Amaranthine (3.5e Class)

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Amaranthine
An Amaranthine weilding a Flame Tongue, about to cast a spell with his off-hand.
Rating: Not rated
(Rate this class)
Status: 90%
Editing: Spells

Contents

[edit] Amaranthine

Amaranthine is a base class for the people of Nelater. Each year at the end of the cycle in Nelater, which in material time would be 12 years, there is a right of passage that takes place. Those with high fortitude, and incredible will must attempt to eat an Amaranth without going insane or dying.

The right of passage begins with the background of their homeland and the magical nature of the Amaranth.

"The Amaranth is a spiritual and powerful flower. It only grows on this plane of existance, in the middle of our small town. The survival rate of eating a Amaranth is one in every seven. Those willing, able, and some might say fool hardy enough to eat such a flower gain unimaginable power.

They become an Amaranthine. Controllers of time and space. As with each most leave, occasionally returning to bring offspring or loved ones to take a chance. Most end in tragedy and thus will be food for next year's flowers. This year seventeen flowers have bloomed and thus our very own children have taken upon themselves to try their luck. Here with us on temporary visit is a few adventures who are still young enough to attempt. They too shall try their hand at the flower.

Good luck to everyone and let the Gods decide who is granted power"

—Jaes the Eternal, Human Amaranthine

[edit] Making a Amaranthine

Moderate Spontaneous Casting, Moderate Sword and Shield, Strong out of Combat

Abilities: Constitution is key for an Amaranthine to resist the poison of the Amaranth. Wisdom is second to determine spell DCs and caster level checks. Charisma is third, as Amaranthines are only as good as the followers they attract.

Races: Humans are native to the town of Nelater. Small creatures generally die from the poison. Note: No race that does not have a constitution ability score, such as a vampire cannot take levels in Amaranthine. The Amaranth doesn't affect non-living entities.

Restrictions Cannot be above level 5 when taking your first level in Amaranthine. See knowledge (history).

Alignment: Any

Starting Gold: 10d7x10gp (400gp) Amaranthines are generally given more money to start because of their treterous journey ahead.

Starting Age: Moderate

Table: The Amaranthine

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day Fort Save Damage Reduction Fast Healing
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Bonus Feat, Poisoned, Leadership DC 09 DR1/Adamantine Fast Healing 1
2nd +1 +0 +0 +3 Sword and Shield DC 10 DR1/Adamantine Fast Healing 2
3rd +2 -1 +1 +3 Bonus Feat DC 11 DR1/Adamantine Fast Healing 3
4th +3 -1 +1 +4 Spellcasting 2 DC 12 DR1/Adamantine Fast Healing 4
5th +3 -1 +1 +4 Renown 3 1 DC 13 DR2/Adamantine Fast Healing 5
6th +4 -2 +2 +5 Bonus Feat 4 3 1 DC 14 DR2/Adamantine Fast Healing 6
7th +5 -2 +2 +5 Gate 4 4 3 1 DC 15 DR2/Adamantine Fast Healing 7
8th +6/+1 -2 +2 +6 Armored Spellcasting 4 4 4 3 1 DC 16 DR2/Adamantine Fast Healing 8
9th +6/+1 -3 +3 +6 Change of Heart 4 4 4 4 3 1 DC 17 DR2/Adamantine Fast Healing 9
10th +7/+2 -3 +3 +7 Eternal Soul 5 5 5 5 4 3 1 DC 18 DR3/Adamantine Fast Healing 10
11th +8/+3 -3 +3 +7 Permanency Bonus 5 5 5 5 4 3 2 1 DC 19 DR3/Adamantine Fast Healing 11
12th +9/+4 -4 +4 +8 Spell Turning 5 5 5 5 5 4 3 2 1 DC 20 DR3/Adamantine Fast Healing 12
13th +9/+4 -4 +4 +8 Bonus Feat 5 5 5 5 5 5 4 3 2 DC 21 DR3/Adamantine Fast Healing 13
14th +10/+5 -4 +4 +9 Zen Combat 5 5 5 5 5 5 4 3 2 1 DC 22 DR3/Adamantine Fast Healing 14
15th +11/+6/+1 -5 +5 +9 Craft Intelligent Item 6 6 6 6 6 6 5 4 3 2 DC 23 DR4/Adamantine Fast Healing 15
16th +12/+7/+2 -5 +5 +10 Bonus Feat 6 6 6 6 6 6 6 5 4 3 DC 24 DR4/Adamantine Fast Healing 16
17th +12/+7/+2 -5 +5 +10 Greater Renown 6 6 6 6 6 6 6 6 5 4 DC 25 DR4/Adamantine Fast Healing 17
18th +13/+8/+3 -6 +6 +11 Craft Cursed Item 6 6 6 6 6 6 6 6 6 4 DC 26 DR4/Adamantine Fast Healing 18
19th +14/+9/+4 -6 +6 +11 Fame 6 6 6 6 6 6 6 6 6 5 DC 27 DR4/Adamantine Fast Healing 19
20th +15/+10/+5 N/A +6 +12 Eternal Body 6 6 6 6 6 6 6 6 6 6 N/A DR5/Adamantine Fast Healing 20

