https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Johnstonboy72&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T19:06:32ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Fire_Mage_(3.5e_Class)&diff=661257Fire Mage (3.5e Class)2014-04-07T05:24:39Z<p>Johnstonboy72: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=top<br />
|imgsize=300px<br />
|imgcaption="If you can't take the heat..."<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=Spelling and grammar only<br />
|type=Spontaneous Spellcasting<br />
|desc=A Fire Mage is a guy who likes fire a lot, and also doesn't completely suck.<br />
}}<br />
<br />
==Fire Mage==<br />
{{quote|Fire is life, but can destroy it too.}}<br />
<br />
A Fire Mage is someone who burns their own soul out to burn the bodies of others. Tactically, they shine against groups of enemies, because fires spread across the battlefield like a plague.<br />
<br />
===Making a Fire Mage===<br />
<br />
'''Alignment:''' Fire is a destructive force, and a lot of Fire Mages are Chaotic. But they don't have to be.<br />
<br />
'''Races:''' Fire Mages appear in all races.<br />
<br />
'''Starting Gold:''' 6d6&times;10 gp (210 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|Rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Fire Mage}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Fire Resistance|Fire Resistance]], [[#Fire Burst|Fire Burst]], [[#Fire Bolts|Fire Bolts]], [[#Impress Flames|Impress Flames]], [[#Fire Magic|Fire Magic]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +2 || +0 || +3<br />
| class="left" | [[#Ignite|Ignite]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Piercing Flames|Piercing Flames]], [[#Hand of Fire|Hand of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Fire Immunity|Fire Immunity]], [[#Smokeless Flame|Smokeless Flame]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Fireballs|Fireballs]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Mindfire|Mindfire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Visions of Flame|Visions of Flame]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Soul of Cinders|Soul of Cinders]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Sculpt Flames|Sculpt Flames]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Conflagration|Conflagration]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Beacon|Beacon]], [[#Firewalk|Firewalk]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Bonds of Fire|Bonds of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Fire Clouds|Fire Clouds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#Searing Light|Searing Light]], [[#Ray of Light|Ray of Light]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Sending|Sending]], [[#Rain of Fire|Rain of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Fire Mage.<br />
<br />
'''Weapon and Armor Proficiency:''' Fire Mages are proficient with all simple weapons, as well as the whip, all martial axes, and all sizes and varieties of scimitar (including falchions). Fire Mages are proficient with light armor but not with shields of any kind, except bucklers.<br />
<br />
'''{{#anc:Fire Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Fire Mage has a Resistance to Fire equal to twice his level.<br />
<br />
'''''{{#anc:Fire Burst}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a standard action, a Fire Mage can emit a burst of flame from his body, striking all creatures and objects within 10' of his position except himself. This burst of flames inflicts 1d6 of fire damage, with an allowed Reflex Save for half (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Fire Bolts}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A fire mage can throw bolts of fire as an attack action. A fire bolt travels out to short range, and inflicts 1d6 of fire damage per level. A fire bolt strikes its target with a ranged touch attack.<br />
<br />
'''{{#anc:Impress Flames}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Every time a Fire Mage inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier, whichever is less.<br />
<br />
'''{{#anc:Fire Magic}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items.<br />
<br />
'''''{{#anc:Ignite}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a standard action, a 2nd level Fire Mage can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course), and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303). This ability can be used out to Medium range, and it always hits.<br />
<br />
'''{{#anc:Piercing Flames}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' From 3rd level on, a Fire Mage's Fire cuts through Fire Resistance, hardness, and Immunity. No more than {{1/2}} of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. In addition, the Fire Mage ignores the first 5 points of Fire Resistance that a target has.<br />
<br />
'''{{#anc:Hand of Fire}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks.<br />
<br />
'''{{#anc:Fire Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 4th level Fire Mage is immune to Fire.<br />
<br />
'''''{{#anc:Smokeless Flame}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range.<br />
<br />
'''''{{#anc:Fireballs}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Mindfire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of ''[[SRD:Rage|rage]]'' or ''[[SRD:Confusion|confusion]]'' for a number of minutes equal to his Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + {{1/2}} Level + Charisma Modifier). This is a Mind influencing Compulsion effect.<br />
<br />
'''''{{#anc:Visions of Flame}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 7th level Fire Mage can ''[[SRD:Contact Other Plane|contact other plane]]'' to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience.<br />
<br />
'''''{{#anc:Soul of Cinders}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' An 8th level Fire Mage has burnt his soul to ash, and is no longer susceptible to Energy Drain or Fear.<br />
<br />
'''''{{#anc:Sculpt Flames}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 9th level Fire Mage can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a ''[[SRD:Wall of Fire|wall of fire]]'' which persists for 1 minute per level.<br />
<br />
'''''{{#anc:Conflagration}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level, but are entitled to a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier). In addition, a Fire Mage can cast ''[[SRD:Fire Shield|fire shield]]'' at will (Hot Shield only).<br />
<br />
'''''{{#anc:Beacon}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' An 11th level Fire Mage can create a magically permanent bonfire as a standard action. He always knows exactly where each Beacon he has created is (Even if he is on another plane) and will know if it is put out by any means.<br />
<br />
'''''{{#anc:Firewalk}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 11th level a Fire Mage can walk into any fire large enough to fit his person and appear in any other fire that is likewise of sufficient size anywhere on any plane of existence. The Fire Mage must know where the target fire is. The Fire Mage can take any number of willing creatures or carried objects that are also able to fit in both flames.<br />
<br />
'''''{{#anc:Bonds of Fire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 12th level Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier), and will ''[[SRD:Entangle|entangle]]'' the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the [[SRD:Use Rope|Use Rope]] Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them.<br />
<br />
'''''{{#anc:Fire Clouds}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a Full Round Action, a 13th level Fire Mage can create huge billowing clouds of Fire. The Fire Clouds must be created within Long range, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers at most 3 10' cubes per Level. Each round, everyone and everything inside the cloud suffers 1d6 of Fire damage per level, but is entitled to a Reflex save for half damage (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Searing Light}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 14th level Fire Mage can call levels of illumination that are painful and destructive as the unmitigated baleful glare of the sun itself. All darkness within 5 miles is dispelled, and everything is illuminated. All undead suffer 10 points of damage per round. All creatures specifically vulnerable to light suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are [[SRD:Dazzled|Dazzled]]. Creatures must pass a Fortitude save (DC 10 + {{1/2}} Level + Charisma Modifier) every minute or become [[SRD:Blinded|blind]] for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fortitude save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until the Fire Mage dismisses it or he is incapacitated.<br />
<br />
'''''{{#anc:Ray of Light}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As an attack action, a 14th level Fire Mage can fire a ray of Light at any target within Short Range. It inflicts 1d6 of Light Damage per level if it hits with a Ranged Touch Attack. Undead take 10 extra damage. Creatures specifically vulnerable to Light suffer an additional 10 damage.<br />
<br />
'''''{{#anc:Sending}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 15th level Fire Mage can send a message, as the ''[[SRD:Sending|sending]]'' spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.<br />
<br />
'''''{{#anc:Rain of Fire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the Fire Mage can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level, and victims are permitted a Reflex save (DC 10 + {{1/2}} level + Charisma Modifier). The Fire Mage chooses which squares are struck with fire, and the only limits to how many squares can burn is how many squares the Fire Mage can see. There are no range limits to this power save line of sight.<br />
<br />
===External Links===<br />
* [http://www.tgdmb.com/viewtopic.php?p=40214 Source]<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:Spontaneous Spellcasting]]</div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Immortal_(3.5e_Template)&diff=620976Immortal (3.5e Template)2013-05-21T16:28:32Z<p>Johnstonboy72: Spelling Corrections.</p>
<hr />
<div><br />
== Immortal ==<br />
<br />
[[3e Summary::Creatures who transcended mortality and became immortal.]]<br />
<br />
Immortals creatures are very similar to their mortal counterpart, simply ageless and otherwise superior.<br />
<br />
=== Creating a Immortal ===<br />
<br />
Immortal template is a acquired template who can be granted only by any non-undead, non-construct creature. <br />
<br />
==== Size and Type ====<br />
<br />
Same as the base creature.<br />
<br />
==== Hit Dice ====<br />
<br />
Same as the base creature.<br />
<br />
==== Speed ====<br />
<br />
Same as the base creature<br />
<br />
==== Armor Class ====<br />
<br />
* ''Immortal Blessing (Su)'': You may add your [[SRD:Charisma|charisma]] or [[SRD:Wisdom|wisdom]] (whichever is higher) to your AC.<br />
<br />
==== Attack ====<br />
<br />
Same as the base creature.<br />
<br />
==== Full Attack ====<br />
<br />
Same as the base creature.<br />
<br />
==== Special Attacks ====<br />
<br />
Same as the base creature.<br />
<br />
==== Special Qualities ====<br />
<br />
* ''Ageless (Ex)'': An Immortal creature do not take any penalty from aging and do not die of old ages, they however does not revert any penalty take before the acquisition of the template. <br />
<br />
* ''Immortal Health (Ex)'': An Immortal creature is immune to all poison, disease, ability damages, ability drains, fatigue. They also no longer need to sleep, eat, drink or breath.<br />
<br />
* Low-light vision: An Immortal creature can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.<br />
<br />
==== Abilities ====<br />
<br />
+2 to [[SRD:Ability Scores|all abilities]]<br />
<br />
==== Skills ====<br />
<br />
Same as the base creature.<br />
<br />
==== Feats ====<br />
<br />
Same as the base creature.<br />
<br />
==== Environment ====<br />
<br />
Same as the base creature.<br />
<br />
==== Organization ====<br />
<br />
Same as the base creature.<br />
<br />
==== Challenge Rating ====<br />
<br />
Same as the base creature.<br />
<br />
==== Treasure ====<br />
<br />
Same as the base creature.<br />
<br />
==== Alignment ====<br />
<br />
Same as the base creature.<br />
<br />
==== Advancement ====<br />
<br />
Same as the base creature.<br />
<br />
==== Level Adjustment ====<br />
<br />
+2<br />
<br />
<br />
----<br />
{{3.5e Creature Templates Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Template]]<br />
[[Category:LA2]]<br />
[[Category:User:Lord Dhazriel]]</div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Fire_Mage_(3.5e_Class)&diff=600797Fire Mage (3.5e Class)2012-12-17T18:19:50Z<p>Johnstonboy72: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=top<br />
|imgsize=300px<br />
|imgcaption="If you can't take the heat..."<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=Spelling and grammar only<br />
|type=Spontaneous Spellcasting<br />
|desc=A Fire Mage is a guy who likes fire a lot, and also doesn't completely suck.<br />
}}<br />
<br />
==Fire Mage==<br />
{{quote|Fire is life, but can destroy it too.}}<br />
<br />
A Fire Mage is someone who burns their own soul out to burn the bodies of others. Tactically, they shine against groups of enemies, because fires spread across the battlefield like a plague.<br />
<br />
===Making a Fire Mage===<br />
<br />
'''Alignment:''' Fire is a destructive force, and a lot of Fire Mages are Chaotic. But they don't have to be.<br />
<br />
'''Races:''' Fire Mages appear in all races.<br />
<br />
'''Starting Gold:''' 6d6&times;10 gp (210 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|Rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Fire Mage}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | [[#Fire Resistance|Fire Resistance]], [[#Fire Burst|Fire Burst]], [[#Fire Bolts|Fire Bolts]], [[#Impress Flames|Impress Flames]], [[#Fire Magic|Fire Magic]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | [[#Ignite|Ignite]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Piercing Flames|Piercing Flames]], [[#Hand of Fire|Hand of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Fire Immunity|Fire Immunity]], [[#Smokeless Flame|Smokeless Flame]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Fireballs|Fireballs]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Mindfire|Mindfire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Visions of Flame|Visions of Flame]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Soul of Cinders|Soul of Cinders]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Sculpt Flames|Sculpt Flames]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Conflagration|Conflagration]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Beacon|Beacon]], [[#Firewalk|Firewalk]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Bonds of Fire|Bonds of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Fire Clouds|Fire Clouds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Searing Light|Searing Light]], [[#Ray of Light|Ray of Light]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+6 || +9 || +9 || +9<br />
| class="left" | [[#Sending|Sending]], [[#Rain of Fire|Rain of Fire]]<br />
|}<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Fire Mage.<br />
<br />
'''Weapon and Armor Proficiency:''' Fire Mages are proficient with all simple weapons, as well as the whip, all martial axes, and all sizes and varieties of scimitar (including falchions). Fire Mages are proficient with light armor but not with shields of any kind, except bucklers.<br />
<br />
'''{{#anc:Fire Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Fire Mage has a Resistance to Fire equal to twice his level.<br />
<br />
'''''{{#anc:Fire Burst}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a standard action, a Fire Mage can emit a burst of flame from his body, striking all creatures and objects within 10' of his position except himself. This burst of flames inflicts 1d6 of fire damage, with an allowed Reflex Save for half (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Fire Bolts}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A fire mage can throw bolts of fire as an attack action. A fire bolt travels out to short range, and inflicts 1d6 of fire damage per level. A fire bolt strikes its target with a ranged touch attack.<br />
<br />
'''{{#anc:Impress Flames}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Every time a Fire Mage inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier, whichever is less.<br />
<br />
'''{{#anc:Fire Magic}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items.<br />
<br />
'''''{{#anc:Ignite}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a standard action, a 2nd level Fire Mage can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course), and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303). This ability can be used out to Medium range, and it always hits.<br />
<br />
'''{{#anc:Piercing Flames}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' From 3rd level on, a Fire Mage's Fire cuts through Fire Resistance, hardness, and Immunity. No more than {{1/2}} of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. In addition, the Fire Mage ignores the first 5 points of Fire Resistance that a target has.<br />
<br />
'''{{#anc:Hand of Fire}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks.<br />
<br />
'''{{#anc:Fire Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 4th level Fire Mage is immune to Fire.<br />
<br />
'''''{{#anc:Smokeless Flame}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range.<br />
<br />
'''''{{#anc:Fireballs}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Mindfire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of ''[[SRD:Rage|rage]]'' or ''[[SRD:Confusion|confusion]]'' for a number of minutes equal to his Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + {{1/2}} Level + Charisma Modifier). This is a Mind influencing Compulsion effect.<br />
<br />
'''''{{#anc:Visions of Flame}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 7th level Fire Mage can ''[[SRD:Contact Other Plane|contact other plane]]'' to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience.<br />
<br />
'''''{{#anc:Soul of Cinders}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' An 8th level Fire Mage has burnt his soul to ash, and is no longer susceptible to Energy Drain or Fear.<br />
<br />
'''''{{#anc:Sculpt Flames}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 9th level Fire Mage can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a ''[[SRD:Wall of Fire|wall of fire]]'' which persists for 1 minute per level.<br />
<br />
'''''{{#anc:Conflagration}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level, but are entitled to a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier). In addition, a Fire Mage can cast ''[[SRD:Fire Shield|fire shield]]'' at will (Hot Shield only).<br />
<br />
'''''{{#anc:Beacon}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' An 11th level Fire Mage can create a magically permanent bonfire as a standard action. He always knows exactly where each Beacon he has created is (Even if he is on another plane) and will know if it is put out by any means.<br />
<br />
'''''{{#anc:Firewalk}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 11th level a Fire Mage can walk into any fire large enough to fit his person and appear in any other fire that is likewise of sufficient size anywhere on any plane of existence. The Fire Mage must know where the target fire is. The Fire Mage can take any number of willing creatures or carried objects that are also able to fit in both flames.<br />
<br />
'''''{{#anc:Bonds of Fire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 12th level Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier), and will ''[[SRD:Entangle|entangle]]'' the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the [[SRD:Use Rope|Use Rope]] Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them.<br />
<br />
'''''{{#anc:Fire Clouds}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a Full Round Action, a 13th level Fire Mage can create huge billowing clouds of Fire. The Fire Clouds must be created within Long range, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers at most 3 10' cubes per Level. Each round, everyone and everything inside the cloud suffers 1d6 of Fire damage per level, but is entitled to a Reflex save for half damage (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Searing Light}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 14th level Fire Mage can call levels of illumination that are painful and destructive as the unmitigated baleful glare of the sun itself. All darkness within 5 miles is dispelled, and everything is illuminated. All undead suffer 10 points of damage per round. All creatures specifically vulnerable to light suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are [[SRD:Dazzled|Dazzled]]. Creatures must pass a Fortitude save (DC 10 + {{1/2}} Level + Charisma Modifier) every minute or become [[SRD:Blinded|blind]] for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fortitude save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until the Fire Mage dismisses it or he is incapacitated.<br />
<br />
'''''{{#anc:Ray of Light}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As an attack action, a 14th level Fire Mage can fire a ray of Light at any target within Short Range. It inflicts 1d6 of Light Damage per level if it hits with a Ranged Touch Attack. Undead take 10 extra damage. Creatures specifically vulnerable to Light suffer an additional 10 damage.<br />
<br />
'''''{{#anc:Sending}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 15th level Fire Mage can send a message, as the ''[[SRD:Sending|sending]]'' spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.<br />
