. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
<br />
::'''The Path of the Sphere''' imbues those who traverse it with certain abilities that make them more powerful in using the fiendish energies of the Spheres, making them more able in using spell-like abilities or interacting with magical devices than actual melee combat.<br />
::::At the first level, the Path of the Sphere grants [[SRD:Enlarge Spell|Enlarge Spell-like ability]] to all Focused Sphere-granted spell-like abilities, as well as +2 to ranged touch attacks. The Sphere Blade's skin turns to a brownish-green. They take a cumulative -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
::::At the second level, the Path of the Sphere grants [[SRD:Reach Spell|Reach Spell-like ability]] to all Focused Sphere-granted spell-like abilities and [[SRD:Spell Penetration|Spell Penetration]] is applied to all spell-like abilities. The ears of the Sphere Blade become elongated and bat-like. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
::::At the third level, the Path of the Sphere grants [[SRD:Quicken_Spell-Like_Ability|Quicken Spell-like ability]] to all Sphere-granted spell-like abilities up to three times a day, at the Sphere Blade's discretion and a +2 bonus on concentration checks. The Sphere Blade grows claws and their teeth become pointed. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
::::At the fourth level, the Path of the Sphere grants [[SRD:Maximize Spell|Maximize Spell-like ability]] to all Sphere-granted spell-like abilities up to three times a day and [[SRD:Empower_Spell-Like_Ability|Empower Spell-like ability]] to all Sphere-granted spell-like abilities up to three times a day. These effects can not be used simultaneously. The Sphere Blade also grows a long tail that has no in-game effect other than an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).<br />
<br />
'''Champion of the Sword:''' This is only gained if all four levels of "Path of the Sword" are taken at the appropriate levels. Upon gaining this level of experience as a Sphere Blade that is devoted to the Sword, any weapon they wield is treated as a single size category larger than normal. They also gain the ability to wear Heavy Armor, if they do not already have it. In addition, they also gain [[SRD:Greater Weapon Focus|Greater Weapon Focus]] and [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] with a weapon of choice. The Sphere Blade gains a final trait of the fiends their power comes from, a curved horn that sprouts from the back of their heads. They take an additional -4 on all Charisma based checks (except on Intimidate and demons and devils). Since they look so much like a demon, NPCs will react two steps towards hostile on the [[SRD:Diplomacy#Influencing_NPC_Attitudes|NPC attitude]] table.<br />
<br />
'''Champion of the Sphere:''' This is only gained if all four levels of "Path of the Sphere" are taken at the appropriate levels. Upon gaining this level of experience as a Sphere Blade, devoted to the Sphere, the character gains the ability to apply all of the metamagic feats granted by this class thus far to every spell-like ability they have, from any sphere, as well as increase the limits of III and IV feats to five times a day. They also remove the penalties to sphere level caused by "Spherical Focus". As the final fiendish mark, short, ineffective barbs sprout from the Sphere Blade's legs, arms, and tail, while their hair is replaced by a mass of longer barbs. They take an additional -4 on all Charisma based checks (except on Intimidate and demons and devils). Since they look so much like a devil, NPCs will react two steps towards hostile on the [[SRD:Diplomacy#Influencing_NPC_Attitudes|NPC attitude]] table.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Sphere Blade====<br />
<br />
Sphere Blades, as far as their place in communities and courts go, are a rarity. More often, they are shunned because they delve into the powers of the fiends, or, on the opposite extreme, sought after far too enthusiastically because of those same abilities. They maintain a low profile, but are not afraid to call attention to themselves for important matters.<br />
<br />
'''Religion:''' Sphere Blades may or may not be inclined to worship any particular god, but it's possible that their link to the fiends could be traced back through a pact with some Infernal gods, as well. It truly depends on alignment and background.<br />
<br />
'''Other Classes:''' Other classes view Sphere Blades with a mixture of envy and distrust, from afar. This stems from the potential within them. Depending on the choices that a Sphere blade makes, they can match the strongest of warriors, or counter spells with wise sages, or even straddle the middle-road between them. This feeling is natural, but it can also be dissolved, as Sphere Blades are like every other person: Unique, and their powers are only as good as the way in which they are used.<br />
<br />
'''Combat:''' Sphere Blades are the "Go-to guys" for the extra slot in a party. They can generally, at low level, fill a small spellcasting slot, but more effectively with spell-like abilities, or go head-on and deal damage to enemies in melee combat. At higher levels, specialized Sphere Blades expand on these abilities, becoming more and more powerful depending on the choices made, though can also continue being the "Fill-in-the-blank" role of party member, at the cost of power.<br />
<br />
'''Advancement:''' Sphere Blades find it hard to advance in many professions and other classes, but tend to drift towards other classes alike to their specializations in Sphere Blade abilities.<br />
<br />
====Sphere Blades in the World====<br />
<br />
{{quote|They say he's a Sphere Blade or something. He uses the cursed power of fiends. Best keep your distance: Anyone making deals with devils isn't someone to linger around|orig=Gestalt, Bartender}}<br />
<br />
'''Daily Life:''' Sphere Blades usually disguise themselves as either Fighters or extremely talented Wizards, simply to get away from the idea of being hounded for their abilities. Thus, they can usually be found performing any of the same functions as Fighters and Wizards, from mercenaries to teachers. Some societies accept Sphere Blades, as well, lending them some extra opportunity.<br />
<br />
====Sphere Blade Lore====<br />
<br />
Characters with ranks in Knowledge:The Planes, or Knowledge: Arcana can research Sphere Blades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge:The Planes, Knowledge: Arcana<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Sphere Blades are warriors who draw upon the powers of fiends, often through pacts or rituals, sometimes even worship. They are generally associated with taboo arts, but not necessarily evil.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Sphere Blades utilize the powers of fiends in a unique way: Emulating the abilities of fiends as if they were their own. This makes their use of magics very sought after.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Sphere Blades once were praised as heroes and artisans, as the unique powers they were able to possess made them capable of great things. Many were nobles up until a particular calamity.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The calamity that caused Sphere Blades to become a marked people nowadays stems from one particular Sphere Blade, who made a pact with a greater fiend from the Infernal Plane in order to obtain his power. Supposedly, he killed all residents of three villages in order to incite such a pact.<br />
|}<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Venom_(3.5e_Sphere)&diff=537003Venom (3.5e Sphere)2011-10-01T18:02:05Z<p>Enialis: </p>
<hr />
<div>====Venom====<br />
'''Special:''' Gain immunity to poison.<br />
<br />
Level - Benefits<br />
* 1 - ''[[SRD:Desecrate|desecrate]]''<br />
* 3 - ''[[SRD:Poison (Spell)|poison]]''<br />
* 5 - ''[[SRD:Bestow Curse|bestow curse]]''<br />
* 7 - ''mind poison'' ([[Spell Compendium|SpC]])<br />
* 9 - ''[[SRD:Cloudkill|cloudkill]]''<br />
* 11 - ''[[SRD:Major Creation|major creation]]'' (poison or venom only) <br />
* 13 - ''[[SRD:Circle of Death|circle of death]]''<br />
* 15 - ''[[SRD:Finger of Death|finger of death]]''<br />
* 17 - ''[[SRD:Shapechange|shapechange]]'' (venomous creatures only)<br />
* 19 - ''[[SRD:Symbol of Death|symbol of death]]''<br />
<br />
<br />
----<br />
{{3.5e Sphere Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Sphere]]<br />