Class Skills (5 + Int modifier per level, ×4 at 1st level)
Balance (Dex),Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex)

[edit] Class Features

All of the following are class features of the Amaranthine

Weapon and Armor Proficiency: An Amaranthine is proficient with the following weapons: dagger, kukri, longsword, rapier, scimitar, amd shortsword and with all armor (heavy, medium, and light) and shields (excluding tower shields).

Bonus Feat An Amaranthine gains a bonus feat at level 1,3,6,13, and 16. She can choose from the following list: Combat Casting, Craft: Magical Arms and Armor, Craft: Construct, Craft Rod, Craft Staff, Craft Universal Item, Craft Wand, Craft Wonderous Item, Delay Spell, Energy Substitution, Extend Spell, Extra Slot, Forge Ring, Obtain Familiar, Quicken Spell, Silent Spell, Still Spell, Twin Spell

Poison At level one and beyond an Amaranthine is divinely poisoned, this poison can not be healed until the next level. Upon leveling up, including level one she must succeed in a Fort Save from the list above. If she succeeds she withstands the Amaranths poison this level, if she fails she takes 1d10 Wis damage (that cannot be healed) until next level.

Leadership At level one an Amaranthine gains the feat Leadership even though she doesn't meet the prerequisites and has a +2 renown due to surviving the Amaranth flower.

Sword and Shield At level two an Amaranthine knows how important her sword and sheild are to survive, thus she gains a +1 attack and shield bonus when weilding any blade and shield together.

Spellscasting At level four an Amaranthine finally overcomes her plague of poison enough to find the magic of the Amaranth and gains access to spells listed below. Because of the immense power of the Amaranth she gains spells faster than that of a Sorcerer or Wizard. Normally an Amaranthine would forgo her shield to cast spells with her offhand if casting while in combat.

To learn or cast a spell, an Amaranthine must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Amaranthine's spell is 10 + the spell level + the Amaranthine's Wisdom modifier.

Amaranthine's do not recieve bonus spells per day.

Upon reaching 6th level, and at every even-numbered Amaranthine level after that (8th, 10th, and so on), an Amaranthine can choose to learn a new spell in place of one he already knows. In effect, the Amaranthine “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Amaranthine spell the Amaranthine can cast. A Amaranthine may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Like a sorcerer an Amaranthine need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Renown At level five and every five levels after an Amaranthine increases her renown by two. Gaining more followers and recruiting a better cohort. The previous cohort becomes a devout follower who does not count as a party member. At level ten if the Amaranthine were to die and become an incorporeal version of herself she gains an additional +1 renown and her Cohort becomes devoted to returning you back to life.

Gate At level seven an Amaranthine can use the spell gate as a spell like ability once a week.