<br />
'''''{{#anc:Rain of Fire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the Fire Mage can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level, and victims are permitted a Reflex save (DC 10 + {{1/2}} level + Charisma Modifier). The Fire Mage chooses which squares are struck with fire, and the only limits to how many squares can burn is how many squares the Fire Mage can see. There are no range limits to this power save line of sight.<br />
<br />
===External Links===<br />
* [http://www.tgdmb.com/viewtopic.php?p=40214 Source]<br />
<br />
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----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Tome]]</div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Samurai,_Races_of_War_(3.5e_Class)&diff=578829Samurai, Races of War (3.5e Class)2012-06-25T05:53:22Z<p>Johnstonboy72: Monkish Saves for the samurai-- a swordsman's equivalent of monks.</p>
<hr />
<div>{{needsbalance|reading the abilities and the discussion page quickly points this out. It is effectively a magic killer that gets infinite crits and a +5 vorpal weapon for free. This is off balance enough that it needs to be tweaked down badly since it effectively replaces two individuals in a party and still would wind up stronger than with 2 separate classes. Oh I also need to point out that the class completely ignores everyone else's defense by level 20, and I do mean EVERYTHING (no DR no magic defenses no armor.) This doesn't even count in all the additional attacks and confirmed criticals he gets for free. An lets not forget about free soul traps at 17th level.}}<br />
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<noinclude>{{Protection Against IP Edits}}<br />
<br />
:''This page details the Tome Samurai. You may be looking for the Samurai found in the [[Complete Warrior]].''<br />
{{DnD Base Class Infobox<br />
|img=Red samurai by unknown.jpg<br />
|imgloc=top<br />
|imgsize=270px<br />
|imgcaption=A female samurai.<br />
|rating_power=4.5<br />
|raters_power=1<br />
|rating_wording=4.9<br />
|raters_wording=1<br />
|rating_formatting=2.5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Complete<br />
|editing=Spelling and grammar only<br />
|type=Combat-Focused<br />
|desc=A version of the class that is actually playable.<br />
}}<br />
<br />
==Samurai==</noinclude><includeonly>===Samurai===</includeonly><br />
{{quote|My ancestors had words for people who would do such a thing. They were not nice words.}}<br />
<br />
The war torn countrysides of many a land are held together with tremendous amounts of dedicated work by masters of weaponry and honor. These martial specialists represent the structure of society by their very existence, and beat the living crap out of any who would dare to stand against it.<br />
<br />
At least, that's the idea. In truth, there are those who take upon the mantle of the Samurai only to betray its ideals. Those who trample the fabric of the social network they are supposedly sworn to protect. <br />
<br />
<noinclude>===Making a Samurai===</noinclude><includeonly>====Making a Samurai====</includeonly><br />
<br />
With your peculiar set of abilities, you are the anti-tank gun. With your Kiai! ability, you are practically gauranteed to win personal combat--as long as you have uses of it left. As you gain Samurai levels, you gain more abilities which negate defenses, allowing you to, for example, demolish the formerly-invulnerable Wall of Force and escape the mighty Forcecage. Your ability to commune with the dead gives you something to do when you're trying to find out where to go next. Your armor and HP are relatively fragile, making you something of a glass cannon--nonetheless, you will be able to reave your way through crowds of opponents, and no matter what your opponent is, you will eventually be able to hurt it.<br />
<br />
'''Alignment:''' The Samurai can be of any alignment. All of them must maintain the veneer of honor and civility, though there is no reason that they have to actually be Lawful.<br />
<br />
'''Races:''' The Samurai is primarily found in societies where the law of the land is held in primacy over other things. So while a Samurai himself does not have to be Lawful, Lawful races bear the vast majority of Samurai.<br />
<br />
'''Starting Gold:''' 4d6x10 gp (140 gold), plus one [[SRD:Masterwork Weapons|masterwork weapon]].<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Fighter|Fighter]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Samurai}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#Ancestral Weaponry|Ancestral Weaponry]], [[#Pledge of Loyalty|Pledge of Loyalty]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Horde Breaker|Horde Breaker]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Kiai!|Kiai!]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Whirlwind Attack|Whirlwind Attack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Ancestral Guidance|Ancestral Guidance]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5<br />
| class="left" | [[#Blindfighting|Blindfighting]], [[#Terrible Blows|Terrible Blows]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5<br />
| class="left" | [[#Iaijutsu|Iaijutsu]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6<br />
| class="left" | [[#Parry Magic|Parry Magic]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6<br />
| class="left" | [[#Subtle Cut|Subtle Cut]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7<br />
| class="left" | [[#Blade of Devastation|Blade of Devastation]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+6 || +7 || +7 || +7<br />
| class="left" | [[#Iaijutsu Focus|Iaijutsu Focus]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+7 || +8 || +8 || +8<br />
| class="left" | [[#Cut Magic|Cut Magic]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+8 || +8 || +8 || +8<br />
| class="left" | [[#Deny Caster Defenses|Deny Caster Defenses]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+9 || +9 || +9 || +9<br />
| class="left" | [[#Final Cut|Final Cut]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+10 || +9 || +9 || +9<br />
| class="left" | [[#Iaijutsu Master|Iaijutsu Master]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+11/+11 || +10 || +10 || +10<br />
| class="left" | [[#Reflect Magic|Reflect Magic]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+12/+12 || +10 || +10 || +10<br />
| class="left" | [[#Blade of Souls|Blade of Souls]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+13/+13 || +11 || +11 || +11<br />
| class="left" | [[#Deny Armor|Deny Armor]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+14/+14 || +11 || +11 || +11<br />
| class="left" | [[#Iaijutsu Grandmaster|Iaijutsu Grandmaster]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+15/+15 || +12 || +12 || +12<br />
| class="left" | [[#Scrolls of Wisdom|Scrolls of Wisdom]]<br />
|}<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance|Balance]] ([[Dex]]), [[SRD:Climb|Climb]] ([[Str]]), [[SRD:Concentration|Concentration]] ([[Con]]), [[SRD:Craft|Craft]] ([[Int]]), [[SRD:Diplomacy|Diplomacy]] ([[Cha]]), [[SRD:Escape Artist|Escape Artist]] ([[Dex]]), [[SRD:Hide|Hide]] ([[Dex]]), [[SRD:Jump|Jump]] ([[Str]]), [[SRD:Knowledge|Knowledge]] (all skills individually) ([[Int]]), [[SRD:Listen|Listen]] ([[Wis]]), [[SRD:Move Silently|Move Silently]] ([[Dex]]), [[SRD:Perform|Perform]] ([[Cha]]), [[SRD:Profession|Profession]] ([[Wis]]), [[SRD:Sense Motive|Sense Motive]] ([[Wis]]), [[SRD:Swim|Swim]] ([[Str]]), and [[SRD:Tumble|Tumble]] ([[Dex]]).<br />
<br />
<noinclude>====Class Features====</noinclude><includeonly>=====Class Features=====</includeonly><br />
<br />
All of the following are class features of the Samurai.<br />
<br />
'''Weapon and Armor Proficiency:''' Samurai are proficient with all simple and martial weapons, as well as a single exotic weapon appropriate to the Samurai's tradition. Samurai are proficient with light and medium Armor, but not with shields of any kind.<br />
<br />
'''{{#anc:Ancestral Weaponry}}:''' Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. Whether it is the [[SRD:Spiked Chain|Spiked Chain]] of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan, the weapon serves as a symbol of the office and prowess of the Samurai.<br />
<br />
A samurai can only have one weapon designated as his Ancestral Weapon at a time, and this weapon must be a [[SRD:Masterwork Weapons|masterwork weapon]] exalted by the Samurai's warrior culture. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. This ritual costs 100 gp in incense and offerings, and once performed grants the following abilities:<br />
<br />
*Counts as his Ancestral Weapon for all Samurai abilities.<br />
*Has a minimum enhancement bonus to attack and damage equal to his level divided by three (maximum of +5 for a samurai of 20th level or lower).<br />
*The Ancestral weapon has double HPs and +10 [[SRD:Breaking and Entering#Hardness|Hardness]], and has the [[SRD:Ghost Touch (Weapon Enhancement)|Ghost Touch]] special property.<br />
<br />
:''Example: Bandy Humaido is a halfling samurai, and his people greatly extol the halfling skiprock as a weapon of war – but because the skiprock is thrown weapon ammunition, it is inappropriate as an Ancestral Weapon (which, of course, you could only have one of). As such, Bandy instead draws the power of his ancestors into a short sword.''<br />
<br />
'''{{#anc:Pledge of Loyalty}}:''' Samurai pledge their loyalty to a Lord, a figure of temporal power and head of a noble family or clan. To retain this Lord, they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. As long as a Samurai does these two things, he cannot be forced to act against his Lord or Lord's family by mind-affecting effects.<br />
<br />
Samurai who have broken their vows to their lord are called ronin, while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai, sword saints, or simply "master swordsman" or other descriptive title. Regardless of their name, Samurai without a Lord receive a +4 bonus against mind-affecting effects.<br />
<br />
'''{{#anc:Horde Breaker}}:''' A Samurai gains [[Horde Breaker (DnD Feat)|Horde Breaker]] as a bonus feat at 2nd level. If the Samurai already has this feat, he may choose a [[Tome Combat Feats|Combat Feat]] instead, but only if he meets the prerequisites of that feat.<br />
<br />
'''{{#anc:Kiai!}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Samurai may convert a successful strike into a confirmed [[SRD:Critical Hit|critical hit]]. He may use this ability a number of times per day equal to his half his Samurai level + 2. This ability is a free action that is declared after the strike is rolled and confirmed as a hit, but before damage is rolled. This ability cannot be used on [[SRD:Attacks of Opportunity|Attacks of Opportunity]].<br />
<br />
'''{{#anc:Whirlwind Attack}}:''' A Samurai gains [[Whirlwind (DnD Feat)|Whirlwind]] as a bonus feat at 4th level.<br />
<br />
'''''{{#anc:Ancestral Guidance}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level, a Samurai may seek guidance from his ancestors. This counts as a ''[[SRD:Commune|commune]]'' effect that can be used once a day. A samurai can also seek guidance from other peoples' ancestors if they are available. This works like a ''[[SRD:Speak with Dead|speak with dead]]'' effect that may be used once per day.<br />
<br />
'''{{#anc:Blindfighting}}:''' A Samurai gains [[Blind Fighting (DnD Feat)|Blind Fighting]] as a bonus feat at 6th level. If the Samurai already has this feat, he may choose a [[Tome Combat Feats|Combat Feat instead]], but only if he meets the prerequisites of that feat.<br />
<br />
'''{{#anc:Terrible Blows}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, a Samurai's Ancestral Weapon bypasses [[SRD:Damage Reduction|Damage Reduction]] and ignores [[SRD:Breaking and Entering#Hardness|Hardness]].<br />
<br />
'''{{#anc:Iaijutsu}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When a 7th level Samurai has the [[Races of War (3.5e Sourcebook)#Advanced Combat|Edge]] on an opponent, he may take an [[SRD:Attack of Opportunity|Attack of Opportunity]] against that opponent as an [[SRD:Immediate Actions|immediate action]] at any time.<br />
<br />
'''{{#anc:Parry Magic}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 8th level, a Samurai may use his Ancestral Weapon to parry magic targeted at him. When the Samurai is targeted by a spell or supernatural ability, he may take an [[SRD:Attack of Opportunity]] against the [[SRD:Aiming a Spell (Spell Descriptor)|targeted]] effect. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity, the effect does not affect him.<br />
<br />
'''{{#anc:Subtle Cut}}:''' A Samurai gains Subtle Cut as a bonus feat at 9th level. If the Samurai already has this feat, he may choose another [[Tome Combat Feats|Combat Feat]] instead, but only if he meets the prerequisites of that feat.<br />
<br />
'''{{#anc:Blade of Devastation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 10th level, the Samurai may attack enemies within his reach through objects and walls, his Ancestral Weapon automatically destroying any unattended object or wall in the way with a [[SRD:Breaking and Entering#Hardness|Hardness]] less than 20. As a result, enemies do not gain cover bonuses against an attacking Samurai. This effect can also pierce [[SRD:Force Effect|force effects]].<br />
<br />
As a standard action, he can also destroy unattended objects of any Hardness with a successful Ancestral weapon attack, or dispel up to a 10' by 10' section of a [force] effect.<br />
<br />
'''{{#anc:Iaijutsu Focus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, a Samurai may make up to his per round limit of [[SRD:Attacks of Opportunity|Attacks of Opportunity]] against any opponent(s) that he threatens as an [[SRD:Immediate Actions|immediate action]].<br />
<br />
'''{{#anc:Cut Magic}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level, a Samurai may attack ongoing spell effects by attacking the square they are in for [[SRD:Aiming a Spell (Spell Descriptor)|Area of Effect]] effects or the object or person for [[SRD:Aiming a Spell (Spell Descriptor)|targeted]] effects (which does damage as normal to the object or person). This attack is handled like the Samurai's [[#Parry Magic|Parry Magic]] ability, but it only dispels a 10' by 10' section of an Area of Effect spell or spell-like ability.<br />
<br />
'''{{#anc:Deny Caster Defenses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from spells or spell-like abilities.<br />
<br />
'''{{#anc:Final Cut}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 14th level, a Samurai's Ancestral Weapon gains the Vorpal special quality, even if it is not a slashing weapon.<br />
<br />
'''{{#anc:Iaijutsu Master}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 15th level, any enemy struck by a Samurai's [[SRD:Attacks of Opportunity|Attacks of Opportunity]] must make a Fortitude save against a DC equal to 10 + {{1/2}} the Samurai's HD + the Samurai's Wisdom bonus or be [[SRD:Dazed|dazed]] for one round. A successful save against this effect makes the enemy immune to this effect for five rounds.<br />
<br />
'''{{#anc:Reflect Magic}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 16th level, an spell effect that would be dispelled by a successful use of the Samurai's [[#Parry Magic|Parry Magic]] ability can instead be reflected back on the caster, as per a ''[[SRD:Spell Turning|spell turning]]'' effect.<br />
<br />
'''{{#anc:Blade of Souls}}:''' At 17th level, any enemy killed by a Samurai's Ancestral Weapon has his soul sucked into it, and this enemy cannot be [[SRD:Raise Dead|raised]], [[SRD:Resurrection|resurrected]], or otherwise returned to life until the Ancestral Blade is broken. Each time the Ancestral Weapon takes a soul, the Samurai gains a single bonus use of his [[#Kiai!|Kiai!]] ability that must be used before the next sunrise.<br />
<br />
'''{{#anc:Deny Armor}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 18th level, a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from [[SRD:Armor Bonus|armor]] or [[SRD:Natural Armor|natural armor]].<br />
<br />
'''{{#anc:Iaijutsu Grandmaster}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 19th level, any [[SRD:Attack of Opportunity|Attack of Opportunity]] made by the Samurai is automatically a [[SRD:Critical Hit|confirmed critical hit]].<br />
<br />
'''{{#anc:Scrolls of Wisdom}}:''' At 20th level, the Samurai has reached the pinnacle of his art, and he may compose a treatise of his collected wisdom. If he spends one month composing this treatise, he may distribute it and spread his wisdom. Anyone who reads this treatise gains a +2 competence bonus to attack characters with Samurai levels, but a -8 penalty to attack the writer of the treatise.<br />
<br />
In addition, a Samurai who writes his treatise no longer takes ability penalties for aging as long as one copy of the treatise exists.<br />
<br />
<noinclude><br />
----<br />
{{3.5e Races of War Breadcrumb}} &rarr; [[Races of War (3.5e Sourcebook)/Warriors with Class|Warriors with Class]]<br/><br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Tome]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
</noinclude></div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Fire_Mage_(3.5e_Class)&diff=558374Fire Mage (3.5e Class)2012-04-05T13:18:25Z<p>Johnstonboy72: Put in knowledges needed to find out about Fire Mages</p>
<hr />
<div>{{stub|Missing 5 levels, epic, and much information found in the preload.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=top<br />
|imgsize=300px<br />
|imgcaption="If you can't take the heat..."<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=Spelling and grammar only<br />
|type=Spontaneous Spellcasting<br />
|desc=A Fire Mage is a guy who likes fire a lot, and also doesn't completely suck.<br />
}}<br />
<br />
==Fire Mage==<br />
{{quote|Yes, fire ''is'' cool.}}<br />
<br />
A Fire Mage is someone who burns their own soul out to burn the bodies of others. Tactically, they shine against groups of enemies, because fires spread across the battlefield like a plague.<br />
<br />
===Making a Fire Mage===<br />
<br />
'''Abilities:''' Charisma is the primary ability, due to several saving throws from the Fire Mage's abilities and its Impress Flames effectiveness. Dexterity would be the second most important for increasing its armor class, due to being limited to only wearing light armor if any. Intelligence and Constitution tie at the third main ability because the former enables you to have more skill points for concentration and other important skills while the latter allows you to take more of a hit.<br />
<br />
'''Alignment:''' Fire is a destructive force, and a lot of Fire Mages are Chaotic. But they don't have to be.<br />
<br />
'''Races:''' Fire Mages appear in all races, though significant portions of many races live in areas where being a Fire Mage is illegal.<br />
<br />
'''Starting Gold:''' 6d6&times;10 gp (210 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|Rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Fire Mage}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Fire Resistance|Fire Resistance]], [[#Fire Burst|Fire Burst]], [[#Fire Bolts|Fire Bolts]], [[#Impress Flames|Impress Flames]], [[#Fire Magic|Fire Magic]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +1 || +3<br />
| class="left" | [[#Ignite|Ignite]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Piercing Flames|Piercing Flames]], [[#Hand of Fire|Hand of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Fire Immunity|Fire Immunity]], [[#Smokeless Flame|Smokeless Flame]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +2 || +4<br />
| class="left" | [[#Fireballs|Fireballs]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Mindfire|Mindfire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Visions of Flame|Visions of Flame]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Soul of Cinders|Soul of Cinders]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Sculpt Flames|Sculpt Flames]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Conflagration|Conflagration]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Beacon|Beacon]], [[#Firewalk|Firewalk]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Bonds of Fire|Bonds of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Fire Clouds|Fire Clouds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#Searing Light|Searing Light]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Ray of Light|Ray of Light]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +11 || +5 || +11<br />
| class="left" | [[#Sending|Sending]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +12 || +6 || +12<br />
| class="left" | [[#Rain of Fire|Rain of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | <br />
|}<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Fire Mage.<br />
<br />
'''Weapon and Armor Proficiency:''' Fire Mages are proficient with all simple weapons, as well as the whip, all martial axes, and all sizes and varieties of scimitar (including falchions). Fire Mages are proficient with light armor but not with shields of any kind.<br />
<br />
'''{{#anc:Fire Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Fire Mage has a Resistance to Fire equal to twice his level.<br />
<br />
'''''{{#anc:Fire Burst}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a standard action, a Fire Mage can emit a burst of flame from his body, striking all creatures and objects within 10' of his position except himself. This burst of flames inflicts 1d6 of fire damage, with an allowed Reflex Save for half (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Fire Bolts}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A fire mage can throw bolts of fire as an attack action. A fire bolt travels out to short range, and inflicts 1d6 of fire damage per level. A fire bolt strikes its target with a ranged touch attack.<br />