[[Category:Tome of Fiends Sourcebook]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536810Spell Warper (3.5e Class)2011-09-30T05:55:23Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just needs an NPC<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Burning Hands|burning hands]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Hold Portal|hold portal]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Magic Missile|magic missile]] [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Summon Monster I|summon monster I]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Monster II|summon monster II]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Fireball|fireball]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Monster III|summon monster III]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[SRD:Shout|shout]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Summon Monster IV|summon monster IV]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Baleful Polymorph (SRD Spell)|Baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune (SRD Spell)|commune]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[SRD:Mass Cure Light Wounds|mass cure light wounds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[Passwall (SRD Spell)|passwall]], [[SRD:Raise Dead|raise dead]], [[SRD:Summon Monster V|summon monster V]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of Stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[SRD:Heal|heal]], [[Cure Moderate Wounds, Mass (SRD Spell)|mass cure moderate wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[SRD:Summon Monster VI|summon monster VI]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Wether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536797Spell Warper (3.5e Class)2011-09-30T04:55:06Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing an example NPC.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just needs an NPC<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
===0-Level Spells===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Burning Hands|burning hands]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Hold Portal|hold portal]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Magic Missile|magic missile]] [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Summon Monster I|summon monster I]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Monster II|summon monster II]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Fireball|fireball]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Monster III|summon monster III]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Serious Wounds (SRD Spell)|cure serious wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[SRD:Shout|shout]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Summon Monster IV|summon monster IV]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Baleful Polymorph (SRD Spell)|Baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune (SRD Spell)|commune]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[Passwall (SRD Spell)|passwall]], [[SRD:Raise Dead|raise dead]], [[SRD:Summon Monster V|summon monster V]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of Stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[Cure Light Wounds, Mass (SRD Spell)|mass cure light wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[SRD:Summon Monster VI|summon monster VI]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to only one god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Wether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536796Spell Warper (3.5e Class)2011-09-30T04:47:31Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}<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=Just needs an NPC<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
===0-Level===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Burning Hands|burning hands]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Hold Portal|hold portal]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Magic Missile|magic missile]] [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Summon Monster I|summon monster I]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Monster II|summon monster II]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Fireball|fireball]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Monster III|summon monster III]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Serious Wounds (SRD Spell)|cure serious wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[SRD:Shout|shout]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Summon Monster IV|summon monster IV]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Baleful Polymorph (SRD Spell)|Baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune (SRD Spell)|commune]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[Passwall (SRD Spell)|passwall]], [[SRD:Raise Dead|raise dead]], [[SRD:Summon Monster V|summon monster V]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of Stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[Cure Light Wounds, Mass (SRD Spell)|mass cure light wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[SRD:Summon Monster VI|summon monster VI]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to but a single god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Wether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''Will be changed.'''<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536795Spell Warper (3.5e Class)2011-09-30T04:45:55Z<p>Enialis: Epic finished</p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}<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=Just getting started, Under new management<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic. Under construction.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<br />
<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Asha'man chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
===0-Level===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Burning Hands|burning hands]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Hold Portal|hold portal]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Magic Missile|magic missile]] [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Summon Monster I|summon monster I]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Monster II|summon monster II]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Fireball|fireball]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Monster III|summon monster III]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Serious Wounds (SRD Spell)|cure serious wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[SRD:Shout|shout]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Summon Monster IV|summon monster IV]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Baleful Polymorph (SRD Spell)|Baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune (SRD Spell)|commune]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[Passwall (SRD Spell)|passwall]], [[SRD:Raise Dead|raise dead]], [[SRD:Summon Monster V|summon monster V]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of Stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[Cure Light Wounds, Mass (SRD Spell)|mass cure light wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[SRD:Summon Monster VI|summon monster VI]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
== Epic Asha'man ==<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]].<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
'''Spells Known:''' ''[[SRD:Cure Minor Wounds|Cure minor wounds]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Ray of Frost|ray of frost]]''.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rogue|rogue]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to but a single god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Wether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''Will be changed.'''<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be finished.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536794Spell Warper (3.5e Class)2011-09-30T03:52:24Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}<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=Just getting started, Under new management<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic. Under construction.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence<br />