Armored Spellcasting At level eight an Amaranthine takes no penalty towards casting spells and wearing armor. This effect only occurs out of combat until level sixteen where is occurs both in and out of combat.

Change of Heart At level nine an Amaranthine can no longer be good or evil and instead changes their alignment to Neutral. If the character was Neutral to begin with then they change their other alignment from lawful or chaotic to neutral. If the character was True Neutral to begin with they gain a +1 compidence bonus on charisma based skill checks.

Eternal Soul At level ten an Amaranthine has an eternal soul. Where as if the character would die, her soul would remain in the material plane as an incorporeal version of herself. Retaining all abilities, spells, and bonuses. If she were to die as a ethereal soul she could only be brought back with a Wish or Miracle. She also gains movement fly (perfect) at 30 feet per rounds when incorporeal.

Permanency Bonus At level eleven an Amaranthine's permanency spell can not be dispelled unless with a Wish or Miracle. Also if the Amaranthine's Wisdom is over 20 then she can forgo any xp loss when casting Permanency.

Spell Turning At level twelve an Amaranthine can use Spell Turning as a spell like ability four times per day.

Zen Combat At level thirteen an Amaranthine uses her wisdom modifier instead of strength when finding melee attack bonus. Also she uses her wisdom modifier instead of dexterity when determining Armor Class.

Craft Intelligent Item At level fifteen an Amaranthine gains the ability to craft intelligent items. Any item that the character could create can be made into an intelligent item by raising the DC modifier by 10. The item has a random personality and flaw.

Table: Intelligent Item's Personality and Flaws
Percentile Personality Percentile Flaw
1-10% Vivatious 1-10% Constant Singing
11-20% Gloomy 11-20% Scared Easily
21-30% Overyjoyed 21-30% Narcaleptic
31-40% Non-challont 31-40% Lusty
41-50% Cowardice 41-50% Superiority Complex
51-60% Lazy 51-60% No Short Term Memory
61-70% Easy-Going 61-70% Violent Mood Swings
71-80% Naive 71-80% Hoarder
81-90% Pessimistic 81-90% Involuntary Cursing
91-100% Friendly 91-100% None

Greater Renown At level seventeen an Amaranthine gains a small feif built by her many followers. If the followers intelligence is enough the fief is protected from scrying and is under the spell invisiablity. If the followers strength is enough the fief is twice as big as normal and has thicker walls. If the followers charisma is enough the fief is now a destination spot for travelers, merchants and becomes an economic powerhouse in the region.

Craft Cursed Item At level eighteen an Amaranthine gains the ability to make cursed items. Any item that the character could create can be made into a cursed item by raising the DC modifier by 10. The item has a random personality and curse.