<br />
'''{{#anc:Impress Flames}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Every time a Fire Mage inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier, whichever is less.<br />
<br />
'''{{#anc:Fire Magic}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list = to Cleric, +1 Spell Level. Meaning: where a cleric would have 2+1 4th level spells, a Fire Mage has 2+1 5th Level spells. See "http://www.dandwiki.com/wiki/SRD:Cleric#Cleric" for more Insight.<br />
<br />
'''''{{#anc:Ignite}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a standard action, a 2nd level Fire Mage can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course), and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303). This ability can be used out to Medium range, and it always hits.<br />
<br />
'''{{#anc:Piercing Flames}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' From 3rd level on, a Fire Mage's Fire cuts through Fire Resistance, hardness, and Immunity. No more than {{1/2}} of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. In addition, the Fire Mage ignores the first 5 points of Fire Resistance that a target has.<br />
<br />
'''{{#anc:Hand of Fire}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks.<br />
<br />
'''{{#anc:Fire Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 4th level Fire Mage is immune to Fire.<br />
<br />
'''''{{#anc:Smokeless Flame}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range. A Fire Mage may only have a number of smokeless flames equal to, or less than their caster level.<br />
<br />
'''''{{#anc:Fireballs}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level (max 10d6). All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Mindfire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of ''[[SRD:Rage|rage]]'' or ''[[SRD:Confusion|confusion]]'' for a number of minutes equal to his Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + {{1/2}} Level + Charisma Modifier). This is a Mind influencing Compulsion effect.<br />
<br />
'''''{{#anc:Visions of Flame}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 7th level Fire Mage can ''[[SRD:Contact Other Plane|contact other plane]]'' to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience.<br />
<br />
'''''{{#anc:Soul of Cinders}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' An 8th level Fire Mage has burnt his soul to ash, and is no longer susceptible to Energy Drain or Fear.<br />
<br />
'''''{{#anc:Sculpt Flames}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 9th level Fire Mage can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level (10d6 max). A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a ''[[SRD:Wall of Fire|wall of fire]]'' which persists for 1 minute per level. This ability may only be used 3 times a day.<br />
<br />
'''''{{#anc:Conflagration}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level 3/day, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level (max 10d10), but are entitled to a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier). In addition, a Fire Mage can cast ''[[SRD:Fire Shield|fire shield]]'' at will (Hot Shield only).<br />
<br />
'''''{{#anc:Beacon}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' An 11th level Fire Mage can create a magically permanent bonfire as a standard action. He always knows exactly where each Beacon he has created is (Even if he is on another plane) and will know if it is put out by any means.<br />
<br />
'''''{{#anc:Firewalk}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 11th level a Fire Mage can walk into any fire large enough to fit his person and appear in any other fire that is likewise of sufficient size anywhere on any plane of existence. The Fire Mage must know where the target fire is. The Fire Mage can take any number of willing creatures or carried objects that are also able to fit in both flames.<br />
<br />
'''''{{#anc:Bonds of Fire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 12th level Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier), and will ''[[SRD:Entangle|entangle]]'' the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the [[SRD:Use Rope|Use Rope]] Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them.<br />
<br />
'''''{{#anc:Fire Clouds}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a Full Round Action, a 13th level Fire Mage can create huge billowing clouds of Fire. The Fire Clouds must be created within Long range, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers at most 3 10' cubes per Level. Each round, everyone and everything inside the cloud suffers 1d6 of Fire damage per level (max 10d6), but is entitled to a Reflex save for half damage (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Searing Light}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 14th level Fire Mage can call levels of illumination that are painful and destructive as the unmitigated baleful glare of the sun itself. All darkness within 5 miles is dispelled, and everything is illuminated. All undead suffer 10 points of damage per round. All creatures specifically vulnerable to light suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are [[SRD:Dazzled|Dazzled]]. Creatures must pass a Fortitude save (DC 10 + {{1/2}} Level + Charisma Modifier) every minute or become [[SRD:Blinded|blind]] for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fortitude save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until the Fire Mage dismisses it or he is incapacitated.<br />
<br />
'''''{{#anc:Ray of Light}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As an attack action, a 15th level Fire Mage can fire a ray of Light at any target within Short Range. It inflicts 1d6 of Light Damage per level if it hits with a Ranged Touch Attack. Undead take 10 extra damage. Creatures specifically vulnerable to Light suffer an additional 10 damage. This ability may only be used 3/day.<br />
<br />
'''''{{#anc:Sending}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 17th level Fire Mage can send a message, as the ''[[SRD:Sending|sending]]'' spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.<br />
<br />
'''''{{#anc:Rain of Fire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 19th level, the Fire Mage can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level, and victims are permitted a Reflex save (DC 10 + {{1/2}} level + Charisma Modifier). The Fire Mage chooses which squares are struck with fire, and the only limits to how many squares can burn is how many squares the Fire Mage can see. There are no range limits to this power save line of sight. The number of targets cannot exceed the Fire Mage's level. This ability may only be used 1/day.<br />
<br />
<br />
<br />
==== Epic Fire mage ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Fire Mage}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Fire Mage gains a bonus feat (selected from the list of epic Fire Mage bonus feats) every 2 levels after 20th.<br />
<br />
''Epic Fire Mage Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== Human Fire Mage Starting Package ====<br />
<br />
'''Weapons:''' Long sword,Lance,ect.<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:''' Improved Initiative, Silent Spell, Still Spell, Quicken Spell, Hostile Mind, Great Fortitude, Iron Will, Lightning Reflexes, Weapon Focus, Weapon Specialization, Improved weapon Focus, and any other Meta-Magic feat.<br />
<br />
'''Gear:''' Standard Adventurer's kit<br />
<br />
'''Gold:''' 200 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Fire mage ====<br />
<br />
'''Religion:''' Any.<br />
<br />
'''Other Classes:'''Fire mages get along with other mages, gnomes and Elves in there shared common love for magic.<br />
<br />
'''Combat:''' Damage dealer<br />
<br />
==== Fire Mages in the World ====<br />
<br />
{{quote|I never trust a man that can burn me alive.|orig=Elrona Silverwind, Elf Wizard}}<br />
<br />
'''Daily Life:''' Fire mages tend to keep to themselves.<br />
<br />
'''Notables:''' Varion Flame Strider .<br />
<br />
'''Organizations:''' Fire consule, Tower of the great fire.<br />
<br />
'''NPC Reactions:''' The people of the north revere them as great heros few really venture out of their lands and in the south they're just another adventurer trying to prove something.<br />
<br />
==== Fire Mage Lore ====<br />
<br />
Characters with ranks in <-Knowledge(Arcana) or Knowledge(the planes)-> can research Fire Mage to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Mages that like fire.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mages work with white dragons in the cold northern areas.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Know how they use their powers.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Know story of how they came to be and the name of their leaders.<br />
|}<br />
<br />
==== Fire Mages in the Game ====<br />
<br />
Damage dealer .<br />
<br />
'''Sample Encounter:''' Tower of Fire 4 fire mages .<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 />
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<br />
===External Links===<br />
* [http://www.tgdmb.com/viewtopic.php?p=40214 Source]<br />
<br />
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{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
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[[Category:Tome]]</div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Fire_Mage_(3.5e_Class)&diff=558373Fire Mage (3.5e Class)2012-04-05T13:15:31Z<p>Johnstonboy72: Made the Fire Mage a Mage, not a fire Bender. Also, fixing things needing fixed.</p>
<hr />
<div>{{stub|Missing 5 levels, epic, and much information found in the preload.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=top<br />
|imgsize=300px<br />
|imgcaption="If you can't take the heat..."<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=Spelling and grammar only<br />
|type=Spontaneous Spellcasting<br />
|desc=A Fire Mage is a guy who likes fire a lot, and also doesn't completely suck.<br />
}}<br />
<br />
==Fire Mage==<br />
{{quote|Yes, fire ''is'' cool.}}<br />
<br />
A Fire Mage is someone who burns their own soul out to burn the bodies of others. Tactically, they shine against groups of enemies, because fires spread across the battlefield like a plague.<br />
<br />
===Making a Fire Mage===<br />
<br />
'''Abilities:''' Charisma is the primary ability, due to several saving throws from the Fire Mage's abilities and its Impress Flames effectiveness. Dexterity would be the second most important for increasing its armor class, due to being limited to only wearing light armor if any. Intelligence and Constitution tie at the third main ability because the former enables you to have more skill points for concentration and other important skills while the latter allows you to take more of a hit.<br />
<br />
'''Alignment:''' Fire is a destructive force, and a lot of Fire Mages are Chaotic. But they don't have to be.<br />
<br />
'''Races:''' Fire Mages appear in all races, though significant portions of many races live in areas where being a Fire Mage is illegal.<br />
<br />
'''Starting Gold:''' 6d6&times;10 gp (210 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|Rogue]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Fire Mage}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Fire Resistance|Fire Resistance]], [[#Fire Burst|Fire Burst]], [[#Fire Bolts|Fire Bolts]], [[#Impress Flames|Impress Flames]], [[#Fire Magic|Fire Magic]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +1 || +3<br />
| class="left" | [[#Ignite|Ignite]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Piercing Flames|Piercing Flames]], [[#Hand of Fire|Hand of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Fire Immunity|Fire Immunity]], [[#Smokeless Flame|Smokeless Flame]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +2 || +4<br />
| class="left" | [[#Fireballs|Fireballs]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Mindfire|Mindfire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Visions of Flame|Visions of Flame]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | [[#Soul of Cinders|Soul of Cinders]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Sculpt Flames|Sculpt Flames]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Conflagration|Conflagration]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Beacon|Beacon]], [[#Firewalk|Firewalk]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Bonds of Fire|Bonds of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Fire Clouds|Fire Clouds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#Searing Light|Searing Light]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Ray of Light|Ray of Light]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +11 || +5 || +11<br />
| class="left" | [[#Sending|Sending]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +12 || +6 || +12<br />
| class="left" | [[#Rain of Fire|Rain of Fire]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | <br />
|}<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Fire Mage.<br />
<br />
'''Weapon and Armor Proficiency:''' Fire Mages are proficient with all simple weapons, as well as the whip, all martial axes, and all sizes and varieties of scimitar (including falchions). Fire Mages are proficient with light armor but not with shields of any kind.<br />
<br />
'''{{#anc:Fire Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Fire Mage has a Resistance to Fire equal to twice his level.<br />
<br />
'''''{{#anc:Fire Burst}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a standard action, a Fire Mage can emit a burst of flame from his body, striking all creatures and objects within 10' of his position except himself. This burst of flames inflicts 1d6 of fire damage, with an allowed Reflex Save for half (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Fire Bolts}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A fire mage can throw bolts of fire as an attack action. A fire bolt travels out to short range, and inflicts 1d6 of fire damage per level. A fire bolt strikes its target with a ranged touch attack.<br />
<br />
'''{{#anc:Impress Flames}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Every time a Fire Mage inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier, whichever is less.<br />
<br />
'''{{#anc:Fire Magic}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list = to Cleric, +1 Spell Level. Meaning: where a cleric would have 2+1 4th level spells, a Fire Mage has 2+1 5th Level spells. See "http://www.dandwiki.com/wiki/SRD:Cleric#Cleric" for more Insight.<br />
<br />
'''''{{#anc:Ignite}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a standard action, a 2nd level Fire Mage can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course), and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303). This ability can be used out to Medium range, and it always hits.<br />
<br />
'''{{#anc:Piercing Flames}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' From 3rd level on, a Fire Mage's Fire cuts through Fire Resistance, hardness, and Immunity. No more than {{1/2}} of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. In addition, the Fire Mage ignores the first 5 points of Fire Resistance that a target has.<br />
<br />
'''{{#anc:Hand of Fire}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks.<br />
<br />
'''{{#anc:Fire Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 4th level Fire Mage is immune to Fire.<br />
<br />
'''''{{#anc:Smokeless Flame}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range. A Fire Mage may only have a number of smokeless flames equal to, or less than their caster level.<br />
<br />
'''''{{#anc:Fireballs}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level (max 10d6). All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Mindfire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of ''[[SRD:Rage|rage]]'' or ''[[SRD:Confusion|confusion]]'' for a number of minutes equal to his Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + {{1/2}} Level + Charisma Modifier). This is a Mind influencing Compulsion effect.<br />
<br />
'''''{{#anc:Visions of Flame}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 7th level Fire Mage can ''[[SRD:Contact Other Plane|contact other plane]]'' to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience.<br />
<br />
'''''{{#anc:Soul of Cinders}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' An 8th level Fire Mage has burnt his soul to ash, and is no longer susceptible to Energy Drain or Fear.<br />
<br />
'''''{{#anc:Sculpt Flames}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 9th level Fire Mage can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level (10d6 max). A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a ''[[SRD:Wall of Fire|wall of fire]]'' which persists for 1 minute per level. This ability may only be used 3 times a day.<br />
<br />
'''''{{#anc:Conflagration}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level 3/day, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level (max 10d10), but are entitled to a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier). In addition, a Fire Mage can cast ''[[SRD:Fire Shield|fire shield]]'' at will (Hot Shield only).<br />
<br />
'''''{{#anc:Beacon}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' An 11th level Fire Mage can create a magically permanent bonfire as a standard action. He always knows exactly where each Beacon he has created is (Even if he is on another plane) and will know if it is put out by any means.<br />
<br />
'''''{{#anc:Firewalk}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 11th level a Fire Mage can walk into any fire large enough to fit his person and appear in any other fire that is likewise of sufficient size anywhere on any plane of existence. The Fire Mage must know where the target fire is. The Fire Mage can take any number of willing creatures or carried objects that are also able to fit in both flames.<br />
<br />
'''''{{#anc:Bonds of Fire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 12th level Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + {{1/2}} Level + Charisma Modifier), and will ''[[SRD:Entangle|entangle]]'' the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the [[SRD:Use Rope|Use Rope]] Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them.<br />
<br />
'''''{{#anc:Fire Clouds}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As a Full Round Action, a 13th level Fire Mage can create huge billowing clouds of Fire. The Fire Clouds must be created within Long range, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers at most 3 10' cubes per Level. Each round, everyone and everything inside the cloud suffers 1d6 of Fire damage per level (max 10d6), but is entitled to a Reflex save for half damage (DC 10 + {{1/2}} Level + Charisma Modifier).<br />
<br />
'''''{{#anc:Searing Light}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 14th level Fire Mage can call levels of illumination that are painful and destructive as the unmitigated baleful glare of the sun itself. All darkness within 5 miles is dispelled, and everything is illuminated. All undead suffer 10 points of damage per round. All creatures specifically vulnerable to light suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are [[SRD:Dazzled|Dazzled]]. Creatures must pass a Fortitude save (DC 10 + {{1/2}} Level + Charisma Modifier) every minute or become [[SRD:Blinded|blind]] for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fortitude save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until the Fire Mage dismisses it or he is incapacitated.<br />
<br />
'''''{{#anc:Ray of Light}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As an attack action, a 15th level Fire Mage can fire a ray of Light at any target within Short Range. It inflicts 1d6 of Light Damage per level if it hits with a Ranged Touch Attack. Undead take 10 extra damage. Creatures specifically vulnerable to Light suffer an additional 10 damage. This ability may only be used 3/day.<br />
<br />
'''''{{#anc:Sending}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 17th level Fire Mage can send a message, as the ''[[SRD:Sending|sending]]'' spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.<br />
<br />
'''''{{#anc:Rain of Fire}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 19th level, the Fire Mage can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level, and victims are permitted a Reflex save (DC 10 + {{1/2}} level + Charisma Modifier). The Fire Mage chooses which squares are struck with fire, and the only limits to how many squares can burn is how many squares the Fire Mage can see. There are no range limits to this power save line of sight. The number of targets cannot exceed the Fire Mage's level. This ability may only be used 1/day.<br />
<br />
<br />
<br />
==== Epic Fire mage ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Fire Mage}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Bonus Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus Feat<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Fire Mage gains a bonus feat (selected from the list of epic Fire Mage bonus feats) every 2 levels after 20th.<br />
<br />
''Epic Fire Mage Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== Human Fire Mage Starting Package ====<br />
<br />
'''Weapons:''' Long sword,Lance,ect.<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:''' Improved Initiative, Silent Spell, Still Spell, Quicken Spell, Hostile Mind, Great Fortitude, Iron Will, Lightning Reflexes, Weapon Focus, Weapon Specialization, Improved weapon Focus, and any other Meta-Magic feat.<br />
<br />
'''Gear:''' Standard Adventurer's kit<br />
<br />
'''Gold:''' 200 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Fire mage ====<br />