|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Advice welcome on spells, currently heading towards the amount of a bard.'''<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, and they have identified the spell, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. If the the spell or spell-like ability is a line effect, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone effect then the Asha'man chooses a number of squares effected up to twice their wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
===0-Level===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Burning Hands|burning hands]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Hold Portal|hold portal]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Magic Missile|magic missile]] [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Summon Monster I|summon monster I]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Monster II|summon monster II]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Fireball|fireball]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Magic Weapon, Greater|greater magic weapon]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Monster III|summon monster III]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Serious Wounds (SRD Spell)|cure serious wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[SRD:Shout|shout]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Summon Monster IV|summon monster IV]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Animal Growth (SRD Spell)|animal growth]], [[Baleful Polymorph (SRD Spell)|baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune (SRD Spell)|commune]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[Passwall (SRD Spell)|passwall]], [[SRD:Raise Dead|raise dead]], [[SRD:Summon Monster V|summon monster V]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of Stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[Cure Light Wounds, Mass (SRD Spell)|mass cure light wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[SRD:Summon Monster VI|summon monster VI]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
== Epic Asha'man ==<br />
<br />
'''To be finished.'''<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rouge|rouge]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to a god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Wether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''Will be changed.'''<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be created.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536786Spell Warper (3.5e Class)2011-09-30T01:18:31Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}<br />
{{DnD Base Class Infobox<br />
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|status=Just getting started, Under new management<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic. Under construction.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence<br />
|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d6 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d6 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d6 || +5ft<br />
| class="left" | Negate Spells +1, Identify Spells<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d6 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d8 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d10 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 2d6 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 2d6 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d8 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d8 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Advice welcome on spells, currently heading towards the amount of a bard.'''<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, and they have identified the spell, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. If the the spell or spell-like ability is a line effect, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone effect then the Asha'man chooses a number of squares effected up to twice their wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
===0-Level===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Burning Hands|burning hands]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Hold Portal|hold portal]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Magic Missile|magic missile]] [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Summon Monster I|summon monster I]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Monster II|summon monster II]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Fireball|fireball]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Magic Weapon, Greater|greater magic weapon]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Monster III|summon monster III]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Serious Wounds (SRD Spell)|cure serious wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[SRD:Shout|shout]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Summon Monster IV|summon monster IV]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Animal Growth (SRD Spell)|animal growth]], [[Baleful Polymorph (SRD Spell)|baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune (SRD Spell)|commune]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[Passwall (SRD Spell)|passwall]], [[SRD:Raise Dead|raise dead]], [[SRD:Summon Monster V|summon monster V]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of Stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[Cure Light Wounds, Mass (SRD Spell)|mass cure light wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[SRD:Summon Monster VI|summon monster VI]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
== Epic Asha'man ==<br />
<br />
'''To be finished.'''<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rouge|rouge]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to a god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Wether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''Will be changed.'''<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be created.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536785Spell Warper (3.5e Class)2011-09-30T01:09:26Z<p>Enialis: Spell list added</p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}<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=Just getting started, Under new management<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic. Under construction.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence<br />
|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d4 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d4 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d4 || +5ft<br />
| class="left" | Negate Spells +1, Identify Spells<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d4 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d6 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d8 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 1d10 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 1d10 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d6 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Advice welcome on spells, currently heading towards the amount of a bard.'''<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, and they have identified the spell, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. If the the spell or spell-like ability is a line effect, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone effect then the Asha'man chooses a number of squares effected up to twice their wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==Asha'man Spell List==<br />
<br />
===0-Level===<br />
<br />
''[[SRD:Acid Splash|Acid splash]], [[SRD:Create Water|create water]], [[SRD:Cure Minor Wounds|cure minor wounds]], [[SRD:Detect Poison|detect poison]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Flare|Flare]], [[SRD:Ghost Sound|Ghost Sound]], [[SRD:Know Direction|know direction]], [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Purify Food and Drink|purify food and drink]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Resistance|resistance]]''. <br />
<br />
===1st-level Spells===<br />
<br />
''[[SRD:Animate Rope|Animate rope]], [[SRD:Burning Hands|burning hands]], [[SRD:Cure Light Wounds|cure light wounds]], [[SRD:Detect Animals or Plants|detect animals or plants]], [[SRD:Detect Snares and Pits|detect snares and pits]], [[SRD:Detect Undead|detect undead]], [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Entangle|entangle]], [[SRD:Feather Fall|feather fall]], [[SRD:Grease|grease]], [[SRD:Hold Portal|hold portal]], [[SRD:Jump|jump]], [[SRD:Longstrider|longstrider]], [[SRD:Magic Missile|magic missile]] [[SRD:Magic Weapon|magic weapon]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Shield|shield]], [[SRD:Summon Monster I|summon monster I]], [[SRD:Summon Nature's Ally I|summon nature's ally I]]''.<br />