Table: Cursed Item's Personality and Flaws
d% Primary Benefit d% Secondary Benefit
1-10% Protection +1 1-10% Feather Falling
11-20% Spell Storing Minor 11-20% Sustenance
21-30% Energy Resistance 21-30% Climbing
31-40% Invisibility 31-40% Jumping
41-50% Evasion 41-50% Swimming
51-60% Blinking 51-60% Mind Shielding
61-70% Greater Energy Resistance 61-70% Protection +2
71-80% Regeneration 71-80% Force Shield
81-90% Spell Turning 81-90% Minor Energy Resistance
91-100% Three Wishes 91-100% X-Ray Vision
d% Drawback
01–04 Character’s hair grows 1 inch longer. Only happens once.
05–09 Character either shrinks 1/2 inch (01–50 on d%) or grows that much taller (51–100). Only happens once.
10–13 Temperature around item is 10°F cooler than normal.
14–17 Temperature around item is 10°F warmer than normal.
18–21 Character’s hair color changes.
22–25 Character’s skin color changes.
26–29 Character now bears some identifying mark (tattoo, weird glow, or the like).
30–32 Character’s gender changes.
33–34 Character’s race or kind changes.
35 Character is afflicted with a random disease that cannot be cured.
36–39 Item continually emits a disturbing sound (moaning, weeping, screaming, cursing, insults).
40 Item looks ridiculous (garishly colored, silly shape, glows bright pink, . . .).
41–45 Character becomes selfishly possessive about the item.
46–49 Character becomes paranoid about losing the item and afraid of damage occurring to it.
50–51 Character’s alignment changes.
52–54 Character must attack nearest creature (5% chance [01–05 on d%] each day).
55–57 Character is stunned for 1d4 rounds once item function is finished (or randomly, 1/day).
58–60 Character’s vision is blurry (–2 penalty on attack rolls, saves, and skill checks requiring vision).
61–64 Character gains one negative level.
65 Character gains two negative levels.
66–70 Character must make a Will save each day or take 1 point of Intelligence damage.
71–75 Character must make a Will save each day or take 1 point of Wisdom damage.
76–80 Character must make a Will save each day or take 1 point of Charisma damage.
81–85 Character must make a Fortitude save each day or take 1 point of Constitution damage.
86–90 Character must make a Fortitude save each day or take 1 point of Strength damage.
91–95 Character must make a Fortitude save each day or take 1 point of Dexterity damage.
96 Character is polymorphed into a specific creature (5% chance [01–05 on d%] each day).
97 Character cannot cast arcane spells.
98 Character cannot cast divine spells.
99 Character cannot cast any spells.
100 Either pick one of the above that’s appropriate or create a drawback specifically for that item.

Fame At level nineteen an Amaranthine gains fame. Whenever an Amaranthine enters a town each person who makes eye contact with him for the first time must make a will save much like Frightful Presence. DC 10 + 1/2 level + Cha modifier. Failures are shaken for 1d4 rounds, not out of fear but out of envy or excitement depending on their opinions of Amaranthines. This effect only works on creatures with a wisdom and charisma score below that of the Amaranthine.

Eternal Body At level twentry an Amaranthine has an eternal body. Where as if the character would ever have to make a fortitude save she succeeds automatically regardless of the DC. She no longer ages, needs to eat or drink. She is now considered an outsider.

[edit] Spells

Amaranthines choose their spells from the following list:

[edit] 0TH-LEVEL AMARANTHINE SPELLS
[edit] 1ST-LEVEL AMARANTHINE SPELLS
[edit] 2ND-LEVEL AMARANTHINE SPELLS
[edit] 3RD-LEVEL AMARANTHINE SPELLS
[edit] 4TH-LEVEL AMARANTHINE SPELLS
[edit] 5TH-LEVEL AMARANTHINE SPELLS
  • Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
  • AtonementFX: Removes burden of misdeeds from subject.
  • Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  • Command, Greater: As command, but affects one subject/level.
  • Commune X: Deity answers one yes-or-no question/level.
  • Contact Other Plane: Lets you ask question of extraplanar entity.
  • Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
  • Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
  • Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
  • Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
  • Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
  • Fly, Mass: Creature/level flies at speed of 60 ft.
  • PermanencyX: Makes certain spells permanent.
  • Plane Shift F: As many as eight subjects travel to another plane.
  • Raise Dead M: Restores life to subject who died as long as one day/level ago.
  • Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
  • Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will.
  • Spell Resistance: Subject gains SR 12 + level.
  • Telekinesis: Moves object, attacks creature, or hurls object or creature.
  • Telepathic Bond: Link lets allies communicate.
  • Teleport: Instantly transports you as far as 100 miles/level.
  • True Seeing M: Lets you see all things as they really are.
[edit] 6TH-LEVEL AMARANTHINE SPELLS
[edit] 7TH-LEVEL AMARANTHINE SPELLS
[edit] 8TH-LEVEL AMARANTHINE SPELLS
[edit] 9TH-LEVEL AMARANTHINE SPELLS