<br />
'''Religion:''' Any.<br />
<br />
'''Other Classes:'''Fire mages get along with other mages, gnomes and Elves in there shared common love for magic.<br />
<br />
'''Combat:''' Damage dealer<br />
<br />
==== Fire Mages in the World ====<br />
<br />
{{quote|I never trust a man that can burn me alive.|orig=Elrona Silverwind, Elf Wizard}}<br />
<br />
'''Daily Life:''' Fire mages tend to keep to themselves.<br />
<br />
'''Notables:''' Varion Flame Strider .<br />
<br />
'''Organizations:''' Fire consule, Tower of the great fire.<br />
<br />
'''NPC Reactions:''' The people of the north revere them as great heros few really venture out of their lands and in the south they're just another adventurer trying to prove something.<br />
<br />
==== Fire Mage Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research Fire Mage to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Mages that like fire.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mages work with white dragons in the cold northern areas.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Know how they use their powers.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Know story of how they came to be and the name of their leaders.<br />
|}<br />
<br />
==== Fire Mages in the Game ====<br />
<br />
Damage dealer .<br />
<br />
'''Sample Encounter:''' Tower of Fire 4 fire mages .<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
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[[Category:Divine Spellcasting]]<br />
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--><br />
<br />
===External Links===<br />
* [http://www.tgdmb.com/viewtopic.php?p=40214 Source]<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
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[[Category:Tome]]</div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Hunter_(3.5e_Class)&diff=546273Hunter (3.5e Class)2012-01-11T04:31:02Z<p>Johnstonboy72: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=SciFi_Fantasy_Hunter_hunter_01_jpg_rZd_97565.jpg<br />
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|imgcaption="When my bow falls, so shall the world. When me heart ceases to pump blood to my body, it will all come crashing down. As a hunter, we are bound by duty, nay, bound by our very soul to this world. When a hunter dies we feel it, we sense it, and the world trembles with sorrow. When I die, so shall the world, from the shock of loosing such a great part of ones soul." Ezekiel, Okeanos Hunter<br />
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|status=Complete<br />
|editing=Please discuss before editing, thanks!<br />
|type=Combat-Focused, Divine Spellcasting<br />
|desc=A variant on the Druid class removing their wild shape abilities and greatly reducing their spell powers. To make up for this they are granted much better combative abilities and a number of extra special powers.<br />
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{{:Orion (DnD Campaign Setting)/Menu}}<br />
<br />
== Hunter ==<br />
<br />
A Hunter is someone who fights with cunning and gile, they utilize dexterity and speed to sneak up on their opponent or face them head on. A Hunter also makes use of an array of magical powers that he draws from the very essence of nature itself, giving him a distinct, and many times unexpected advantage over his foes. A Hunter is a cunning fighter that can dispatch his opponents before they even see him, or if he so chooses, can meet them face to face. Hunters are loners in a wild world. They fend for themselves, live by themselves, and their might is matched by none in their forests. A Hunter is exactly what their namesake implies, they hunt, whether their prey be animal or elf, orc or dragon, they always find it, and they always kill it. <br />
<br />
=== Making a Hunter ===<br />
<br />
A Hunter is at his strongest when he is hidden. Hunters always make sure that they know were you are, but never show themselves in return. Hunters ambush their opponents, moving quickly around them dodging attacks and hitting with deadly accuracy. The Hunter also utilizes quite well, probably even better than the sword, his bow. However Hunters are poor front line combatants. Without the room to move around, and without the space to pull off some heavy ranged hits, the Hunter can be defeated. If you want to kill a Hunter, you must box him in. <br />
<br />
Hunters travel and fight alone. They do not embrace social attention and often shrink away from cities. A Hunter in a group can easily be given away, but a hunter alone, will never be found. It is rare for a Hunter to be found with barbarians or fighters, but it does happen. It is however much more common to find Hunters teaming up with other Hunters when they do choose to travel in groups.<br />
<br />
'''Abilities:''' [[SRD:Dexterity|Dexterity]] is the most pivotal force that drives a Hunter. [[SRD:Dexterity|Dexterity]] provides them with a better armor class for a class that does not often wear armor of any bulky kind, it grants them a greater hit chance with their ranged weapons, it is essential for many of the skills that this class commonly utilizes, and it is the key ability in a number special powers. Next in order of importance is [[SRD:Wisdom|Wisdom]]. [[SRD:Wisdom|Wisdom]] is the key ability for the magical powers of a Hunter, it also is useful for many skills commonly used by the Hunter, and is used in a few class abilities. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] can also be useful for the Hunter to provide him with extra hit points and allow him to deal out greater damage, two key items needed when fighting close hand.<br />
<br />
'''Races:''' The Hunter is most often chosen by Okeanos. With their natural affinity to nature and inborn dexterity, they are a perfect fit. Hunters are actually the primary class in Okeanos culture Okeanos Hunters are readily embraced by any other Okeanos they meet. The Charons are also fairly likely to pick up this class. With their natural curiosity and inborn strength and cunning, they fit the class well. However often this class is leaned away from because of the nature of Charons, as many of them seek to tame the forests and build cities their. Charons also by their very nature are not as wise as some other races and therefore do not fit this class well. However when Charons do choose to be Hunters, they make very social ones. Kreinos Hunters are not as common. Due to the more dexetrous nature of the class Kreinos generally find it hard to utilize the abilities of the Hunter. However some still choose this class, interpreting it in their way, using more the martial skills than the magical and dexterous ones..<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d6×10 gp (105 gp). <br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple, As [[rogue]]. <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hunter}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | [[#Animal Companion|Animal Companion]], [[#Track|Track]], [[#Nature Sense|Nature Sense]], [[#Wild Empathy|Wild Empathy]]<br />
|0||-||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | [[#Combat Style|Combat Style]], [[#Woodland Stride|Woodland Stride]]<br />
|1||-||-||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | [[#Trackless Step|Trackless Step]]<br />
|2||1||-||-||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +2 || +4 || +4<br />
| class="left" | [[#Dexterous Striking|Dexterous Striking]], [[#Resist Nature’s Lure|Resist Nature’s Lure]]<br />
|3||2||1||-||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +2 || +4 || +4<br />
| class="left" |<br />
|4||3||2||-||-||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +3 || +5 || +5<br />
| class="left" |<br />
|5||4||3||1||-||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +3 || +5 || +5<br />
| class="left" | [[#Ambush|Ambush]]<br />
|6||5||4||2||-||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | [[#Improved Dexterous Striking|Improved Dexterous Striking]]<br />
|6||5||5||3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +4 || +6 || +6<br />
| class="left" | [[#Venom Immunity|Venom Immunity]]<br />
|6||5||5||4||2||-||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +4 || +7 || +7<br />
| class="left" | [[#Nimble|Nimble]]<br />
|6||5||5||5||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +4 || +7 || +7<br />
| class="left" | [[#Diving Strike|Diving Strike]], [[#Combat Style Mastery|Combat Style Mastery]]<br />
|6||5||5||5||4||2||-||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|6||5||5||5||5||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +5 || +8 || +8<br />
| class="left" | [[#A Thousand Faces|A Thousand Faces]], [[#Camouflage|Camouflage]]<br />
|6||5||5||5||5||4||2||-||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +5 || +9 || +9<br />
| class="left" | [[#Hide in plane sight|Hide in plane sight]]<br />
|6||5||5||5||5||4||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | [[#Timeless Body|Timeless Body]]<br />
|6||5||5||5||5||4||4||2||-||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|6||5||5||5||5||4||4||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +6 || +10 || +10<br />
| class="left" |<br />
|6||5||5||5||5||4||4||4||2||-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" |<br />
|6||5||5||5||5||4||4||4||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" |<br />
|6||5||5||5||5||4||4||4||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | [[#One with Nature|One with Nature]]<br />
|6||5||5||5||5||4||4||4||4||3<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 />
<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Hunter.<br />
<br />
'''Weapon and Armor Proficiency:''' Hunters are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, long sword, all types of bows, and elven thin blade.<br />
<br />
Hunters are proficient with [[SRD:Armor Proficiency (Light)|light]] and [[SRD:Armor Proficiency (Medium)|medium]] [[SRD:Armor|armor]] but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Hunter may also wear wooden armor that has been altered by the ''[[SRD:Ironwood|ironwood]]'' spell so that it functions as though it were steel. See the ''[[SRD:Ironwood|ironwood]]'' spell description) Hunters are proficient with [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]) but must use only wooden ones.<br />
<br />
A Hunter who wears prohibited armor or carries a prohibited shield is unable to cast Hunter spells or use any of her supernatural or spell-like [[SRD:Class|class]] abilities while doing so and for 24 hours thereafter.<br />
<br />
'''{{#anc:Spells}}:''' A Hunter casts divine spells, which are drawn from the [[SRD:Druid Spell List|Hunter spell list]]. Her [[SRD:Alignment|alignment]] may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Hunter must choose and prepare her spells in advance (see below).<br />
<br />
To prepare or cast a spell, the Hunter must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the [[SRD:Spell Level|spell level]]. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a Hunter’s spell is 10 + the [[SRD:Spell Level|spell level]] + the Hunter’s [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a Hunter can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Her base daily spell allotment is given on Table: The Hunter. In addition, she receives bonus spells per day if she has a high [[SRD:Wisdom|Wisdom]] score. She does not have access to any domain spells or granted [[SRD:Powers|powers]], as a [[SRD:Cleric|cleric]] does.<br />
<br />
A Hunter prepares and casts spells the way a [[SRD:Cleric|cleric]] does, though she cannot lose a prepared spell to cast a ''cure'' spell in its place (but see Spontaneous Casting, below). A Hunter may prepare and cast any spell on the Hunter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.<br />
<br />
'''Spontaneous Casting:''' A Hunter can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any ''summon nature’s ally'' spell of the same level or lower.<br />
<br />
'''Chaotic, Evil, Good, and Lawful Spells:''' A Hunter can’t cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.<br />
<br />
'''Bonus Languages:''' A Hunter’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.<br />
<br />
A Hunter also knows Sylvi, a secret language known only to Hunters, which she learns upon becoming a 1st-level Hunter. Sylvi is a free language for a Hunter; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Hunters are forbidden to teach this language to non-hunters.<br />
<br />
Sylvi has its own alphabet.<br />
<br />
'''{{#anc:Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter may begin play with an [[#The Druid's Animal Companion|animal companion]] selected from the following list: [[SRD:Badger|badger]], [[SRD:Camel|camel]], [[SRD:Dire Rat|dire rat]], [[SRD:Dog|dog]], [[SRD:Riding Dog|riding dog]], [[SRD:Eagle|eagle]], [[SRD:Hawk|hawk]], horse ([[SRD:Light Horse|light]] or [[SRD:Heavy Horse|heavy]]), [[SRD:Owl|owl]], [[SRD:Pony|pony]], snake ([[SRD:Small Viper|Small]] or [[SRD:Medium Viper|Medium viper]]), or [[SRD:Wolf|wolf]]. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: [[SRD:Crocodile|crocodile]], [[SRD:Porpoise|porpoise]], [[SRD:Medium Shark|Medium shark]], and [[SRD:Squid|squid]]. This [[SRD:Animal Type|animal]] is a loyal companion that accompanies the Hunter on her adventures as appropriate for its kind.<br />
<br />
A 1st-level Hunter’s companion is completely typical for its kind except as noted below. As a Hunter advances in level, the [[SRD:Animal Type|animal]]’s power increases as shown on the table. If a Hunter releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an [[SRD:Animal Type|animal]] companion that has perished.<br />
<br />
A Hunter of 4th level or higher may select from [[#The Druid's Animal Companion|alternative lists of animals]] (see below). Should she select an [[SRD:Animal Type|animal]] companion from one of these alternative lists, the creature gains abilities as if the character’s Hunter level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Hunter level and compare the result with the Hunter level entry on the table to determine the [[SRD:Animal Type|animal]] companion’s [[SRD:Powers|powers]]. (If this adjustment would reduce the Hunter’s effective level to 0 or lower, she can’t have that [[SRD:Animal Type|animal]] as a companion.)<br />
<br />
'''{{#anc:[[SRD:Track|Track]]}}:''' A Hunter gains [[SRD:Track|Track]] as a bonus [[SRD:Feats|feat]].<br />
<br />
'''{{#anc:Nature Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter gains a +2 bonus on [[SRD:Knowledge Skill|Knowledge]] (nature) and [[SRD:Survival Skill|Survival]] checks.<br />
<br />
'''{{#anc:Wild Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter can improve the attitude of an [[SRD:Animal Type|animal]]. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. The Hunter rolls 1d20 and adds her druid level and her [[SRD:Charisma|Charisma]] modifier to determine the wild empathy check result.<br />
<br />
The typical domestic [[SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[SRD:Animal Type|animals]] are usually unfriendly.<br />
<br />
To use wild empathy, the Hunter and the [[SRD:Animal Type|animal]] must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an [[SRD:Animal Type|animal]] in this way takes 1 minute but, as with influencing people, it might take more or less time.<br />
<br />
A Hunter can also use this ability to influence a [[SRD:Magical Beast Type|magical beast]] with an [[SRD:Intelligence|Intelligence]] score of 1 or 2, but she takes a –4 penalty on the check.<br />
<br />
'''{{#anc:Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, a Hunter must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s [[SRD:Class|class]] features but does not restrict his selection of [[SRD:Feats|feats]] or special abilities in any way.<br />
<br />
If the Hunter selects archery, he is treated as having the [[SRD:Rapid Shot|Rapid Shot]] [[SRD:Feats|feat]], even if he does not have the normal prerequisites for that [[SRD:Feats|feat]].<br />
<br />
If the Hunter selects two-weapon combat, he is treated as having the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] [[SRD:Feats|feat]], even if he does not have the normal prerequisites for that [[SRD:Feats|feat]].<br />
<br />
The benefits of the Hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.<br />
<br />
'''{{#anc:Woodland Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a Hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.<br />
<br />
'''{{#anc:Trackless Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 3rd level, a Hunter leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.<br />
<br />
'''{{#anc:Dexterous Striking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When a Hunter obtains 4th level he has achieved such a level of grace and skill when fighting that his weapons seem to glide across the battlefield with uncanny agility, doing things with style that many would achieve by brute force. A Hunter may now use his dexterity bonus instead of strength bonus for 'to hit' chances with melee weapons.<br />
<br />
'''{{#anc:Resist Nature’s Lure}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Hunter gains a +4 bonus on [[SRD:Saving Throw|saving throws]] against the [[SRD:Spell-Like Ability|spell-like abilities]] of [[SRD:Fey Type|fey]].<br />
<br />
'''{{#anc:Ambush}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Hunter can surprise his opponents with greater efficiency. Any time his opponent is surprised (i.e denied their dexterity bonus to armor class) a Hunter gains an additional 2d6 + [[SRD:Wisdom|Wis]] modifier damage. This stacks with any other bonuses and is counted with the normal weapon, so it is multiplied by critical hits, etc.<br />
<br />
'''{{#anc:Improved Dexterous Striking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of 8th level has begun to understand how to place blows to better utilize their effects. A Hunter may now use his dexterity modifier in place of his strength modifier for damage purposes with any weapon.<br />
<br />
'''{{#anc:Venom Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a Hunter gains immunity to all poisons.<br />
<br />
'''{{#anc:Nimble}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of 10th level gains the ability to avoid incoming attacks to an extent. Whenever a Hunter is allowed a dexterity modifier to ac, he may use twice his dexterity modifier instead of the normal bonus to his armor class.<br />
<br />
'''{{#anc:Diving Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level if a Hunter uses tumble to move past, or to approach a threatened square he may also make a full attack without accruing any attacks of opportunity from his opponents.<br />
<br />
'''{{#anc:Combat Style Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, a hunter’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the [[SRD:Improved Precise Shot|Improved Precise Shot]] [[SRD:Feats|feat]], even if he does not have the normal prerequisites for that [[SRD:Feats|feat]].<br />
<br />
If the hunter selected two-weapon combat at 2nd level, he is treated as having the [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]] [[SRD:Feats|feat]], even if he does not have the normal prerequisites for that [[SRD:Feats|feat]].<br />
<br />
As before, the benefits of the hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.<br />
<br />
'''{{#anc:A Thousand Faces}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 13th level, a Hunter gains the ability to change her appearance at will, as if using the [[SRD:Alter Self|alter self]] spell.This affects the hunter’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the Hunter’s appearance, within the limits described for the spell.<br />
<br />
'''{{#anc:Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A hunter of 13th level or higher can use the [[SRD:Hide Skill|Hide]] skill in any sort of natural terrain, even if the terrain doesn’t grant [[SRD:Cover|cover]] or [[SRD:Concealment|concealment]].<br />
<br />
'''{{#anc:Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of natural terrain, a hunter of 14th level or higher can use the [[SRD:Hide Skill|Hide]] skill even while being observed.<br />
<br />
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' After attaining 15th level, a Hunter no longer takes [[SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the Hunter still dies of old age when her time is up.<br />
<br />
'''{{#anc:One with Nature}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a Hunter gains the ability to turn herself into any Small or Medium [[SRD:Animal Type|animal]] and back again once per day. Her options for new forms include all creatures with the [[SRD:Animal Type|animal]] type. This ability functions like the [[SRD:Polymorph|polymorph]] spell, except as noted here. The effect lasts for 1 hour per Hunter level + 4, or until she changes back. This in effect makes the shape change permanent, however you still must re-use this ability at the end of each day. Changing form (to [[SRD:Animal Type|animal]] or back) is a [[SRD:Standard Actions|standard action]] and doesn’t provoke an [[SRD:Attack of Opportunity|attack of opportunity]]. Each time you use wild shape, you regain lost [[SRD:Hit Points|hit points]] as if you had rested for a night.<br />
<br />
Any gear worn or carried by the hunter melds into the new form and becomes nonfunctional. When the hunter reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the hunter's feet.<br />
<br />
The form chosen must be that of an [[SRD:Animal Type|animal]] the hunter is familiar with.<br />
<br />
A hunter loses her ability to speak while in [[SRD:Animal Type|animal]] form because she is limited to the sounds that a normal, untrained [[SRD:Animal Type|animal]] can make, but she can communicate normally with other [[SRD:Animal Type|animals]] of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)<br />
<br />
The new form’s [[SRD:Hit Dice|Hit Dice]] can’t exceed the character’s hunter level.<br />