<br />
===2nd-level Spells===<br />
<br />
''[[SRD:Alter Self|Alter self]], [[SRD:Bear's Endurance|bear's endurance]], [[SRD:Blur|blur]], [[SRD:Bull's Strength|bull's strength]], [[SRD:Cat's Grace|cat's grace]], [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Delay Poison|delay poison]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Fog Cloud|fog cloud]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Glitterdust|glitterdust]], [[SRD:Gust of Wind|gust of wind]], [[SRD:Lesser Restoration|lesser restoration]], [[SRD:Acid Arrow|Melf's acid arrow]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Produce Flame|produce flame]], [[SRD:Resist Energy|resist energy]], [[SRD:Scorching Ray|scorching ray]], [[SRD:Soften Earth and Stone|soften earth and stone]], [[SRD:Spider Climb|spider climb]], [[SRD:Summon Monster II|summon monster II]], [[SRD:Summon Nature's Ally II|summon nature's ally II]], [[SRD:Summon Swarm|summon swarm]], [[SRD:Web|web]]''.<br />
<br />
===3rd-level Spells===<br />
<br />
''[[SRD:Clairaudience/Clairvoyance|Clairaudience/Clairvoyance]], [[SRD:Create Food and Water|create food and water]], [[SRD:Cure Moderate Wounds|cure moderate wounds]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], [[SRD:Fireball|fireball]], [[SRD:Fly|fly]], [[SRD:Gaseous Form|gaseous form]], [[SRD:Keen Edge|keen edge]], [[SRD:Magic Weapon, Greater|greater magic weapon]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Meld into Stone|meld into stone]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Plant Growth|plant growth]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Quench|quench]], [[SRD:Remove Disease|remove disease]], [[SRD:Sleet Storm|sleet storm]], [[SRD:Stinking Cloud|stinking cloud]], [[SRD:Stone Shape|stone shape]], [[SRD:Summon Monster III|summon monster III]], [[SRD:Summon Nature's Ally III|summon nature's ally III]], [[SRD:Water Breathing|water breathing]], [[SRD:Wind Wall|wind wall]]''. <br />
<br />
===4th-level Spells===<br />
<br />
''[[Black Tentacles (SRD Spell)|Black tentacles]], [[Command Plants (SRD Spell)|command plants]], [[Control Water (SRD Spell)|control water]], [[Cure Serious Wounds (SRD Spell)|cure serious wounds]], [[Dimension Door (SRD Spell)|dimension door]], [[SRD:Dimensional Anchor|dimensional anchor]], [[Divination (SRD Spell)|divination]], [[Freedom of Movement (SRD Spell)|freedom of movement]], [[Invisibility, Greater (SRD Spell)|greater invisibility]], [[Globe of Invulnerability, Lesser (SRD Spell)|lesser globe of invulnerability]], [[SRD:Polymorph|polymorph]], [[Remove Curse (SRD Spell)|remove curse]], [[Restoration (SRD Spell)|restoration]], [[Sending (SRD Spell)|sending]], [[SRD:Shout|shout]], [[Solid Fog (SRD Spell)|solid fog]], [[Stoneskin (SRD Spell)|stoneskin]], [[SRD:Summon Monster IV|summon monster IV]], [[Summon Nature's Ally IV (SRD Spell)|summon nature's ally IV]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''. <br />
<br />
===5th-level Spells===<br />
<br />
''[[Animal Growth (SRD Spell)|animal growth]], [[Baleful Polymorph (SRD Spell)|baleful polymorph]], [[Break Enchantment (SRD Spell)|break enchantment]], [[Cloudkill (SRD Spell)|cloudkill]], [[Commune (SRD Spell)|commune]], [[Cone of Cold (SRD Spell)|cone of cold]], [[Contact Other Plane (SRD Spell)|contact other plane]], [[Control Winds (SRD Spell)|control winds]], [[Cure Critical Wounds (SRD Spell)|cure critical wounds]], [[Dismissal (SRD Spell)|dismissal]], [[SRD:Flame Strike|flame strike]], [[Insect Plague (SRD Spell)|insect plague]], [[Passwall (SRD Spell)|passwall]], [[SRD:Raise Dead|raise dead]], [[SRD:Summon Monster V|summon monster V]], [[Summon Nature's Ally V (SRD Spell)|summon nature's ally V]], [[SRD:Telekinesis|telekinesis]], [[SRD:Teleport|teleport]], [[SRD:True Seeing|true seeing]], [[Wall of Stone (SRD Spell)|wall of Stone]]''. <br />
<br />
===6th-level Spells===<br />
<br />
''[[Acid Fog (SRD Spell)|Acid fog]], [[Antimagic Field (SRD Spell)|antimagic field]], [[Chain Lightning (SRD Spell)|chain lightning]], [[Disintegrate (SRD Spell)|disintegrate]], [[Find the Path (SRD Spell)|find the path]], [[SRD:Flesh to Stone|flesh to stone]], [[Globe of Invulnerability (SRD Spell)|globe of invulnerability]], [[Dispel Magic, Greater (SRD Spell)|greater dispel magic]], [[Cure Light Wounds, Mass (SRD Spell)|mass cure light wounds]], [[Mislead (SRD Spell)|mislead]], [[Move Earth (SRD Spell)|move earth]], [[Shadow Walk (SRD Spell)|shadow walk]], [[Stone to Flesh (SRD Spell)|stone to flesh]], [[SRD:Summon Monster VI|summon monster VI]], [[Summon Nature's Ally VI (SRD Spell)|summon nature's ally VI]], [[Transformation (SRD Spell)|transformation]], [[Undeath to Death (SRD Spell)|undeath to death]], [[SRD:Wall of Iron|wall of iron]]''.<br />
<br />
<br />
== Ex-Asha'man ==<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
== Epic Asha'man ==<br />
<br />
'''To be finished.'''<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
== Human Asha'man Starting Package ==<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
== Campaign Information ==<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rouge|rouge]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to a god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Wether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''Will be changed.'''<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be created.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536681Spell Warper (3.5e Class)2011-09-29T04:13:15Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
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|rating_power=<br />
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|status=Just getting started, Under new management<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic. Under construction.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence<br />
|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d4 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d4 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d4 || +5ft<br />
| class="left" | Negate Spells +1, Identify Spells<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d4 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d6 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d8 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 1d10 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 1d10 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d6 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Advice welcome on spells, currently heading towards the amount of a bard.'''<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, and they have identified the spell, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. If the the spell or spell-like ability is a line effect, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone effect then the Asha'man chooses a number of squares effected up to twice their wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==== Ex-Asha'man ====<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
==== Epic Asha'man ====<br />
<br />
'''To be finished.'''<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== Human Asha'man Starting Package ====<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rouge|rouge]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to a god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Wether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''Will be changed.'''<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be created.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536680Spell Warper (3.5e Class)2011-09-29T04:10:10Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}<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=Just getting started, Under new management<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic. Under construction.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
An Asha'man can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.<br />
<br />
'''Abilities:''' [[SRD:Wisdom|Wisdom]] is a key ability for an Asha'man, as their spells and special abilities are based upon it. [[SRD:Dexterity|Dexterity]] is useful to increase their otherwise low AC. [[SRD:Constitution|Constitution]] is needed to make up for the lower hitpoints if time is spent in melee. [[SRD:Strength|Strength]] and [[SRD:Intelligence<br />