[edit] Spells Known

Table: Amaranthine Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th 4
5th 5 4
6th 6 5 4
7th 7 6 5 4
8th 7 7 6 4 2
9th 7 7 6 4 3 1
10th 7 7 6 5 4 2 1
11th 7 7 6 5 4 3 2 1
12th 7 7 7 6 5 4 3 2 1
13th 7 7 7 7 6 5 4 3 2
14th 7 7 7 7 7 6 5 4 3 1
15th 7 7 7 7 7 6 5 4 3 2
16th 7 7 7 7 7 7 6 5 4 3
17th 7 7 7 7 7 7 7 6 5 4
18th 7 7 7 7 7 7 7 7 6 5
19th 7 7 7 7 7 7 7 7 7 6
20th 7 7 7 7 7 7 7 7 7 7

[edit] Ex-Amaranthine

An ex-Amaranthine can no longer take levels in Amaranthine but retains all abilities and spells.

[edit] Epic Amaranthine

Table: The Epic Amaranthine

Hit Die: d8

Level Special
21st
22nd
23rd
24th
25th Epic Renown
26th
27th
28th
29th
30th Craft Amaranth

5 + Int modifier skill points per level.

Epic Renown An Amaranthine now gains +5 Renown each five levels after 20 starting at level 25. This adjusts the cohort and followers accordingly.

Craft Amaranth A 30th level Amaranthine can grow Amaranth in her feif's garden. This causes great disterbance within a 5 mile radius and slows down time for the feif in which it was grown. The ammount of time difference between that and the Material Plane is for everyone 1 year in the fief is a month elsewhere. The number of flowers that bloom is 1d20.

[edit] Human Amaranthine Starting Package

Weapons: Longsword

Feat: Dodge

Bonus Feats: Combat Casting, Great Fortitude

Gear: Backpack, Traveler's Kit, Wooden Shield, Full Plate Armor

Gold: 400gp

[edit] Campaign Information

[edit] Playing a Amaranthine

Religion: An Amaranthine usually considers the flower itself to be divine thus has no deity.

Other Classes: Because of their high Charisma nearly all Classes consider an Amarathine a worthy partner, though jealousy can occur once their followers begin to accumilate. Druids and Rangers generally sympathize or envy the Amaranthine. Where as Clerics and Paladins view her as a god-less heratic.

Combat: Defensive, since the Amaranthine does not recieve many offensive spells the Amaranthine would rather defuse any situation and convert them into friends rather than enemies.

Out of Combat: Amaranthine's, when they are feeling well, are generally more confident than other classes. This feeling of confidence derives from the myth of being a chosen one. This can cause conflict with other classes that might see him as cocky or arogant.

Advancement: No desirable multiclassing.

[edit] Amaranthines in the World

"There is no path of chaos or law in my land, my people know what I expect of them and they do so accordingly."
—Jaes the Eternal, Human Amaranthine

Daily Life: The day begins with the morning purge. Vomitting is the general case, always black and bloody. The Amaranthine then heads out to help his party and/or followers. The happier his followers the more loyal they are. The happier his party members the more likily they will be to protect him from harm. When times are rough the Amaranthine secludes himself and only ventures out if the accompaning members are powerful enough.

Notables: Nearly all have transended their material bodies. Jaes the Eternal

Organizations: Rare occasions do Amaranthines organize. It is very rare to find more than one in a city.

NPC Reactions: "A survivor of the Amaranth! What a rare case in deed." if Friendly. "A strong man in deed, I will test that strength with my blade." if Hostile.