<br />
====The Hunter's [[SRD:Animal Type|Animal]] Companion====<br />
<br />
A Hunter’s [[SRD:Animal Type|animal]] companion is different from a [[SRD:Animal Type|normal animal]] of its kind in many ways. A Hunter’s [[SRD:Animal Type|animal]] companion is superior to a normal [[SRD:Animal Type|animal]] of its kind and has special [[SRD:Powers|powers]], as described below.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! [[#Class Level|Class<br/>Level]] || [[#Bonus HD|Bonus<br/>HD]] || [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] || [[#Str/Dex Adj.|Str/Dex<br/>Adj.]] || [[#Bonus Tricks|Bonus<br/>Tricks]] || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1st–2nd ||+0||+0||+0||1|| class="left" | [[#Link|Link]], [[#Share Spells|Share Spells]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3rd–5th ||+2||+2||+1||2|| class="left" | [[#Evasion|Evasion]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 6th–8th ||+4||+4||+2||3|| class="left" | [[#Devotion|Devotion]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 9th–11th ||+6||+6||+3||4|| class="left" | [[#Multiattack|Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 12th–14th ||+8||+8||+4||5|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 15th–17th ||+10||+10||+5||6|| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 18th–20th ||+12||+12||+6||7|| class="left" |<br />
|}<br />
<br />
'''{{#anc:Animal Companion Basics}}:''' Use the base statistics for a creature of the companion’s kind, but make the following changes.<br />
<br />
''{{#anc:Class Level}}:'' The character’s Hunter level. The Hunter’s [[SRD:Classes|class levels]] stack with levels of any other [[SRD:Classes|classes]] that are entitled to an [[SRD:Animal Type|animal]] companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.<br />
<br />
''{{#anc:Bonus [[SRD:Hit Dice|HD]]}}:'' Extra eight-sided (d8) [[SRD:Hit Dice|Hit Dice]], each of which gains a [[SRD:Constitution|Consitution]] modifier, as normal. Remember that extra [[SRD:Hit Dice|Hit Dice]] improve the [[SRD:Animal Type|animal]] companion’s base attack and base save bonuses. An [[SRD:Animal Type|animal]] companion’s [[SRD:Base Attack Bonus|base attack bonus]] is the same as that of a Hunter of a level equal to the [[SRD:Animal Type|animal]]’s [[SRD:Hit Dice|HD]]. An [[SRD:Animal Type|animal]] companion has good [[SRD:Fortitude Save|Fortitude]] and [[SRD:Reflex Save|Reflex saves]] (treat it as a character whose level equals the [[SRD:Animal Type|animal]]’s [[SRD:Hit Dice|HD]]). An [[SRD:Animal Type|animal]] companion gains additional [[SRD:Skill Points|skill points]] and [[SRD:Feats|feats]] for bonus [[SRD:Hit Dice|HD]] as normal for advancing a monster’s [[SRD:Hit Dice|Hit Dice]].<br />
<br />
''{{#anc:Natural Armor Adj.}}:'' The number noted here is an improvement to the [[SRD:Animal Type|animal]] companion’s existing [[SRD:Natural Armor Bonus|natural armor bonus]].<br />
<br />
''{{#anc:[[SRD:Strength|Str]]/[[SRD:Dexterity|Dex]] Adj.}}:'' Add this value to the [[SRD:Animal Type|animal]] companion’s [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] scores.<br />
<br />
''{{#anc:Bonus Tricks}}:'' The value given in this column is the total number of “bonus” tricks that the [[SRD:Animal Type|animal]] knows in addition to any that the Hunter might choose to teach it (see the [[SRD:Handle Animal Skill|Handle Animal]] skill). These bonus tricks don’t require any training time or [[SRD:Handle Animal Skill|Handle Animal]] checks, and they don’t count against the normal limit of tricks known by the [[SRD:Animal Type|animal]]. The Hunter selects these bonus tricks, and once selected, they can’t be changed.<br />
<br />
''{{#anc:Link}} ([[SRD:Ex#Extraordinary|Ex]]):'' A Hunter can handle her [[SRD:Animal Type|animal]] companion as a [[SRD:Free Actions|free action]], or push it as a [[SRD:Move Actions|move action]], even if she doesn’t have any ranks in the [[SRD:Handle Animal Skill|Handle Animal]] skill. The Hunter gains a +4 circumstance bonus on all wild empathy checks and [[SRD:Handle Animal Skill|Handle Animal]] checks made regarding an [[SRD:Animal Type|animal]] companion.<br />
<br />
''{{#anc:Share Spells}} ([[SRD:Ex#Extraordinary|Ex]]):'' At the Hunter’s option, she may have any spell (but not any [[SRD:Spell-Like Ability|spell-like ability]]) she casts upon herself also affect her [[SRD:Animal Type|animal]] companion. The [[SRD:Animal Type|animal]] companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the [[SRD:Animal Type|animal]] companion if the companion moves farther than 5 feet away and will not affect the [[SRD:Animal Type|animal]] again, even if it returns to the Hunter before the duration expires.<br />
<br />
Additionally, the Hunter may cast a spell with a target of “You” on her [[SRD:Animal Type|animal]] companion (as a touch range spell) instead of on herself. A [[SRD:Druid|druid]] and her [[SRD:Animal Type|animal]] companion can share spells even if the spells normally do not affect creatures of the companion’s type ([[SRD:Animal Type|animal]]).<br />
<br />
''{{#anc:[[SRD:Evasion and Improved Evasion|Evasion]]}} ([[SRD:Ex#Extraordinary|Ex]]):'' If an [[SRD:Animal Type|animal]] companion is subjected to an attack that normally allows a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] for half damage, it takes no damage if it makes a successful [[SRD:Saving Throw|saving throw]].<br />
<br />
''{{#anc:Devotion}} ([[SRD:Ex#Extraordinary|Ex]]):'' An [[SRD:Animal Type|animal]] companion gains a +4 morale bonus on [[SRD:Will Save|Will saves]] against enchantment spells and effects.<br />
<br />
''{{#anc:[[SRD:Multiattack|Multiattack]]}}:'' An [[SRD:Animal Type|animal]] companion gains [[SRD:Multiattack|Multiattack]] as a bonus [[SRD:Feats|feat]] if it has three or more natural attacks and does not already have that [[SRD:Feats|feat]]. If it does not have the requisite three or more natural attacks, the [[SRD:Animal Type|animal]] companion instead gains a second attack with its primary [[SRD:Natural Weapon|natural weapon]], albeit at a –5 penalty.<br />
<br />
''{{#anc:[[SRD:Evasion and Improved Evasion#Improved Evasion|Improved Evasion]]}} ([[SRD:Ex#Extraordinary|Ex]]):'' When subjected to an attack that normally allows a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] for half damage, an [[SRD:Animal Type|animal]] companion takes no damage if it makes a successful [[SRD:Saving Throw|saving throw]] and only half damage if the [[SRD:Saving Throw|saving throw]] fails.<br />
<br />
'''{{#anc:Alternative [[SRD:Animal Type|Animal]] Companions}}:''' A Hunter of sufficiently high level can select her [[SRD:Animal Type|animal]] companion from one of the following lists, applying the indicated adjustment to the Hunter’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.<br />
<br />
{| class="column"<br />
|-<br />
|<br />
;4th Level or Higher (Level –3):<br />
: [[SRD:Ape|Ape]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Black Bear|Bear, black]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Bison|Bison]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Boar|Boar]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Cheetah|Cheetah]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Crocodile|Crocodile]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
: [[SRD:Dire Badger|Dire badger]]<br />
: [[SRD:Dire Bat|Dire bat]]<br />
: [[SRD:Dire Weasel|Dire weasel]]<br />
: [[SRD:Leopard|Leopard]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Monitor Lizard|Lizard, monitor]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Large Shark|Shark, Large]]<sup>1</sup> ([[SRD:Animal Type|animal]])<br />
: [[SRD:Constrictor Snake|Snake, constrictor]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Large Viper|Snake, Large viper]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Wolverine|Wolverine]] ([[SRD:Animal Type|animal]])<br />
|<br />
;7th Level or Higher (Level –6):<br />
: [[SRD:Brown Bear|Bear, brown]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Dire Wolverine|Dire wolverine]]<br />
: [[SRD:Giant Crocodile|Crocodile, giant]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Deinonychus|Deinonychus]] (dinosaur)<br />
: [[SRD:Dire Ape|Dire ape]]<br />
: [[SRD:Dire Boar|Dire boar]]<br />
: [[SRD:Dire Wolf|Dire wolf]]<br />
: [[SRD:Elasmosaurus|Elasmosaurus]] (dinosaur)<sup>1</sup><br />
: [[SRD:Lion|Lion]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Rhinoceros|Rhinoceros]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Huge Viper|Snake, Huge viper]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Tiger|Tiger]] ([[SRD:Animal Type|animal]])<br />
|<br />
;10th Level or Higher (Level –9):<br />
: [[SRD:Polar Bear|Bear, polar]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Dire Lion|Dire lion]]<br />
: [[SRD:Megaraptor|Megaraptor]] (dinosaur)<br />
: [[SRD:Huge Shark|Shark, Huge]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
: [[SRD:Giant Constrictor Snake|Snake, giant constrictor]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Orca|Whale, orca]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
<br />
;13th Level or Higher (Level –12):<br />
: [[SRD:Dire Bear|Dire bear]]<br />
: [[SRD:Elephant|Elephant]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Giant Octopus|Octopus, giant]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
<br />
;16th Level or Higher (Level –15):<br />
: [[SRD:Dire Shark|Dire shark]]<sup>1</sup><br />
: [[SRD:Dire Tiger|Dire tiger]]<br />
: [[SRD:Giant Squid|Squid, giant]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
: [[SRD:Triceratops|Triceratops]] (dinosaur)<br />
: [[SRD:Tyrannosaurus|Tyrannosaurus]] (dinosaur)<br />
|-<br />
| colspan="3" class="foot" |<br />
# Available only in an aquatic environment.<br />
|}<br />
<br />
<br />
==== Ex-Hunters ====<br />
<br />
A Hunter who ceases to revere nature or teaches the Sylvi language to a non-hunter loses all spells and Hunter abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a Hunter until she atones (see the [[SRD:atonement|atonement]] spell description). <br />
<br />
====Epic Hunter====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Hunter}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
!Level!! Special <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#Spells|Spells]]:''' The Hunter’s [[SRD:Caster Level|caster level]] is equal to his or her [[SRD:Class|class]] level. The Hunter’s number of spells per day does not increase after 20th level.<br />
<br />
'''[[#The Hunter's Animal Companion|Animal Companion]]:''' The epic Hunter’s [[SRD:Animal Type|animal]] companion continues to increase in power. At every three levels higher than 18th (21st, 24th, 27th, and so on), the [[SRD:Animal Type|animal]] companion gains +2 bonus [[SRD:Hit Dice|Hit Dice]], its [[SRD:Natural Armor|natural armor]] increases by 2, its [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] modifiers increase by 1, and it learns one additional bonus trick.<br />
<br />
'''{{#anc: Bonus [[SRD:Feats|Feats]] }}:''' The epic hunter gains a bonus [[SRD:Feats|feat]] (selected from the list of epic hunter bonus [[SRD:Feats|feats]]) every three levels after 20th. <br />
<br />
''Epic hunter Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Colossal Wild Shape|Colossal Wild Shape]], [[SRD:Diminutive Wild Shape|Diminutive Wild Shape]], [[SRD:Dragon Wild Shape|Dragon Wild Shape]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Fine Wild Shape|Fine Wild Shape]], [[SRD:Gargantuan Wild Shape|Gargantuan Wild Shape]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Elemental Wild Shape|Improved Elemental Wild Shape]], [[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:Magical Beast Companion|Magical Beast Companion]], [[SRD:Magical Beast Wild Shape|Magical Beast Wild Shape]], [[SRD:Multispell|Multispell]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Plant Wild Shape|Plant Wild Shape]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Tenacious Magic|Tenacious Magic]], [[SRD:Vermin Wild Shape|Vermin Wild Shape]].<br />
<br />
==== [[Okeanos (Orion Race)|Okeanos]] Hunter Starting Package ====<br />
<br />
'''Weapons:''' Longbow, 20 arrows, Scimitar.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | survival || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Nature) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Heal || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move silently || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Swim || 4 || Str || &mdash;<br />
|}<br />
<br />
'''Feat:''' Point blank shot.<br />
<br />
'''Gear:''' Leather armor, quiver, hooded lantern, bedroll, waterskin, flint, winter blanket.<br />
<br />
'''Gold:''' 1d4gp +3sp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Hunter ====<br />
<br />
'''Religion:''' It is very hard to find somebody following a true religion in Orion. However many variations exist in Hunter culture. Some beleive that their power is not truly from nature in its entirety, some beleive that a god of nature is behind it. These gods are honored with grand festivals at the solstice and some more wild hunter cultures, their may even be sacrifices of animals, or any who have angered the tribe of hunters.<br />
<br />
'''Other Classes:''' Hunters travel and fight alone. They do not embrace social attention and often shrink away from cities. A Hunter in a group can easily be given away, but a hunter alone, will never be found. It is rare for a Hunter to be found with barbarians or fighters, but it does happen. It is however much more common to find Hunters teaming up with other Hunters when they do choose to travel in groups.<br />
<br />
'''Combat:''' Typically a hunter in combat is at or neer the back. Bringing long range missiles down upon the opponents. However sometimes a hunter is found at the front, heading off an ambush, or using their impressive array of dextrous skills to defeat an enemy in sword play.<br />
<br />
'''Advancement:''' Many characters with this class wil hold onto it untill the end of their lives. Being a hunter is often times more than just a class, but a way of life, and for many that is hard to change. However, when a hunter does branch out it will often be to the mystic blade, embracing their sword fighting abilities combined with magic just as the hunter does, or the jumper, using their already immense use of the dexterity ability to their advantage and utilizing it with this class.<br />
<br />
==== Hunters in the World ====<br />
<br />
{{quote|When my bow falls, so shall the world. When me heart ceases to pump blood to my body, it will all come crashing down. As a hunter, we are bound by duty, nay, bound by our very soul to this world. When a hunter dies we feel it, we sense it, and the world trembles with sorrow. When I die, so shall the world, from the shock of loosing such a great part of ones soul.|orig=Ezekiel, Okeanos Hunter}}<br />
<br />
Hunters are the stout gaurdians of the world and the soul of the land itself. It is said in legend that when a hunter dies, each and every one will feel the loss, as if part of their own soul just vannished along with it. Hunters are loners and hate outside attention. They will often shun the gratitude of the world, even when they are deserving of it. For this, hunters are often regarded with some amount of distrust and even distain as their entire lives, culture, and very existance is shrouded in mystery.<br />
<br />
'''Daily Life:''' Every day, a hunter awakes. She will move about the world, she will show it how to live. then every day again, the hunter will sleep. A hunter often lives a simple existance, not having to worry about polotics, or if they will hang onto their jobs. This is because they rarely venture into a city, often simply living from the land that they are provided with. Hunters respect and revere animals, however they still eat them. This is because they believe that each life has a greater purpose beyond their current form. One day, a hunter too will die, and she then will pa back the debt she ows from her life.<br />
<br />
'''Notables:''' Ezekiel Hunter 30. Ezekiel it is said was born when the world was forged, and will die when the world ends. However some believe it is the other way around. Ezekiel is, for the most part a legend, a story told to children when young, a tale sung by bards when they are older. However their are still some who says he truly exists, some even speak of meeting him...<br />
<br />
'''Organizations:''' It is very rare for a gathering of hunters to occur. Hunters are solitary beings that find life much easier alone. However their are two times they will gather in mass. The first, is when a great leader of the hunters die, such as if Ezekiel were to die. This is not to say that hunters are formed into an organized group with leaders, however many look up to hunter turned sages, who often have a great understanding of the world. The second time they will gather is durring a solstice, when the days are either the longest of the year in summer or the shortest in winter. This happens usually some where deep in a forest or on a high mountain. A place were only hunters can access, making it sacred and secluded. These gatherings last for many days after the solstice is over, many who join them often falling into a haze of sorts of drunken adrenaline, in this time their are a number of acts commited that would be seen as sinful by many others existing in more 'civilized' regions.<br />
<br />
'''NPC Reactions:''' People encountering hunters are often not as afraid of them as they may be portrayed as. It is only a small portion of hunters that embrace such a wild and animalistic life style. Most hunters are more civilized, still not quite fitting into society, however much closer. Hunters are reacted to also with a great deal of mistrust, but not for who they are, but for what they do. Hunters (and many mystic blades) try their hardest to keep their magical abilities hidden, for, if one were to see these powers being used, they would be shocked.<br />
<br />
==== Hunter Lore ====<br />
<br />
Characters with ranks in Knowledge (Nature) can research hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Nature)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Hunters are solitary warriors who are close with nature.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The more wild hunters hold gatherings deep in the forests to celebrate the solstices.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Hunters often ambush their pray and utilize dexterity in combat to replace what many warriors would do with strength.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Hunters draw on the power of nature itself to cast spells of great power.<br />
|}<br />
<br />
==== Hunters in the Game ====<br />
<br />
Hunters are often easy to play in the wild world of Orion. They defend the forests and live in them, utilizing their resources to bring down foes.<br />
<br />
'''Adaptation:''' Hunters can easily be adapted to different adventures by either taking away or giving them some more spells. Another way to go is modifying and increasing their one with nature ability, and adding a more wild shap like progression for it.<br />
<br />
'''Sample Encounter:''' I heard something, and my ears twitched as I glanced up. Every nerve was on edge, it seemed as though the whole world was out to get me, and for the past week, mine had been. The woods are a terrible place, you are never safe in them. However, oddly enough, I had seen a distinct decrease in animals as I traveled farther and farther in one direction, what I hoped was out. Suddenly, I heard another noise, this one comming from in front of me. I drew my sword, and aprouched cautiously, every sense alert. However, as I got closer what I first thought must be some giant bear, another creature come to kill me, turned into the sounds of revelry. I heard laughter and song, chants and voices. I praised my luck, knowing I had been following the right path, this must be a party some locals are having! I'm almost out! However my thoughts were quickly misgiven. As I brushed back the bush and burst into the grotto the sight I beheld was not one I had expected. Their were neerly a hundred men and women, all half naked, if not completely. Their was love making and dancing, small fights springing up over a woman. It was complete anarchy, I feared that my 'salvation' and turned into my nightmare as I remembered the old tales of how wild hunters would celebrate the solstices by revelry and love making. Quickly I realized my fate, realized that I had been traveling the wrong way, and knowing that they would kill me for trespassing, probably slowly, probably as a sacrifice.<br />
<br />
However, what came next I was not expecting. One of the hunters, a Charon, came up to me and spoke, he spoke plane common, well enough for me to understand.<br />
"Come, join us!"<br />
He then turned, and continued with his marriment. I was shocked, stunned. All I could do was stair, then slowly, I made my way further into the grotto, and I began to enjoy it. Perhaps their was hope, perhaps these hunters were not as bad as I had thought.<br />
<br />
''EL N/A:'' Their was no physical exchange in this encounter and therefore no Encounter Level or sample character is needed..<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:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]</div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Elves,_Shadow_(3.5e_Race)&diff=541569Elves, Shadow (3.5e Race)2011-11-28T06:15:31Z<p>Johnstonboy72: </p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size= Medium<br />
|favored_class=<!-Class. Add a link if it's a class found here.-><br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Elves, Shadow =<br />
<br />
== Personality ==<br />
<br />