|Intelligence]] are useful but not necessary.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any, but with a tendency towards Neutrality.<br />
<br />
'''Starting Gold:''' 3d4x10gp. Money is of little importance to an Asha'man.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex"; as [[SRD:Monk|monk]].<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d4 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d4 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d4 || +5ft<br />
| class="left" | Negate Spells +1, Identify Spells<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d4 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d6 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d8 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 1d10 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 1d10 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d6 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Advice welcome on spells, currently heading towards the amount of a bard.'''<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, and they have identified the spell, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. If the the spell or spell-like ability is a line effect, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone effect then the Asha'man chooses a number of squares effected up to twice their wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==== Ex-Asha'man ====<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to all of their abilities.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
==== Epic Asha'man ====<br />
<br />
'''To be finished.'''<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== Human Asha'man Starting Package ====<br />
<br />
'''Weapons:''' [[SRD:Kukri|Kukri]], 5 [[SRD:Dagger|Daggers]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb|Climb]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Heal|Heal]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump|Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft|Spellcraft]] || 4 || [[SRD:Intelligencen|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot|Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Tumble|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Weapon Finesse|Weapon Finesse]].<br />
<br />
'''Bonus Feats:''' [[SRD:Acrobatic|Acrobatic]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 26 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Religion:''' Asha'man worship no deities. They devote themselves to the Spirit, which allows no room for other worship.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with melee classes, as they benefit each other greatly. They can understand a [[SRD:Cleric|Cleric]]'s devotion, but disagree on what to be devoted to. They dislike arcane casters, as their spells steal from the Spirit. However, they can get along with them if they are not casting when it is not necessary.<br />
<br />
'''Combat:''' Asha'man stay near the front line to protect their fellows from enemy spells, or weave through to take out a pesky caster.<br />
<br />
'''Advancement:''' Asha'man tend to stay within their class, but they will sometimes take levels in [[SRD:Fighter|fighter]] or [[SRD:Rouge|rouge]] to increase their effectiveness in melee. Advancing in spellcasting classes is very rare, with arcane unheard of.<br />
<br />
==== Asha'man in the World ====<br />
<br />
{{quote|Why devote yourself to a god, when you can devote yourself to everything?|orig=Glon Terat, [[SRD:Humans (Race)|Human]] Asha'man}}<br />
<br />
Wether an Asha'man wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.<br />
<br />
'''Daily Life:''' An Asha'man is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.<br />
<br />
'''Notables:''' ''Glon Terat'', male [[SRD:Humans (Race)|human]] Asha'man: Was once a great warrior, he now spends almost all of his time meditating.<br />
<br />
''Andilos Thoniven'', male [[SRD:Elves, High (Race)|elf]] Asha'man: Hunts all sorcerers because of their lack of restraint with their magic.<br />
<br />
'''Organizations:''' An Asha'man tends to avoid gatherings, but they see others as brothers or sisters. Their are some monasteries of Asha'man, but they are few and far between.<br />
<br />
'''NPC Reactions:''' NPCs tend to be unable to tell a [[SRD:Monk|monk]] and an Asha'man apart on sight, but if seen in combat most mistake them for a strange [[SRD:Cleric|cleric]]. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Asha'man might be.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Religion) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''Will be changed.'''<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate and manipulate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be created.'''<br />
<br />
An Asha'man can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small towns healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.<br />
<br />
'''Adaptation:''' An Asha'man could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536665Spell Warper (3.5e Class)2011-09-29T01:50:32Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}<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=Just getting started, Under new management<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic. Under construction.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
'''To be changed.'''<br />
<br />
'''Abilities:''' Strength and Wisdom are the key abilities of an Asha'Man, Wisdom allowing them to better focus the powers that surround them and strength allowing to better wield them. Following these two are dexterity and constitution, both of which play parts in martial combat, which the Asha'man does a fair bit of. After these abilites the rest are generally equal, and uneeded.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' As Wizard.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex, as wizard<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d4 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d4 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d4 || +5ft<br />
| class="left" | Negate Spells +1, Identify Spells<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d4 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d6 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d8 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 1d10 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 1d10 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d6 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Advice welcome on spells, currently heading towards the amount of a bard.'''<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, and they have identified the spell, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. If the the spell or spell-like ability is a line effect, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone effect then the Asha'man chooses a number of squares effected up to twice their wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==== Ex-Asha'man ====<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
==== Epic Asha'man ====<br />
<br />
'''To be finished.'''<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> Asha'man Starting Package ====<br />
<br />
'''To be made.'''<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Likely to be changed.'''<br />
<br />
'''Religion:''' Asha'man worship any deity they please, as Gods have no effect on their powers.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with very few people, as the use of his powers will eventually drive him insane.<br />
<br />
'''Combat:''' Asha'man use a combination of sword craft and Channeling the One power to defeat his foes.<br />
<br />
'''Advancement:''' Some Asha'man choose to follow a more martial path and become fighters or duelists. Others choose to study different types of magic and become Wizards or other magic users.<br />
<br />
==== Asha'man in the World ====<br />
<br />
'''Likely to be changed.'''<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' The Asha'man spends most of his days honing his skills at the Black Tower. Occasionally he will be called to fight for their master, The Dragon Reborn.<br />
<br />
'''Notables:''' Mazrim Taim - Asha'man 30<br />
<br />
::Logain Ablar - Asha'man 20, Fighter 10<br />
<br />