[edit] Amaranthine Lore

Characters with ranks in various Knowledges can research Amaranthine to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 Amaranthine are weak to poison having ate a very dangerous flower.
10 Amaranthine gain many magical spells from the flower they ate which only grows in a far away city in the mountains.
15 Amaranthine are hard to kill because of their natural healing and armor and with their defensive magic it's better to just make them an ally.
20 Amaranthine's power derives from a divine flower that slowly turns them ageless.
Knowledge (Nature)
DC Result
5 Amaranth is a very poisonous legendary flower.
10 Amaranth is extremely magical and can alter time.
15 Amaranth brings certain death for those in adulthood.
20 Amaranth can cause you to live forever if you can overcome the poisonous trial it puts on your body.
Knowledge (Geography)
DC Result
5 Most of the ground is rough but the garden is made out of mundane crystal where the Amaranth grows.
10 Nelater is in a mountainous region.
15 The path to Nelater is cleared by the few whom have survived the Amaranth.
20 Amaranthines are from Nelater a city located in the North. Each year in the city is a month in real time.
Knowledge (History)
DC Result
5 Nelater is a very self-sufficient small city.
10 The trial of Nelater kills one in every seven who attempt to eat the flower.
15 The trial of Nelater happens each month in real time, but in the city it takes a year.
20 Nelater was onced attacked by evil dragons who wished to gain the power of the Amaranth. All who tried, died due to the very nature of the flower itself. It it said that anyone who is past the age of adulthood and tries to eat the flower is doomed to die.
Knowledge (Local)
DC Result
5 Nelater has a poor economy since they rarely get travelers and the mountain is crawling with dragons and fire/earth elementals, so protection is of little concern for the people there.
10 The King of Nelater is an old Amaranthine who founded the city by populating it with his followers.
15 Nelater is known to be inhabited mostly by humans or apparent humans. Rumor has it some of the inhabitant are under a polymorph spell.
20 Nelater is uncommingly known to have great craftsmen but getting them to sell them to you requires dragon's blood and skin.
Knowledge (Nobility)
DC Result
5 Despite looking young, the King of Nelater Jaes the Eternal, is a very old Amaranthine.
10 Jaes defended Nelater when the dragons came. He allowed them to eat the Amaranths. Knowing the outcome, he skinned each of the dragons when they died.
15 Jaes' armor is made of dragonskin. He soaked the ground in dragons blood where the Amaranth grows, to furtilize it.
20 Jaes' origin is a legend, and his alignment is hidden due to a magical spell. He has no children and his wife died in her trial.
Knowledge Architechture
DC Result
5 The walls of most of the builds are made out of Mundane Crystal and Stone.
10 There is a bridge that connects the main city to the garden. It was once used to fish, but now it's mainly used for waste disposal and cleaning clothes.
15 The city is fortified with magic that wards off lesser monsters.
20 There is an engineer by the name of Peter, who lives in the engine room of the bridge and also creates constructs. He will happily sell you a construct minion.

[edit] Amaranthines in the Game

Defender is primary role in combat. Outside of combat they are the Leader.

Adaptation: A possible variant would be for an Amaranthine to focus more on their melee side and forgo spells to gain added benefits towards their swords.

EL 20:

Jaes the Eternal

CR 20

Male Human Amaranthine 20
True Neutral Medium Outsider (human)
Init/Senses +1 (1 Dex/Listen +21, Spot +26
Languages Common, Draconic, Celestial
AC 36, touch 22, flat-footed 35
(+1 Dex, +12 armor, +8 shield, +5 Wis)
hp 208 (20 HD)
Fort/Ref/Will N/A/+7/+17
Speed 20 ft. (4 squares)
Melee +25/+20/+15 holy longsword (1d8+15/17-20/x2)
Base Atk/Grp +15/16
Abilities Str 12, Dex 12, Con 20, Int 14, Wis 20, Cha 18
SQ Amaranthine, Spell Turning, Eternal Soul, Eternal Body
Feats Combat Casting, Improved Critical: longsword, Weapon Focus: longsword, Silent Spell, Still Spell, Quicken Spell, Craft: Magical Arms and Armor Craft: Construct Wonderous Item Forge Ring, Spell Focus (Conj) Greater Spell Focus (Conj), Leadership, Maximize Spell
Skills Concentration +20, Diplomacy +30, Knowledge (arcana) +22, Listen +21, Spellcraft +25, Spot +26
Possessions +5full plate, +4 holy longsword, Ring of Protection +2, Ring of Protection +4, spell book, 500 gp




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