A Shadow Elf is very timid and shy towards outsiders in general, often seeking refuge in any form of shadow to avoid talking to outsiders however as timid and shy they are, once they have learnt to place their trust in others they will become rather talkative. Of course not every Shadow elf will do this as some can be rather stubborn about actually placing their trust to outsiders. <br />
It's not uncommon for a Shadow Elf to with hold information about themselves or about places such as their home or anything they find intresting towards outsiders.<br />
<br />
== Physical Description ==<br />
<br />
A Shadow Elf looks very much like a High elf in their physical look the only parts that really sets them apart is their Purple/blackish skin, their eye color tends to be a dimmer cyan and their hair color is often blonde, but there are other shadow elves that has darker hair color.<br />
<br />
== Relations ==<br />
<br />
Shadow Elves doesn't exactly have the best of relations to other races outside of elves as many Shadow elf cities have been pillaged and razed, the Shadow Elf is often taken as slaves or trophy depending on the race and their goal with attacking the shadow elf city in question, not all outsider races visit a shadow elf city to take slaves or getting themselves a "trophy", some races visit them for other reasons but they are often hunted for various reasons. <br />
<br />
== Alignment ==<br />
<br />
A Shadow Elf usually is any of the chaotic alignments or the Neutral ones, due to their lives they have lived they don't really like to follow the rules set down by other races and have a grudge against rules and laws in general, they do whatever they can to make themselves stand out of the laws set down by one race and strive to be their own.<br />
<br />
== Lands ==<br />
<br />
As a Shadow Elf is still an Elf they like living in forest areas where they can bring out their potential as elves but still being their own kind of the whole Elf lineage, they have learned their lessons about having large cities such as captiols that attracts outsiders for various reasons, they no longer have a capitol to call their own however they live in communities and colonies as well as small villages hidden from the world's ever preying eyes on them.<br />
<br />
== Religion ==<br />
<br />
Shadow Elves follow one religion, the main Elven deity Corellon Larethian, since their ancestry comes from him. Of course there are certain communities or colonies that follow other deities that have elves as their main group of followers. Of course this makes them rather limited to what they will accept from outside races that follow other deities.<br />
<br />
== Language ==<br />
<br />
Shadow Elves are fluent in Common, Elven, Sylvan and Spirit tongue as they have the most need of these languages. Although they tend to only learn these, they will learn any language that they find interesting to talk in.<br />
<br />
== Names ==<br />
<br />
Shadow Elves have the same naming process as most other races of course they have a wider mixture for their names as they tend to mold human and elven names together to create their own unique names.<br />
<br />
== Racial Traits ==<br />
<br />
* -2 Strength, +2 Charisma, +2 Dexterity, +2 wisdom, +2 Constitution, -2 Intelligence. A Shadow elf isn't very strong when it comes to physical strength but they use their good looks to their advantage to gather any kind of information to help them, they are also highly skilled with their hands and can do more things with them, they also have a better health then most elves since they have been forced to adapt themselves to how they have been treated. <br />
* Humanoid (Augmented Elf) The Shadow elves are augmented on a mental level due to their past and able to over come most problems that concerns them<br />
* Medium: A Shadow Elf does not gain a AC bonus due to their size<br />
* Shadow Elf [[base land speed]] is 40 feet: 30 feet swim<br />
* Hunters of the shadow (Su): When there are shadows that occur naturally or at night the shadow they gain +4 to hide and move silently they also gain a sneak attack from their weapons of choice and catch their target by surprise so the enemy is counted as flat-footed.<br />
* Master bow user (Ex): Shadow Elves get +2 to accuracy when using a bow and to damage as well as the ability to fire a secondary arrow with poison or a element of choice but it needs to be able to be handled firstly.<br />
* Elf Traits (Ex): A Shadow Elf gains Immunity to Magic sleep effect, +2 racial saving throws against enchantment spells or effects, they also have Low-light vision and gain weapon proficiency for Longbow (composite longbow) Shortbow (composite shortbow). <br />
* [[Automatic Languages]]: Common, Elven, Sylvan and Spirit tongue. [[Bonus Languages]]: Draconic, Gnoll, Gnome, Goblin, Orc and any class specific language but most be of that Class.<br />
* [[Favored Class]]: Ranger, Bard, Cleric, Rogue<br />
<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Shadow elf Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 100 years || +4d6 || +6d6 || +10d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 200 years || 400 years || 600 years || +4d% years years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5’ 00” || +2d6 || 90 lb. || &times; (1d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4’ 50” || +2d6 || 85 lb. || &times; (1d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Augmented Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Elves,_Shadow_(3.5e_Race)&diff=541568Elves, Shadow (3.5e Race)2011-11-28T06:09:54Z<p>Johnstonboy72: </p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size= Medium<br />
|favored_class=<!-Class. Add a link if it's a class found here.-><br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Elves, Shadow =<br />
<br />
== Personality ==<br />
<br />
A Shadow Elf is very timid and shy towards outsiders in general, often seeking refuge in any form of shadow to avoid talking to outsiders however as timid and shy they are, once they have learnt to place their trust in others they will become rather talkative. Of course not every Shadow elf will do this as some can be rather stubborn about actually placing their trust to outsiders. <br />
It's not uncommon for a Shadow Elf to with hold information about themselves or about places such as their home or anything they find intresting towards outsiders.<br />
<br />
== Physical Description ==<br />
<br />
A Shadow Elf looks very much like a High elf in their physical look the only parts that really sets them apart is their Purple/blackish skin, their eye color tends to be a dimmer cyan and their hair color is often blonde, but there are other shadow elves that has darker hair color.<br />
<br />
== Relations ==<br />
<br />
Shadow Elves doesn't exactly have the best of relations to other races outside of elves as many Shadow elf cities have been pillaged and razed, the Shadow Elf is often taken as slaves or trophy depending on the race and their goal with attacking the shadow elf city in question, not all outsider races visit a shadow elf city to take slaves or getting themselves a "trophy", some races visit them for other reasons but they are often hunted for various reasons. <br />
<br />
== Alignment ==<br />
<br />
A Shadow Elf usually is any of the chaotic alignments or the Neutral ones, due to their lives they have lived they don't really like to follow the rules set down by other races and have a grudge against rules and laws in general, they do whatever they can to make themselves stand out of the laws set down by one race and strive to be their own.<br />
<br />
== Lands ==<br />
<br />
As a Shadow Elf is still an Elf they like living in forest areas where they can bring out their potential as elves but still being their own kind of the whole Elf lineage, they have learned their lessons about having large cities such as captiols that attracts outsiders for various reasons, they no longer have a capitol to call their own however they live in communities and colonies as well as small villages hidden from the world's ever preying eyes on them.<br />
<br />
== Religion ==<br />
<br />
Shadow Elves follow one religion, the main Elven deity Corellon Larethian, since their ancestry comes from him. Of course there are certain communities or colonies that follow other deities that have elves as their main group of followers. Of course this makes them rather limited to what they will accept from outside races that follow other deities.<br />
<br />
== Language ==<br />
<br />
Shadow Elves are fluent in Common, Elven, Sylvan and Spirit tongue as they have the most need of these languages. Although they tend to only learn these, they will learn any language that they find interesting to talk in.<br />
<br />
== Names ==<br />
<br />
Shadow Elves have the same naming process as most other races of course they have a wider mixture for their names as they tend to mold human and elven names together to create their own unique names.<br />
<br />
== Racial Traits ==<br />
<br />
* -4 Strength, +4 Charisma, +4 Dexterity, -4 wisdom, +2 Constitution, a Shadow elf isn't very strong when it comes to physical strength but they use their good looks to their advantage to gather any kind of information to help them, they are also highly skilled with their hands and can do more things with them, they also have a better health then most elves since they have been forced to adapt themselves to how they have been treated. <br />
* Humanoid (Augmented Elf) The Shadow elves are augmented on a mental level due to their past and able to over come most problems that concerns them<br />
* Medium: A Shadow Elf does not gain a AC bonus due to their size<br />
* Shadow Elf [[base land speed]] is 40 feet: 30 feet swim<br />
* Hunters of the shadow (Su): When there are shadows that occur naturally or at night the shadow they gain +4 to hide and move silently they also gain a sneak attack from their weapons of choice and catch their target by surprise so the enemy is counted as flat-footed.<br />
* Master bow user (Ex): Shadow Elves get +2 to accuracy when using a bow and to damage as well as the ability to fire a secondary arrow with poison or a element of choice but it needs to be able to be handled firstly.<br />
* Elf Traits (Ex): A Shadow Elf gains Immunity to Magic sleep effect, +2 racial saving throws against enchantment spells or effects, they also have Low-light vision and gain weapon proficiency for Longbow (composite longbow) Shortbow (composite shortbow). <br />
* [[Automatic Languages]]: Common, Elven, Sylvan and Spirit tongue. [[Bonus Languages]]: Draconic, Gnoll, Gnome, Goblin, Orc and any class specific language but most be of that Class.<br />
* [[Favored Class]]: Ranger, Bard, Cleric<br />
<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Shadow elf Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 100 years || +4d6 || +6d6 || +10d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 200 years || 400 years || 600 years || +4d% years years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5’ 00” || +2d6 || 90 lb. || &times; (1d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4’ 50” || +2d6 || 85 lb. || &times; (1d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Augmented Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Elves,_Shadow_(3.5e_Race)&diff=541567Elves, Shadow (3.5e Race)2011-11-28T06:04:36Z<p>Johnstonboy72: </p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size= Medium<br />
|favored_class=<!-Class. Add a link if it's a class found here.-><br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Elves, Shadow =<br />
<br />
== Personality ==<br />
<br />
A Shadow Elf is very timid and shy towards outsiders in general, often seeking refuge in any form of shadow to avoid talking to outsiders however as timid and shy they are, once they have learnt to place their trust in others they will become rather talkative. Of course not every Shadow elf will do this as some can be rather stubborn about actually placing their trust to outsiders. <br />
It's not uncommon for a Shadow Elf to with hold information about themselves or about places such as their home or anything they find intresting towards outsiders.<br />
<br />
== Physical Description ==<br />
<br />
A Shadow Elf looks very much like a High elf in their physical look the only parts that really sets them apart is their Purple/blackish skin, their eye color tends to be a dimmer cyan and their hair color is often blonde, but there are other shadow elves that has darker hair color.<br />
<br />
== Relations ==<br />
<br />
Shadow Elves doesn't exactly have the best of relations to other races outside of elves as many Shadow elf cities have been pillaged and razed, the Shadow Elf is often taken as slaves or trophy depending on the race and their goal with attacking the shadow elf city in question, not all outsider races visit a shadow elf city to take slaves or getting themselves a "trophy", some races visit them for other reasons but they are often hunted for various reasons. <br />
<br />
== Alignment ==<br />
<br />
A Shadow Elf usually is any of the chaotic alignments or the Neutral ones, due to their lives they have lived they don't really like to follow the rules set down by other races and have a grudge against rules and laws in general, they do whatever they can to make themselves stand out of the laws set down by one race and strive to be their own.<br />
<br />
== Lands ==<br />
<br />
As a Shadow Elf is still an Elf they like living in forest areas where they can bring out their potential as elves but still being their own kind of the whole Elf lineage, they have learnt their lessons about having large cities such as captiols that attracts outsiders for various reasons, they no longer have a capitol to call their own however they live in communities and colonies aswell as small villages hidden from the world's ever preying eyes on them.<br />
<br />
== Religion ==<br />
<br />
Shadow Elves follow one religon, the main Elven deity Corellon Larethian, since their ancestry comes from him. Of course there are certain communities or colonies that follow other deities that have elves as their main group of followers. Of course this makes them rather limited to what they will accept from outside races that follow other deities.<br />
<br />
== Language ==<br />
<br />
Shadow Elves are fluent in Common, Elven, Sylvan and Spirit tongue as they have the most need of these langauges. Although they tend to only learn these, they will learn any language that they find intresting to talk in.<br />
<br />
== Names ==<br />
<br />
Shadow Elves have the same naming process as most other races of course they have a wider mixture for their names as they tend to mold human and elven names togther to create their own unique names.<br />
<br />
== Racial Traits ==<br />
<br />
* -4 Strength, +4 Charisma, +4 Dexterity, -4 wisdom, +2 Constitution, a Shadow elf isn't very strong when it comes to physical strength but they use their good looks to their advantage to gather any kind of information to help them, they are also highly skilled with their hands and can do more things with them, they also have a better health then most elves since they have been forced to adapt themselves to how they have been treated. <br />
* Humanoid (Augmented Elf) The Shadow elves are augmented on a mental level due to their past and able to over come most problems that concerns them<br />
* Medium: A Shadow Elf does not gain a AC bonus due to their size<br />
* Shadow Elf [[base land speed]] is 40 feet: 30 feet swim<br />
* Hunters of the shadow (Su): When there are shadows that occur naturally or at night the shadow they gain +4 to hide and move silently they also gain a sneak attack from their weapons of choice and catch their target by suprise so the enemy is counted as flat-footed.<br />
* Master bow user (Ex): Shadow Elves get +2 to accuracy when using a bow and to damage aswell as the ability to fire a secondary arrow with poison or a element of choice but it needs to be able to be handled firstly.<br />
* Elf Traits (Ex): A Shadow Elf gains Immunity to Magic sleep effect, +2 racial saving throws against enchantment spells or effects, they also have Low-light vision and gain weapon profiency for Longbow (composite longbow) Shortbow (composite shortbow). <br />
* [[Automatic Languages]]: Common, Elven, Sylvan and Spirit tongue. [[Bonus Languages]]: Dragonic, Gnoll, Gnome, Goblin, Orc and any class spefic langauge but most be of that Class.<br />
* [[Favored Class]]: Ranger, Bard, Cleric<br />
<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Shadow elf Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 100 years || +4d6 || +6d6 || +10d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 200 years || 400 years || 600 years || +4d% years years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5’ 00” || +2d6 || 90 lb. || &times; (1d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4’ 50” || +2d6 || 85 lb. || &times; (1d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Augmented Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Na%27vi_(3.5e_Race)&diff=541563Na'vi (3.5e Race)2011-11-28T03:39:58Z<p>Johnstonboy72: </p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size=<!-Size: Pick (Small, Medium, Large, Huge, etc)-><br />
|favored_class=<!-Class. Add a link if it's a class found here.-><br />
|desc=<!-around 50 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= Na'vi =<br />
<br />
== Personality ==<br />
<br />
The Na’vi treat nature with respect and take only what they need. They live to take care of each other and their homes.<br />
<br />
== Physical Description ==<br />
<br />
Na’vi are between 10 and 11 feet tall. They have blue skin with a spotted bioluminescent pattern and a three feet long tail. Their ears are cat shaped and the nose is feline as well. All Na’vi have a long braid (about 4 feet) with tentacles instide. The tentacles act as natural links that are used to commune with nature. They favor mid back length hair to short hair length depending on the person and gender.<br />
<br />
Despite the Na’vi's strength and size, they are thin with lanky arms and legs. <br />
<br />
The only clothing they normally wear is a loin cloth, both genders. Decorative beads, bone and other natural items are among the Na'vi native dress.<br />
<br />
== Relations ==<br />
<br />
Na’vi treat forest dwelling races like elves as friends, and are hostile with those that destroy nature. Durids and Rangers, regardless of race, are welcome as friends.<br />
<br />
== Alignment ==<br />
<br />
Being creatures of the wild, Na'vi are most often Chaotic. They are usually good or neutral, evil Na'vi are as rare as they are dangerous.<br />
<br />
== Lands ==<br />
<br />
They live on their own prime material plane, which others call Pandora.<br />
<br />
Otherwise Na'vi are known to survive in several different types of warm eviroments. Prefering warm tropical, temperate, wasteland, and desert eviroments over Boreal and Artic, the Na'vi commune with the nature to survive. Desert and Wasteland Na'vi are majority nomadic and use horses to hunt and scavenge. In Tropical enviroments that mirror Pandora's main climate, the Na'vi flourish. With their natural ability to commune with nature, the Na'vi feel at home when surrounded by it.<br />
<br />
== Religion ==<br />
<br />
Na'vi worship ''Eywa'', a nature/creation goddess. Instead of Clerics, they have Shamans that are the spiritual leaders and the voice of ''Eywa'' for the Na'vi.<br />
<br />
== Language ==<br />
<br />
Na'vi possess their own native language and can communicate with the animals of Pandora by literally plugging their hair braid into the creature's nervous system.<br />
<br />
== Names ==<br />
<br />
Female:<br />
Tseza, <br />
Teikxa,<br />
Retxa,<br />
Kelsä,<br />
Txurrak<br />
<br />
Male:<br />
Tzeso,<br />
Plltsak,<br />
Terriran,<br />
Sezo,<br />
Txswak<br />
<br />
<!-- Insert the way you race acquires names. --><br />
<br />
== Racial Traits ==<br />
<br />
* +2 [[Strength]], +2 [[Dexterity]], +2 [[Constitution]], -4 [[Intelligence]]<br />
* ''Racial Hit Dice:'' A Na'vi begins with two levels of Humanoid. Which provides 2d8+(Con. modifer x2) hit points, a base attack bonus of +1, one feat and base saving throw bonuses of Fort +0, Ref +0, Will +2.<br />
* ''Racial Skills:'' A Na'vi's humanoid levels gives it skill points equal to 5x(2+Int. modifier, minimum 1)<br />
* ''[[SRD:Large|Large]] size:'' –1 penalty to [[SRD:Armor Class|Armor Class]], –1 penalty on [[SRD:Attack Roll|attack roll]]s, –4 penalty on [[SRD:Hide Skill|Hide]] checks, +4 bonus on [[SRD:Grapple|grapple]] checks, lifting and carrying limits double those of [[SRD:Medium|Medium]] characters.<br />
* Base Land Speed: 40 ft., 30ft. climb speed<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]''<br />
* ''Uncanny Dodge ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' Na'vi retain their [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if they are caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, they still lose their [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.<br />
* ''[[SRD:Evasion and Improved Evasion|Evasion]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The Na'vi can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Na'vi is wearing light armor or no armor. A helpless Na'vi does not gain the benefit of evasion. <br />
* ''Racial Skills:'' [[SRD:Class|class]] skills are [[SRD:Climb Skill|Climb]], [[SRD:Craft|Craft]], [[SRD:Handle Animal Skill|Handle Animal]], [[SRD:Jump Skill|Jump]], [[SRD:Listen Skill|Listen]], [[SRD:Ride Skill|Ride]] and [[SRD:Spot Skill|Spot]].<br />
* ''Racial [[SRD:Feats|Feats]]:'' Na'vi get [[SRD:Endurance|Endurance]] as a bonus feat.<br />
* ''Hair tentacles:'' Na’vi can use the tentacles at the end of their braids to link with nature to get a “empathic feel” of any threats to nature. In a dense forest area, the “empathic feel” has a range of up to 1 mile. Na’vi can use also them to mentally link with animals native to Pandora and control them.<br />