'''Organizations:''' Asha'man gather and train on a small farm in the country of Andor. Everything an Asha'man learns comes from the military like academy where all Asha'man train, the Black Tower. Other than this single gathering point Asha'man are very introverted people, avoiding contact with most other self aware beings for almost their entire lives. They act from the background. However they do gather on mass when their master calls them, which may happen once every five hundred years on average.<br />
<br />
'''NPC Reactions:''' NPCs are typically afraid, or hostile to the Asha'man because they believe them to be the manifestations of evil. The true power of darkness and the void. This is an unfortunate side effect to using such powers, even through pure means.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Arcana) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''Will be changed.'''<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be created.'''<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536664Spell Warper (3.5e Class)2011-09-29T01:48:22Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}<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=Just getting started, Under new management<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man uses their connection with the Spirit to gain martial and magical powers. Perhaps the most powerful ability they attain is partial control of an enemies magic. Under construction.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has seen the beauty and power of the multiverse, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit an Asha'man gains martial and magical powers, including the power over others magic.<br />
<br />
=== Making an Asha'man ===<br />
<br />
'''To be changed.'''<br />
<br />
'''Abilities:''' Strength and Wisdom are the key abilities of an Asha'Man, Wisdom allowing them to better focus the powers that surround them and strength allowing to better wield them. Following these two are dexterity and constitution, both of which play parts in martial combat, which the Asha'man does a fair bit of. After these abilites the rest are generally equal, and uneeded.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' As Wizard.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex, as wizard<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d4 || +0ft<br />
| class="left" | Unarmed Strike, Detect Magic<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d4 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d4 || +5ft<br />
| class="left" | Negate Spells +1, Identify Spells<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d4 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | Negate Spells +2<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d6 || +10ft<br />
| class="left" | Manipulate Magic<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | Negate Spells +3<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d8 || +20ft<br />
| class="left" | Negate Spells +4<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 1d10 || +25ft<br />
| class="left" | Spirit Communion, Negate Spells +5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 1d10 || +25ft<br />
| class="left" | Shape Magic<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | Negate Spells +6<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d6 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[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:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''AC Bonus (Su):''' An Asha'man has studied the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.<br />
<br />
'''Spells:''' An Asha'man casts spells that aren't truly arcane or divine, which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Advice welcome on spells, currently heading towards the amount of a bard.'''<br />
<br />
'''Detect Magic(Ex):''' Whenever a magic aura is within 30ft + 5ft per 2 levels of an Asha'man they are instantly aware of it, do to the changes in the Spirit around them. This functions similarly to [[SRD:Detect Magic|''detect magic'']], but it is a spread from the Asha'man with the range stated above. The Asha'man is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided they are more than 5ft apart.<br />
<br />
'''Negate Spells(Su):''' A 3rd level Asha'man can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against DC:(5 + Asha'man level + Asha'man Wisdom bonus). The caster level DC can be increased by 5 for every additional use per day expended, to a max of half the Asha'man level expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Asha'man must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus + 1. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Manipulate Magic(Su):''' By changing the way the multiverse reacts in a certain area, an 8th level Asha'man can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Asha'man's Negate Spells ability the Asha'man can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell to use this ability. If the level of the spell would not increase, then the Asha'man expends a level 0 spell slot.<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the Spirit that they can communicate with any of the creatures that make it up with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Shape Magic(Su):''' A 16th level Asha'man gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of an Asha'man's Negate Magic ability, and they have identified the spell, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. If the the spell or spell-like ability is a line effect, the Asha'man can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone effect then the Asha'man chooses a number of squares effected up to twice their wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Asha'man's own spells for only one use of Negate Spells.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Asha'man level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 10% miss chance (5% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as an Asha'man is partially incorporeal due to their connection with the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==== Ex-Asha'man ====<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the Spirit makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the Spirit and no one else. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the Spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the rest of the multiverse, and they can not abide doing so themselves. <br />
<br />
==== Epic Asha'man ====<br />
<br />
'''To be finished.'''<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! AC Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Negate Spells +7 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Negate Spells +8 || +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Negate Spells +9 || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | || +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat, Negate Spells +10 || +6<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Negate Spells:''' The epic Asha'man continues to be able to use this ability an additional time per day once every three levels.<br />
<br />
'''AC Bonus:''' The epic Asha'man continues to be more proficient with deflecting blows with the Spirit's power.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Asha'man gains a bonus feat (selected from the list of epic Asha'man bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Asha'man Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> Asha'man Starting Package ====<br />
<br />
'''To be made.'''<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Likely to be changed.'''<br />
<br />
'''Religion:''' Asha'man worship any deity they please, as Gods have no effect on their powers.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with very few people, as the use of his powers will eventually drive him insane.<br />
<br />
'''Combat:''' Asha'man use a combination of sword craft and Channeling the One power to defeat his foes.<br />
<br />
'''Advancement:''' Some Asha'man choose to follow a more martial path and become fighters or duelists. Others choose to study different types of magic and become Wizards or other magic users.<br />
<br />
==== Asha'man in the World ====<br />
<br />
'''Likely to be changed.'''<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' The Asha'man spends most of his days honing his skills at the Black Tower. Occasionally he will be called to fight for their master, The Dragon Reborn.<br />
<br />
'''Notables:''' Mazrim Taim - Asha'man 30<br />
<br />
::Logain Ablar - Asha'man 20, Fighter 10<br />
<br />