* ''Illiteracy:'' Na'vi do not automatically know how to read and write. A Na'vi may spend 2 skill points to gain the ability to read and write all languages he is able to speak. <br />
* [[Automatic Languages]]: Na'vi and Common [[Bonus Languages]]: Elven, Draconic, and Sylvan<br />
* [[Favored Class]]: Rangers and Druids/Shamans. Na'vi can't use Arcane magic<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Na'vi Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 20 years || +1d4 || +1d6 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Na'vi Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 50 years || 80 years || 100 years || +1d10 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Na'vi Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Male/Female || Base Height || Height Modifier || Base Weight || Weight Modifier <br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 8' 11" || +3d12" || 150 lb. || (x3d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 8' 9" || +3d12" || 145 lb. || (x3d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
{{Copyright Disclaimer}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[CategoryLargeSize]]<br />
[[Category:LA 2]]<br />
[[Category:ECL 3]]</div>Johnstonboy72https://www.dandwiki.com/w/index.php?title=Hunter_(3.5e_Class)&diff=541449Hunter (3.5e Class)2011-11-25T19:31:09Z<p>Johnstonboy72: Hunter</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=SciFi_Fantasy_Hunter_hunter_01_jpg_rZd_97565.jpg<br />
|imgloc=bottom<br />
|imgsize=<br />
|imgcaption="When my bow falls, so shall the world. When me heart ceases to pump blood to my body, it will all come crashing down. As a hunter, we are bound by duty, nay, bound by our very soul to this world. When a hunter dies we feel it, we sense it, and the world trembles with sorrow. When I die, so shall the world, from the shock of loosing such a great part of ones soul." Ezekiel, Okeanos Hunter<br />
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|rating_formatting=<br />
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|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=Please discuss before editing, thanks!<br />
|type=Combat-Focused, Divine Spellcasting<br />
|desc=A variant on the Druid class removing their wild shape abilities and greatly reducing their spell powers. To make up for this they are granted much better combative abilities and a number of extra special powers.<br />
}}<br />
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{{:Orion (DnD Campaign Setting)/Menu}}<br />
<br />
== Hunter ==<br />
<br />
A Hunter is someone who fights with cunning and gile, they utilize dexterity and speed to sneak up on their opponent or face them head on. A Hunter also makes use of an array of magical powers that he draws from the very essence of nature itself, giving him a distinct, and many times unexpected advantage over his foes. A Hunter is a cunning fighter that can dispatch his opponents before they even see him, or if he so chooses, can meet them face to face. Hunters are loners in a wild world. They fend for themselves, live by themselves, and their might is matched by none in their forests. A Hunter is exactly what their namesake implies, they hunt, whether their prey be animal or elf, orc or dragon, they always find it, and they always kill it. <br />
<br />
=== Making a Hunter ===<br />
<br />
A Hunter is at his strongest when he is hidden. Hunters always make sure that they know were you are, but never show themselves in return. Hunters ambush their opponents, moving quickly around them dodging attacks and hitting with deadly accuracy. The Hunter also utilizes quite well, probably even better than the sword, his bow. However Hunters are poor front line combatants. Without the room to move around, and without the space to pull off some heavy ranged hits, the Hunter can be defeated. If you want to kill a Hunter, you must box him in. <br />
<br />
Hunters travel and fight alone. They do not embrace social attention and often shrink away from cities. A Hunter in a group can easily be given away, but a hunter alone, will never be found. It is rare for a Hunter to be found with barbarians or fighters, but it does happen. It is however much more common to find Hunters teaming up with other Hunters when they do choose to travel in groups.<br />
<br />
'''Abilities:''' [[SRD:Dexterity|Dexterity]] is the most pivotal force that drives a Hunter. [[SRD:Dexterity|Dexterity]] provides them with a better armor class for a class that does not often wear armor of any bulky kind, it grants them a greater hit chance with their ranged weapons, it is essential for many of the skills that this class commonly utilizes, and it is the key ability in a number special powers. Next in order of importance is [[SRD:Wisdom|Wisdom]]. [[SRD:Wisdom|Wisdom]] is the key ability for the magical powers of a Hunter, it also is useful for many skills commonly used by the Hunter, and is used in a few class abilities. [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] can also be useful for the Hunter to provide him with extra hit points and allow him to deal out greater damage, two key items needed when fighting close hand.<br />
<br />
'''Races:''' The Hunter is most often chosen by Okeanos. With their natural affinity to nature and inborn dexterity, they are a perfect fit. Hunters are actually the primary class in Okeanos culture Okeanos Hunters are readily embraced by any other Okeanos they meet. The Charons are also fairly likely to pick up this class. With their natural curiosity and inborn strength and cunning, they fit the class well. However often this class is leaned away from because of the nature of Charons, as many of them seek to tame the forests and build cities their. Charons also by their very nature are not as wise as some other races and therefore do not fit this class well. However when Charons do choose to be Hunters, they make very social ones. Kreinos Hunters are not as common. Due to the more dexetrous nature of the class Kreinos generally find it hard to utilize the abilities of the Hunter. However some still choose this class, interpreting it in their way, using more the martial skills than the magical and dexterous ones..<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d6×10 gp (105 gp). <br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple, As [[rogue]]. <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hunter}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +1 || +1<br />
| class="left" | [[#Animal Companion|Animal Companion]], [[#Track|Track]], [[#Nature Sense|Nature Sense]], [[#Wild Empathy|Wild Empathy]]<br />
|0||-||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +2 || +2<br />
| class="left" | [[#Combat Style|Combat Style]], [[#Woodland Stride|Woodland Stride]]<br />
|1||-||-||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +2<br />
| class="left" | [[#Trackless Step|Trackless Step]]<br />
|2||1||-||-||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +3<br />
| class="left" | [[#Dexterous Striking|Dexterous Striking]], [[#Resist Nature’s Lure|Resist Nature’s Lure]]<br />
|3||2||1||-||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +5 || +3<br />
| class="left" |<br />
|4||3||2||-||-||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +6 || +4<br />
| class="left" |<br />
|5||4||3||1||-||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +7 || +4<br />
| class="left" | [[#Ambush|Ambush]]<br />
|6||5||4||2||-||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +8 || +5<br />
| class="left" | [[#Improved Dexterous Striking|Improved Dexterous Striking]]<br />
|6||5||5||3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +9 || +5<br />
| class="left" | [[#Venom Immunity|Venom Immunity]]<br />
|6||5||5||4||2||-||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +10 || +6<br />
| class="left" | [[#Nimble|Nimble]]<br />
|6||5||5||5||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +11 || +6<br />
| class="left" | [[#Diving Strike|Diving Strike]], [[#Combat Style Mastery|Combat Style Mastery]]<br />
|6||5||5||5||4||2||-||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +12 || +7<br />
| class="left" |<br />
|6||5||5||5||5||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +13 || +7<br />
| class="left" | [[#A Thousand Faces|A Thousand Faces]], [[#Camouflage|Camouflage]]<br />
|6||5||5||5||5||4||2||-||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +14 || +8<br />
| class="left" | [[#Hide in plane sight|Hide in plane sight]]<br />
|6||5||5||5||5||4||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +15 || +8<br />
| class="left" | [[#Timeless Body|Timeless Body]]<br />
|6||5||5||5||5||4||4||2||-||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +16 || +8<br />
| class="left" |<br />
|6||5||5||5||5||4||4||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +17 || +9<br />
| class="left" |<br />
|6||5||5||5||5||4||4||4||2||-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +18 || +9<br />
| class="left" |<br />
|6||5||5||5||5||4||4||4||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +19 || +9<br />
| class="left" |<br />
|6||5||5||5||5||4||4||4||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +20 || +10<br />
| class="left" | [[#One with Nature|One with Nature]]<br />
|6||5||5||5||5||4||4||4||4||3<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 />
<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the Hunter.<br />
<br />
'''Weapon and Armor Proficiency:''' Hunters are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, long sword, all types of bows, and elven thin blade.<br />
<br />
Hunters are proficient with [[SRD:Armor Proficiency (Light)|light]] and [[SRD:Armor Proficiency (Medium)|medium]] [[SRD:Armor|armor]] but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Hunter may also wear wooden armor that has been altered by the ''[[SRD:Ironwood|ironwood]]'' spell so that it functions as though it were steel. See the ''[[SRD:Ironwood|ironwood]]'' spell description) Hunters are proficient with [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]) but must use only wooden ones.<br />
<br />
A Hunter who wears prohibited armor or carries a prohibited shield is unable to cast Hunter spells or use any of her supernatural or spell-like [[SRD:Class|class]] abilities while doing so and for 24 hours thereafter.<br />
<br />
'''{{#anc:Spells}}:''' A Hunter casts divine spells, which are drawn from the [[SRD:Druid Spell List|Hunter spell list]]. Her [[SRD:Alignment|alignment]] may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Hunter must choose and prepare her spells in advance (see below).<br />
<br />
To prepare or cast a spell, the Hunter must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the [[SRD:Spell Level|spell level]]. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a Hunter’s spell is 10 + the [[SRD:Spell Level|spell level]] + the Hunter’s [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a Hunter can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Her base daily spell allotment is given on Table: The Hunter. In addition, she receives bonus spells per day if she has a high [[SRD:Wisdom|Wisdom]] score. She does not have access to any domain spells or granted [[SRD:Powers|powers]], as a [[SRD:Cleric|cleric]] does.<br />
<br />
A Hunter prepares and casts spells the way a [[SRD:Cleric|cleric]] does, though she cannot lose a prepared spell to cast a ''cure'' spell in its place (but see Spontaneous Casting, below). A Hunter may prepare and cast any spell on the Hunter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.<br />
<br />
'''Spontaneous Casting:''' A Hunter can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any ''summon nature’s ally'' spell of the same level or lower.<br />
<br />
'''Chaotic, Evil, Good, and Lawful Spells:''' A Hunter can’t cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.<br />
<br />
'''Bonus Languages:''' A Hunter’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.<br />
<br />
A Hunter also knows Sylvi, a secret language known only to Hunters, which she learns upon becoming a 1st-level Hunter. Sylvi is a free language for a Hunter; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Hunters are forbidden to teach this language to non-hunters.<br />
<br />
Sylvi has its own alphabet.<br />
<br />
'''{{#anc:Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter may begin play with an [[#The Druid's Animal Companion|animal companion]] selected from the following list: [[SRD:Badger|badger]], [[SRD:Camel|camel]], [[SRD:Dire Rat|dire rat]], [[SRD:Dog|dog]], [[SRD:Riding Dog|riding dog]], [[SRD:Eagle|eagle]], [[SRD:Hawk|hawk]], horse ([[SRD:Light Horse|light]] or [[SRD:Heavy Horse|heavy]]), [[SRD:Owl|owl]], [[SRD:Pony|pony]], snake ([[SRD:Small Viper|Small]] or [[SRD:Medium Viper|Medium viper]]), or [[SRD:Wolf|wolf]]. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: [[SRD:Crocodile|crocodile]], [[SRD:Porpoise|porpoise]], [[SRD:Medium Shark|Medium shark]], and [[SRD:Squid|squid]]. This [[SRD:Animal Type|animal]] is a loyal companion that accompanies the Hunter on her adventures as appropriate for its kind.<br />
<br />
A 1st-level Hunter’s companion is completely typical for its kind except as noted below. As a Hunter advances in level, the [[SRD:Animal Type|animal]]’s power increases as shown on the table. If a Hunter releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an [[SRD:Animal Type|animal]] companion that has perished.<br />
<br />
A Hunter of 4th level or higher may select from [[#The Druid's Animal Companion|alternative lists of animals]] (see below). Should she select an [[SRD:Animal Type|animal]] companion from one of these alternative lists, the creature gains abilities as if the character’s Hunter level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Hunter level and compare the result with the Hunter level entry on the table to determine the [[SRD:Animal Type|animal]] companion’s [[SRD:Powers|powers]]. (If this adjustment would reduce the Hunter’s effective level to 0 or lower, she can’t have that [[SRD:Animal Type|animal]] as a companion.)<br />
<br />
'''{{#anc:[[SRD:Track|Track]]}}:''' A Hunter gains [[SRD:Track|Track]] as a bonus [[SRD:Feats|feat]].<br />
<br />
'''{{#anc:Nature Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter gains a +2 bonus on [[SRD:Knowledge Skill|Knowledge]] (nature) and [[SRD:Survival Skill|Survival]] checks.<br />
<br />
'''{{#anc:Wild Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter can improve the attitude of an [[SRD:Animal Type|animal]]. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. The Hunter rolls 1d20 and adds her druid level and her [[SRD:Charisma|Charisma]] modifier to determine the wild empathy check result.<br />
<br />
The typical domestic [[SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[SRD:Animal Type|animals]] are usually unfriendly.<br />
<br />
To use wild empathy, the Hunter and the [[SRD:Animal Type|animal]] must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an [[SRD:Animal Type|animal]] in this way takes 1 minute but, as with influencing people, it might take more or less time.<br />
<br />
A Hunter can also use this ability to influence a [[SRD:Magical Beast Type|magical beast]] with an [[SRD:Intelligence|Intelligence]] score of 1 or 2, but she takes a –4 penalty on the check.<br />
<br />
'''{{#anc:Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, a Hunter must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s [[SRD:Class|class]] features but does not restrict his selection of [[SRD:Feats|feats]] or special abilities in any way.<br />
<br />
If the Hunter selects archery, he is treated as having the [[SRD:Rapid Shot|Rapid Shot]] [[SRD:Feats|feat]], even if he does not have the normal prerequisites for that [[SRD:Feats|feat]].<br />
<br />
If the Hunter selects two-weapon combat, he is treated as having the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] [[SRD:Feats|feat]], even if he does not have the normal prerequisites for that [[SRD:Feats|feat]].<br />
<br />
The benefits of the Hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.<br />
<br />
'''{{#anc:Woodland Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a Hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.<br />
<br />
'''{{#anc:Trackless Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 3rd level, a Hunter leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.<br />
<br />
'''{{#anc:Dexterous Striking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When a Hunter obtains 4th level he has achieved such a level of grace and skill when fighting that his weapons seem to glide across the battlefield with uncanny agility, doing things with style that many would achieve by brute force. A Hunter may now use his dexterity bonus instead of strength bonus for 'to hit' chances with melee weapons.<br />
<br />
'''{{#anc:Resist Nature’s Lure}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Hunter gains a +4 bonus on [[SRD:Saving Throw|saving throws]] against the [[SRD:Spell-Like Ability|spell-like abilities]] of [[SRD:Fey Type|fey]].<br />
<br />
'''{{#anc:Ambush}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level a Hunter can surprise his opponents with greater efficiency. Any time his opponent is surprised (i.e denied their dexterity bonus to armor class) a Hunter gains an additional 2d6 + [[SRD:Wisdom|Wis]] modifier damage. This stacks with any other bonuses and is counted with the normal weapon, so it is multiplied by critical hits, etc.<br />
<br />
'''{{#anc:Improved Dexterous Striking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of 8th level has begun to understand how to place blows to better utilize their effects. A Hunter may now use his dexterity modifier in place of his strength modifier for damage purposes with any weapon.<br />
<br />
'''{{#anc:Venom Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a Hunter gains immunity to all poisons.<br />
<br />
'''{{#anc:Nimble}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of 10th level gains the ability to avoid incoming attacks to an extent. Whenever a Hunter is allowed a dexterity modifier to ac, he may use twice his dexterity modifier instead of the normal bonus to his armor class.<br />
<br />
'''{{#anc:Diving Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level if a Hunter uses tumble to move past, or to approach a threatened square he may also make a full attack without accruing any attacks of opportunity from his opponents.<br />
<br />
'''{{#anc:Combat Style Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, a hunter’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the [[SRD:Improved Precise Shot|Improved Precise Shot]] [[SRD:Feats|feat]], even if he does not have the normal prerequisites for that [[SRD:Feats|feat]].<br />
<br />
If the hunter selected two-weapon combat at 2nd level, he is treated as having the [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]] [[SRD:Feats|feat]], even if he does not have the normal prerequisites for that [[SRD:Feats|feat]].<br />
<br />
As before, the benefits of the hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.<br />
<br />
'''{{#anc:A Thousand Faces}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 13th level, a Hunter gains the ability to change her appearance at will, as if using the [[SRD:Alter Self|alter self]] spell.This affects the hunter’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the Hunter’s appearance, within the limits described for the spell.<br />
<br />
'''{{#anc:Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A hunter of 13th level or higher can use the [[SRD:Hide Skill|Hide]] skill in any sort of natural terrain, even if the terrain doesn’t grant [[SRD:Cover|cover]] or [[SRD:Concealment|concealment]].<br />
<br />
'''{{#anc:Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of natural terrain, a hunter of 14th level or higher can use the [[SRD:Hide Skill|Hide]] skill even while being observed.<br />
<br />
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' After attaining 15th level, a Hunter no longer takes [[SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the Hunter still dies of old age when her time is up.<br />
<br />
'''{{#anc:One with Nature}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a Hunter gains the ability to turn herself into any Small or Medium [[SRD:Animal Type|animal]] and back again once per day. Her options for new forms include all creatures with the [[SRD:Animal Type|animal]] type. This ability functions like the [[SRD:Polymorph|polymorph]] spell, except as noted here. The effect lasts for 1 hour per Hunter level + 4, or until she changes back. This in effect makes the shape change permanent, however you still must re-use this ability at the end of each day. Changing form (to [[SRD:Animal Type|animal]] or back) is a [[SRD:Standard Actions|standard action]] and doesn’t provoke an [[SRD:Attack of Opportunity|attack of opportunity]]. Each time you use wild shape, you regain lost [[SRD:Hit Points|hit points]] as if you had rested for a night.<br />
<br />
Any gear worn or carried by the hunter melds into the new form and becomes nonfunctional. When the hunter reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the hunter's feet.<br />
<br />
The form chosen must be that of an [[SRD:Animal Type|animal]] the hunter is familiar with.<br />
<br />
A hunter loses her ability to speak while in [[SRD:Animal Type|animal]] form because she is limited to the sounds that a normal, untrained [[SRD:Animal Type|animal]] can make, but she can communicate normally with other [[SRD:Animal Type|animals]] of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)<br />
<br />
The new form’s [[SRD:Hit Dice|Hit Dice]] can’t exceed the character’s hunter level.<br />
<br />
====The Hunter's [[SRD:Animal Type|Animal]] Companion====<br />
<br />