'''Organizations:''' Asha'man gather and train on a small farm in the country of Andor. Everything an Asha'man learns comes from the military like academy where all Asha'man train, the Black Tower. Other than this single gathering point Asha'man are very introverted people, avoiding contact with most other self aware beings for almost their entire lives. They act from the background. However they do gather on mass when their master calls them, which may happen once every five hundred years on average.<br />
<br />
'''NPC Reactions:''' NPCs are typically afraid, or hostile to the Asha'man because they believe them to be the manifestations of evil. The true power of darkness and the void. This is an unfortunate side effect to using such powers, even through pure means.<br />
<br />
==== Asha'man Lore ====<br />
<br />
Characters with ranks in Knowledge (Arcana) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''Will be changed.'''<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate the powers of spellcasters.<br />
|}<br />
<br />
==== Asha'man in the Game ====<br />
<br />
'''To be created.'''<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]</div>Enialishttps://www.dandwiki.com/w/index.php?title=Talk:Spell_Warper_(3.5e_Class)&diff=536655Talk:Spell Warper (3.5e Class)2011-09-28T22:56:59Z<p>Enialis: </p>
<hr />
<div>==Marked as abandoned==<br />
This class is marked as abandoned for the following reasons:<br />
<br />
The class is unplayable, eventhough there is a BaB and some fluff the class cannot be used in play. Even the very basics are not discribed.<br />
The class has no signs on improvement, next to that it is unclear what the original author intended to do with it.<br />
The reason I did not mark it for deletion is because the user Vrail has made changes to this class but has not done so for many months. If Vrail is planning on finishing this stub please remove the abandoment template, if not please place the deletion template or tell me your intentions.--[[User:Crashpilot|Crashpilot]] 10:50, 3 March 2011 (MST)<br />
<br />
==Request to finish==<br />
<br />
Would it be okay if I took over the creation of this class? My idea of what the Asha'man would become is similar to a Monk, but replacing most of the special abilities with some spellcasting. <[[User:Enialis|Enialis]] 11:04, 25 September 2011 (MDT)<br />
<br />
:It's got an Abandoned tag on it and it hasn't been updated for over a year; I say go for it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 11:29, 25 September 2011 (MDT)<br />
<br />
::Work has started. <[[User:Enialis|Enialis]] 13:46, 25 September 2011 (MDT)<br />
<br />
==A New Name==<br />
<br />
As it turns out, the name for this class comes from a fantasy series, ''The Wheel of Time''. As such, the name of the class should change, because the class was probably originally based off of the Asha'man in the series and this class is not very similar to the series. '''Please give name ideas.''' <[[User:Enialis|Enialis]] 16:56, 28 September 2011 (MDT)</div>Enialishttps://www.dandwiki.com/w/index.php?title=Spell_Warper_(3.5e_Class)&diff=536594Spell Warper (3.5e Class)2011-09-28T06:11:21Z<p>Enialis: </p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC), unplayable at this point.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
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|status=Just getting started, Under new management<br />
|editing= Please discuss, Advice is welcome<br />
|type=Combat-Focused, Moderate Spellcasting <br />
|desc=The Asha'man combines martial capabilities with the great, unknown powers of the multiverse. They tap into the very spirit of the multiverse itself and draw power from it to cast their spells. Under construction.<br />
}}<br />
<br />
== Asha'man ==<br />
<br />
An Asha'man is a being that has learned to channel the power of the multiverse through strict physical and mental training. By attuning to the spirit of all things an Asha'man gains mystical spells and abilities.<br />
<br />
=== Making an Asha'man ===<br />
<br />
'''To be changed.'''<br />
<br />
'''Abilities:''' Strength and Wisdom are the key abilities of an Asha'Man, Wisdom allowing them to better focus the powers that surround them and strength allowing to better wield them. Following these two are dexterity and constitution, both of which play parts in martial combat, which the Asha'man does a fair bit of. After these abilites the rest are generally equal, and uneeded.<br />
<br />
'''Races:''' Most Asha'man are human, though any race can become one.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' As Wizard.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex, as wizard<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Asha'man}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[SRD:Saving Throw#Fortitude|Fort]]<br />
! rowspan="2" | [[SRD:Saving Throw#Reflex|Ref]]<br />
! rowspan="2" | [[SRD:Saving Throw#Will|Will]]<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | Unarmored Speed Bonus<br />
! rowspan="2" | Special<br />
! colspan="10" | Spells per Day<br />
|-<br />
! 0th || 1st || 2nd || 3rd || 4th || 5th || 6th<br />
|- {{#vardefine:odd|0}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2 || +0 || 1d4 || +0ft<br />
| class="left" | Unarmed Strike, Negate Spells<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3 || +0 || 1d4 || +0ft<br />
| class="left" | <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3 || +0 || 1d4 || +5ft<br />
| class="left" | <br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4 || +0 || 1d4 || +5ft<br />
| class="left" | <br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 || +1 || 1d6 || +5ft<br />
| class="left" | Sudden Change<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | <br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5 || +1 || 1d6 || +10ft<br />
| class="left" | <br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d6 || +10ft<br />
| class="left" | <br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6 || +1 || 1d8 || +15ft<br />
| class="left" | <br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | Resist Change<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7 || +2 || 1d8 || +15ft<br />
| class="left" | <br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d8 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9 || +2 || 1d10 || +20ft<br />
| class="left" | <br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9 || +3 || 1d10 || +25ft<br />
| class="left" | Spirit Communion<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 1d10 || +25ft<br />
| class="left" | <br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10 || +3 || 2d6 || +25ft<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11 || +3 || 2d6 || +30ft<br />
| class="left" | <br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12 || +4 || 2d6 || +30ft<br />
| class="left" | Extension of the Spirit<br />
|4||4||4||4||4||4||4<br />
|-<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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Asha'man.<br />
<br />
'''Weapon and Armor Proficiency:''' The weapons an Asha'man are proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.<br />
<br />
'''Armor Bonus (Su):''' An Asha'man has studied the workings of the multiverse, allowing them to modify it and make blows miss, where they otherwise would strike true. An Asha'man gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.<br />
<br />
These bonuses are lost when the Asha'man is unconscious, [[SRD:Confusion|''confused'']] (except when allowed to act normally), or wearing armor.<br />
<br />
'''Unarmed Strike:''' At 1st level, an Asha'man starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. An Asha'man’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Asha'man may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for an Asha'man striking unarmed. An Asha'man may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.<br />
<br />
Usually an Asha'man’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
An Asha'man’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
An Asha'man can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger.<br />
<br />
'''Spells:''' An Asha'man casts divine spells which are drawn primarily from the ----- spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, an Asha'man must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Asha'man’s spell is 10 + the spell level + the Asha'man’s Wisdom modifier.<br />
<br />