A Hunter’s [[SRD:Animal Type|animal]] companion is different from a [[SRD:Animal Type|normal animal]] of its kind in many ways. A Hunter’s [[SRD:Animal Type|animal]] companion is superior to a normal [[SRD:Animal Type|animal]] of its kind and has special [[SRD:Powers|powers]], as described below.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! [[#Class Level|Class<br/>Level]] || [[#Bonus HD|Bonus<br/>HD]] || [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] || [[#Str/Dex Adj.|Str/Dex<br/>Adj.]] || [[#Bonus Tricks|Bonus<br/>Tricks]] || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1st–2nd ||+0||+0||+0||1|| class="left" | [[#Link|Link]], [[#Share Spells|Share Spells]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3rd–5th ||+2||+2||+1||2|| class="left" | [[#Evasion|Evasion]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 6th–8th ||+4||+4||+2||3|| class="left" | [[#Devotion|Devotion]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 9th–11th ||+6||+6||+3||4|| class="left" | [[#Multiattack|Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 12th–14th ||+8||+8||+4||5|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 15th–17th ||+10||+10||+5||6|| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 18th–20th ||+12||+12||+6||7|| class="left" |<br />
|}<br />
<br />
'''{{#anc:Animal Companion Basics}}:''' Use the base statistics for a creature of the companion’s kind, but make the following changes.<br />
<br />
''{{#anc:Class Level}}:'' The character’s Hunter level. The Hunter’s [[SRD:Classes|class levels]] stack with levels of any other [[SRD:Classes|classes]] that are entitled to an [[SRD:Animal Type|animal]] companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.<br />
<br />
''{{#anc:Bonus [[SRD:Hit Dice|HD]]}}:'' Extra eight-sided (d8) [[SRD:Hit Dice|Hit Dice]], each of which gains a [[SRD:Constitution|Consitution]] modifier, as normal. Remember that extra [[SRD:Hit Dice|Hit Dice]] improve the [[SRD:Animal Type|animal]] companion’s base attack and base save bonuses. An [[SRD:Animal Type|animal]] companion’s [[SRD:Base Attack Bonus|base attack bonus]] is the same as that of a Hunter of a level equal to the [[SRD:Animal Type|animal]]’s [[SRD:Hit Dice|HD]]. An [[SRD:Animal Type|animal]] companion has good [[SRD:Fortitude Save|Fortitude]] and [[SRD:Reflex Save|Reflex saves]] (treat it as a character whose level equals the [[SRD:Animal Type|animal]]’s [[SRD:Hit Dice|HD]]). An [[SRD:Animal Type|animal]] companion gains additional [[SRD:Skill Points|skill points]] and [[SRD:Feats|feats]] for bonus [[SRD:Hit Dice|HD]] as normal for advancing a monster’s [[SRD:Hit Dice|Hit Dice]].<br />
<br />
''{{#anc:Natural Armor Adj.}}:'' The number noted here is an improvement to the [[SRD:Animal Type|animal]] companion’s existing [[SRD:Natural Armor Bonus|natural armor bonus]].<br />
<br />
''{{#anc:[[SRD:Strength|Str]]/[[SRD:Dexterity|Dex]] Adj.}}:'' Add this value to the [[SRD:Animal Type|animal]] companion’s [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] scores.<br />
<br />
''{{#anc:Bonus Tricks}}:'' The value given in this column is the total number of “bonus” tricks that the [[SRD:Animal Type|animal]] knows in addition to any that the Hunter might choose to teach it (see the [[SRD:Handle Animal Skill|Handle Animal]] skill). These bonus tricks don’t require any training time or [[SRD:Handle Animal Skill|Handle Animal]] checks, and they don’t count against the normal limit of tricks known by the [[SRD:Animal Type|animal]]. The Hunter selects these bonus tricks, and once selected, they can’t be changed.<br />
<br />
''{{#anc:Link}} ([[SRD:Ex#Extraordinary|Ex]]):'' A Hunter can handle her [[SRD:Animal Type|animal]] companion as a [[SRD:Free Actions|free action]], or push it as a [[SRD:Move Actions|move action]], even if she doesn’t have any ranks in the [[SRD:Handle Animal Skill|Handle Animal]] skill. The Hunter gains a +4 circumstance bonus on all wild empathy checks and [[SRD:Handle Animal Skill|Handle Animal]] checks made regarding an [[SRD:Animal Type|animal]] companion.<br />
<br />
''{{#anc:Share Spells}} ([[SRD:Ex#Extraordinary|Ex]]):'' At the Hunter’s option, she may have any spell (but not any [[SRD:Spell-Like Ability|spell-like ability]]) she casts upon herself also affect her [[SRD:Animal Type|animal]] companion. The [[SRD:Animal Type|animal]] companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the [[SRD:Animal Type|animal]] companion if the companion moves farther than 5 feet away and will not affect the [[SRD:Animal Type|animal]] again, even if it returns to the Hunter before the duration expires.<br />
<br />
Additionally, the Hunter may cast a spell with a target of “You” on her [[SRD:Animal Type|animal]] companion (as a touch range spell) instead of on herself. A [[SRD:Druid|druid]] and her [[SRD:Animal Type|animal]] companion can share spells even if the spells normally do not affect creatures of the companion’s type ([[SRD:Animal Type|animal]]).<br />
<br />
''{{#anc:[[SRD:Evasion and Improved Evasion|Evasion]]}} ([[SRD:Ex#Extraordinary|Ex]]):'' If an [[SRD:Animal Type|animal]] companion is subjected to an attack that normally allows a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] for half damage, it takes no damage if it makes a successful [[SRD:Saving Throw|saving throw]].<br />
<br />
''{{#anc:Devotion}} ([[SRD:Ex#Extraordinary|Ex]]):'' An [[SRD:Animal Type|animal]] companion gains a +4 morale bonus on [[SRD:Will Save|Will saves]] against enchantment spells and effects.<br />
<br />
''{{#anc:[[SRD:Multiattack|Multiattack]]}}:'' An [[SRD:Animal Type|animal]] companion gains [[SRD:Multiattack|Multiattack]] as a bonus [[SRD:Feats|feat]] if it has three or more natural attacks and does not already have that [[SRD:Feats|feat]]. If it does not have the requisite three or more natural attacks, the [[SRD:Animal Type|animal]] companion instead gains a second attack with its primary [[SRD:Natural Weapon|natural weapon]], albeit at a –5 penalty.<br />
<br />
''{{#anc:[[SRD:Evasion and Improved Evasion#Improved Evasion|Improved Evasion]]}} ([[SRD:Ex#Extraordinary|Ex]]):'' When subjected to an attack that normally allows a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] for half damage, an [[SRD:Animal Type|animal]] companion takes no damage if it makes a successful [[SRD:Saving Throw|saving throw]] and only half damage if the [[SRD:Saving Throw|saving throw]] fails.<br />
<br />
'''{{#anc:Alternative [[SRD:Animal Type|Animal]] Companions}}:''' A Hunter of sufficiently high level can select her [[SRD:Animal Type|animal]] companion from one of the following lists, applying the indicated adjustment to the Hunter’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.<br />
<br />
{| class="column"<br />
|-<br />
|<br />
;4th Level or Higher (Level –3):<br />
: [[SRD:Ape|Ape]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Black Bear|Bear, black]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Bison|Bison]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Boar|Boar]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Cheetah|Cheetah]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Crocodile|Crocodile]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
: [[SRD:Dire Badger|Dire badger]]<br />
: [[SRD:Dire Bat|Dire bat]]<br />
: [[SRD:Dire Weasel|Dire weasel]]<br />
: [[SRD:Leopard|Leopard]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Monitor Lizard|Lizard, monitor]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Large Shark|Shark, Large]]<sup>1</sup> ([[SRD:Animal Type|animal]])<br />
: [[SRD:Constrictor Snake|Snake, constrictor]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Large Viper|Snake, Large viper]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Wolverine|Wolverine]] ([[SRD:Animal Type|animal]])<br />
|<br />
;7th Level or Higher (Level –6):<br />
: [[SRD:Brown Bear|Bear, brown]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Dire Wolverine|Dire wolverine]]<br />
: [[SRD:Giant Crocodile|Crocodile, giant]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Deinonychus|Deinonychus]] (dinosaur)<br />
: [[SRD:Dire Ape|Dire ape]]<br />
: [[SRD:Dire Boar|Dire boar]]<br />
: [[SRD:Dire Wolf|Dire wolf]]<br />
: [[SRD:Elasmosaurus|Elasmosaurus]] (dinosaur)<sup>1</sup><br />
: [[SRD:Lion|Lion]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Rhinoceros|Rhinoceros]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Huge Viper|Snake, Huge viper]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Tiger|Tiger]] ([[SRD:Animal Type|animal]])<br />
|<br />
;10th Level or Higher (Level –9):<br />
: [[SRD:Polar Bear|Bear, polar]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Dire Lion|Dire lion]]<br />
: [[SRD:Megaraptor|Megaraptor]] (dinosaur)<br />
: [[SRD:Huge Shark|Shark, Huge]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
: [[SRD:Giant Constrictor Snake|Snake, giant constrictor]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Orca|Whale, orca]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
<br />
;13th Level or Higher (Level –12):<br />
: [[SRD:Dire Bear|Dire bear]]<br />
: [[SRD:Elephant|Elephant]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Giant Octopus|Octopus, giant]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
<br />
;16th Level or Higher (Level –15):<br />
: [[SRD:Dire Shark|Dire shark]]<sup>1</sup><br />
: [[SRD:Dire Tiger|Dire tiger]]<br />
: [[SRD:Giant Squid|Squid, giant]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
: [[SRD:Triceratops|Triceratops]] (dinosaur)<br />
: [[SRD:Tyrannosaurus|Tyrannosaurus]] (dinosaur)<br />
|-<br />
| colspan="3" class="foot" |<br />
# Available only in an aquatic environment.<br />
|}<br />
<br />
<br />
==== Ex-Hunters ====<br />
<br />
A Hunter who ceases to revere nature or teaches the Sylvi language to a non-hunter loses all spells and Hunter abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a Hunter until she atones (see the [[SRD:atonement|atonement]] spell description). <br />
<br />
====Epic Hunter====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Hunter}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
!Level!! Special <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#Spells|Spells]]:''' The Hunter’s [[SRD:Caster Level|caster level]] is equal to his or her [[SRD:Class|class]] level. The Hunter’s number of spells per day does not increase after 20th level.<br />
<br />
'''[[#The Hunter's Animal Companion|Animal Companion]]:''' The epic Hunter’s [[SRD:Animal Type|animal]] companion continues to increase in power. At every three levels higher than 18th (21st, 24th, 27th, and so on), the [[SRD:Animal Type|animal]] companion gains +2 bonus [[SRD:Hit Dice|Hit Dice]], its [[SRD:Natural Armor|natural armor]] increases by 2, its [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] modifiers increase by 1, and it learns one additional bonus trick.<br />
<br />
'''{{#anc: Bonus [[SRD:Feats|Feats]] }}:''' The epic hunter gains a bonus [[SRD:Feats|feat]] (selected from the list of epic hunter bonus [[SRD:Feats|feats]]) every three levels after 20th. <br />
<br />
''Epic hunter Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Colossal Wild Shape|Colossal Wild Shape]], [[SRD:Diminutive Wild Shape|Diminutive Wild Shape]], [[SRD:Dragon Wild Shape|Dragon Wild Shape]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Fine Wild Shape|Fine Wild Shape]], [[SRD:Gargantuan Wild Shape|Gargantuan Wild Shape]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Elemental Wild Shape|Improved Elemental Wild Shape]], [[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:Magical Beast Companion|Magical Beast Companion]], [[SRD:Magical Beast Wild Shape|Magical Beast Wild Shape]], [[SRD:Multispell|Multispell]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Plant Wild Shape|Plant Wild Shape]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Tenacious Magic|Tenacious Magic]], [[SRD:Vermin Wild Shape|Vermin Wild Shape]].<br />
<br />
==== [[Okeanos (Orion Race)|Okeanos]] Hunter Starting Package ====<br />
<br />
'''Weapons:''' Longbow, 20 arrows, Scimitar.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | survival || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Nature) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Heal || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move silently || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Swim || 4 || Str || &mdash;<br />
|}<br />
<br />
'''Feat:''' Point blank shot.<br />
<br />
'''Gear:''' Leather armor, quiver, hooded lantern, bedroll, waterskin, flint, winter blanket.<br />
<br />
'''Gold:''' 1d4gp +3sp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Hunter ====<br />
<br />
'''Religion:''' It is very hard to find somebody following a true religion in Orion. However many variations exist in Hunter culture. Some beleive that their power is not truly from nature in its entirety, some beleive that a god of nature is behind it. These gods are honored with grand festivals at the solstice and some more wild hunter cultures, their may even be sacrifices of animals, or any who have angered the tribe of hunters.<br />
<br />
'''Other Classes:''' Hunters travel and fight alone. They do not embrace social attention and often shrink away from cities. A Hunter in a group can easily be given away, but a hunter alone, will never be found. It is rare for a Hunter to be found with barbarians or fighters, but it does happen. It is however much more common to find Hunters teaming up with other Hunters when they do choose to travel in groups.<br />
<br />
'''Combat:''' Typically a hunter in combat is at or neer the back. Bringing long range missiles down upon the opponents. However sometimes a hunter is found at the front, heading off an ambush, or using their impressive array of dextrous skills to defeat an enemy in sword play.<br />
<br />
'''Advancement:''' Many characters with this class wil hold onto it untill the end of their lives. Being a hunter is often times more than just a class, but a way of life, and for many that is hard to change. However, when a hunter does branch out it will often be to the mystic blade, embracing their sword fighting abilities combined with magic just as the hunter does, or the jumper, using their already immense use of the dexterity ability to their advantage and utilizing it with this class.<br />
<br />
==== Hunters in the World ====<br />
<br />
{{quote|When my bow falls, so shall the world. When me heart ceases to pump blood to my body, it will all come crashing down. As a hunter, we are bound by duty, nay, bound by our very soul to this world. When a hunter dies we feel it, we sense it, and the world trembles with sorrow. When I die, so shall the world, from the shock of loosing such a great part of ones soul.|orig=Ezekiel, Okeanos Hunter}}<br />
<br />
Hunters are the stout gaurdians of the world and the soul of the land itself. It is said in legend that when a hunter dies, each and every one will feel the loss, as if part of their own soul just vannished along with it. Hunters are loners and hate outside attention. They will often shun the gratitude of the world, even when they are deserving of it. For this, hunters are often regarded with some amount of distrust and even distain as their entire lives, culture, and very existance is shrouded in mystery.<br />
<br />
'''Daily Life:''' Every day, a hunter awakes. She will move about the world, she will show it how to live. then every day again, the hunter will sleep. A hunter often lives a simple existance, not having to worry about polotics, or if they will hang onto their jobs. This is because they rarely venture into a city, often simply living from the land that they are provided with. Hunters respect and revere animals, however they still eat them. This is because they believe that each life has a greater purpose beyond their current form. One day, a hunter too will die, and she then will pa back the debt she ows from her life.<br />
<br />
'''Notables:''' Ezekiel Hunter 30. Ezekiel it is said was born when the world was forged, and will die when the world ends. However some believe it is the other way around. Ezekiel is, for the most part a legend, a story told to children when young, a tale sung by bards when they are older. However their are still some who says he truly exists, some even speak of meeting him...<br />
<br />
'''Organizations:''' It is very rare for a gathering of hunters to occur. Hunters are solitary beings that find life much easier alone. However their are two times they will gather in mass. The first, is when a great leader of the hunters die, such as if Ezekiel were to die. This is not to say that hunters are formed into an organized group with leaders, however many look up to hunter turned sages, who often have a great understanding of the world. The second time they will gather is durring a solstice, when the days are either the longest of the year in summer or the shortest in winter. This happens usually some where deep in a forest or on a high mountain. A place were only hunters can access, making it sacred and secluded. These gatherings last for many days after the solstice is over, many who join them often falling into a haze of sorts of drunken adrenaline, in this time their are a number of acts commited that would be seen as sinful by many others existing in more 'civilized' regions.<br />
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'''NPC Reactions:''' People encountering hunters are often not as afraid of them as they may be portrayed as. It is only a small portion of hunters that embrace such a wild and animalistic life style. Most hunters are more civilized, still not quite fitting into society, however much closer. Hunters are reacted to also with a great deal of mistrust, but not for who they are, but for what they do. Hunters (and many mystic blades) try their hardest to keep their magical abilities hidden, for, if one were to see these powers being used, they would be shocked.<br />
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==== Hunter Lore ====<br />
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Characters with ranks in Knowledge (Nature) can research hunters 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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{| class="{{d20}}"<br />
|+ Knowledge (Nature)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Hunters are solitary warriors who are close with nature.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The more wild hunters hold gatherings deep in the forests to celebrate the solstices.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Hunters often ambush their pray and utilize dexterity in combat to replace what many warriors would do with strength.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Hunters draw on the power of nature itself to cast spells of great power.<br />
|}<br />
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==== Hunters in the Game ====<br />
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Hunters are often easy to play in the wild world of Orion. They defend the forests and live in them, utilizing their resources to bring down foes.<br />
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'''Adaptation:''' Hunters can easily be adapted to different adventures by either taking away or giving them some more spells. Another way to go is modifying and increasing their one with nature ability, and adding a more wild shap like progression for it.<br />
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'''Sample Encounter:''' I heard something, and my ears twitched as I glanced up. Every nerve was on edge, it seemed as though the whole world was out to get me, and for the past week, mine had been. The woods are a terrible place, you are never safe in them. However, oddly enough, I had seen a distinct decrease in animals as I traveled farther and farther in one direction, what I hoped was out. Suddenly, I heard another noise, this one comming from in front of me. I drew my sword, and aprouched cautiously, every sense alert. However, as I got closer what I first thought must be some giant bear, another creature come to kill me, turned into the sounds of revelry. I heard laughter and song, chants and voices. I praised my luck, knowing I had been following the right path, this must be a party some locals are having! I'm almost out! However my thoughts were quickly misgiven. As I brushed back the bush and burst into the grotto the sight I beheld was not one I had expected. Their were neerly a hundred men and women, all half naked, if not completely. Their was love making and dancing, small fights springing up over a woman. It was complete anarchy, I feared that my 'salvation' and turned into my nightmare as I remembered the old tales of how wild hunters would celebrate the solstices by revelry and love making. Quickly I realized my fate, realized that I had been traveling the wrong way, and knowing that they would kill me for trespassing, probably slowly, probably as a sacrifice.<br />
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However, what came next I was not expecting. One of the hunters, a Charon, came up to me and spoke, he spoke plane common, well enough for me to understand.<br />
"Come, join us!"<br />
He then turned, and continued with his marriment. I was shocked, stunned. All I could do was stair, then slowly, I made my way further into the grotto, and I began to enjoy it. Perhaps their was hope, perhaps these hunters were not as bad as I had thought.<br />
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''EL N/A:'' Their was no physical exchange in this encounter and therefore no Encounter Level or sample character is needed..<br />
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{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
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[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]</div>Johnstonboy72