Like other spellcasters, an Asha'man can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Asha'man. In addition, they receive bonus spells per day if they have a high Wisdom score.<br />
<br />
An Asha'man’s selection of spells is extremely limited. An Asha'man begins play knowing four 0-level spells of your choice. At most new Asha'man levels, they gain one or more new spells, as indicated on Table: Asha'man Spells Known. (Unlike spells per day, the number of spells an Asha'man knows is not affected by their Wisdom score; the numbers on Table: Asha'man Spells Known are fixed.)<br />
<br />
Upon reaching 5th level, and at every third Asha'man level after that (8th, 11th, and so on), an Asha'man can choose to learn a new spell in place of one they already know. In effect, the Asha'man “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Asha'man spell the Asha'man can cast. An Asha'man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. <br />
<br />
Unlike a wizard or a cleric, an Asha'man need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast. Metamagic feats do not increase casting time.<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Asha'man Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the Asha'man has a high enough Wisdom score to have a bonus spell of this level.<br />
|}<br />
<br />
'''Advice welcome on spells, currently heading towards the amount of a bard.'''<br />
<br />
<br />
<br />
'''Negate Spells(Su):''' A 1st level Asha'man can use their connection with the multiverse to cancel magic that is near them. Any time a spell or spell effect is within 30ft + 5ft per 2 levels, an Asha'man they can take a standard action to make the caster roll a caster level check against (5 + Asha'man level + Asha'man Wisdom bonus). If the caster fails the spell effect is dispelled, bonuses against spell resistance do not apply. The Asha'man can also use this ability against instantaneous effects, such as a [[SRD:Fireball|''fireball'']], as an immediate action. This ability can be used a number of times per day equal to the Asha'man's Wisdom bonus. They gain an additional use of this ability every 3rd level (3rd, 6th, 9th, etc.). This ability doesn't affect the properties of magic weapons.<br />
<br />
'''Quick Change(Su):''' An Asha'man of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When an Asha'man makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. An Asha'man does not get this benefit when wearing armor, is unconscious, or [[SRD:Confusion|''confused'']] (except when allowed to act normally).<br />
<br />
'''Resist Change(Su):''' An Asha'man of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Asha'man fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save they would only take a quarter of the damage.<br />
<br />
'''Spirit Communion(Su):''' Once an Asha'man has reached 15th level they have become so attuned to the spirit of the multiverse that they can communicate with any of its inhabitants with but a thought. The Asha'man gains telepathy 100ft + 20ft per Asha'man level. This can even work with creatures with no language, constructs, and plants (plant creatures). This ability can not affect those unwilling to be affected.<br />
<br />
'''Extension of the Spirit:''' When an Asha'man has reached 20th level they are completely attuned to the spirit of the multiverse. They are now treated as an Outsider of every subtype for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at level 19 (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the multiverse's spirit. All attacks against them have a 10% miss chance, as an Asha'man can store parts of themselves inside of the spirit. They can also use [[SRD:Plane Shift|''plane shift'']] twice per day.<br />
<br />
<br />
==== Ex-Asha'man ====<br />
<br />
An Asha'man can be a multiclass character, but they face special restrictions.<br />
<br />
Their connection with the multiverse makes it impossible to gain divine spellcasting, as they can not split their devotion, they must be one with the spirit. For every level gained that grants divine spells from another class the Asha'man drops one level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously.<br />
<br />
By connecting with the multiverse, an Asha'man becomes sensitive to fluctuations in the spirit's flow. If an Asha'man uses an arcane spell they lose one Asha'man level in relation to their spells known, spells able to cast, AC bonus, and speed bonus. They lose all special class abilities other than those mentioned previously. This is because the arcane power that goes through them is stolen from the spirit of the multiverse, and they can not abide this. <br />
<br />
==== Epic Asha'man ====<br />
<br />
'''To be made.'''<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Asha'man}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> Asha'man Starting Package ====<br />
<br />
'''To be made.'''<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Asha'man ====<br />
<br />
'''Likely to be changed.'''<br />
<br />
'''Religion:''' Asha'man worship any deity they please, as Gods have no effect on their powers.<br />
<br />
'''Other Classes:''' An Asha'man typically gets along with very few people, as the use of his powers will eventually drive him insane.<br />
<br />
'''Combat:''' Asha'man use a combination of sword craft and Channeling the One power to defeat his foes.<br />
<br />
'''Advancement:''' Some Asha'man choose to follow a more martial path and become fighters or duelists. Others choose to study different types of magic and become Wizards or other magic users.<br />
<br />
==== Asha'man in the World ====<br />
<br />
'''Likely to be changed.'''<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' The Asha'man spends most of his days honing his skills at the Black Tower. Occasionally he will be called to fight for their master, The Dragon Reborn.<br />
<br />
'''Notables:''' Mazrim Taim - Asha'man 30<br />
<br />
::Logain Ablar - Asha'man 20, Fighter 10<br />
<br />
'''Organizations:''' Asha'man gather and train on a small farm in the country of Andor. Everything an Asha'man learns comes from the military like academy where all Asha'man train, the Black Tower. Other than this single gathering point Asha'man are very introverted people, avoiding contact with most other self aware beings for almost their entire lives. They act from the background. However they do gather on mass when their master calls them, which may happen once every five hundred years on average.<br />
<br />
'''NPC Reactions:''' NPCs are typically afraid, or hostile to the Asha'man because they believe them to be the manifestations of evil. The true power of darkness and the void. This is an unfortunate side effect to using such powers, even through pure means.<br />
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==== Asha'man Lore ====<br />
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Characters with ranks in Knowledge (Arcana) can research Asha'man to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
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'''Will be changed.'''<br />
{| class="{{d20}}"<br />
|+ Knowledge (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are men like monks, but seek a particular connection to the multiverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | An Asha'man's connection to the spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | When an Asha'man walks, their strides cover more distance than is possible, and the air touching them can deflect blows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | An Asha'man can negate the powers of spellcasters.<br />
|}<br />
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==== Asha'man in the Game ====<br />
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'''To be created.'''<br />
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<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
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'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
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'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
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''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 />
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{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
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[[Category:Class]]<br />
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[[Category:Moderate Spellcasting]]</div>Enialis