Amaranthine (3.5e Class)
From D&D Wiki
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|
 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).
Starting Gold: 10d7x10gp (400gp) Amaranthines are generally given more money to start because of their treterous journey ahead.
Starting Age: Moderate
|Saving Throws||Special||Spells per Day||Fort Save||Damage Reduction||Fast Healing|
|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)
 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.
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.
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.
Amaranthines choose their spells from the following list:
 0TH-LEVEL AMARANTHINE SPELLS
 1ST-LEVEL AMARANTHINE SPELLS
 2ND-LEVEL AMARANTHINE SPELLS
 3RD-LEVEL AMARANTHINE SPELLS
 4TH-LEVEL AMARANTHINE SPELLS
 5TH-LEVEL AMARANTHINE SPELLS
 6TH-LEVEL AMARANTHINE SPELLS
 7TH-LEVEL AMARANTHINE SPELLS
 8TH-LEVEL AMARANTHINE SPELLS
 9TH-LEVEL AMARANTHINE SPELLS
 Spells Known
An ex-Amaranthine can no longer take levels in Amaranthine but retains all abilities and spells.
 Epic Amaranthine
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.
 Human Amaranthine Starting Package
Bonus Feats: Combat Casting, Great Fortitude
Gear: Backpack, Traveler's Kit, Wooden Shield, Full Plate Armor
 Campaign Information
 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.
 Amaranthines in the World
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.
 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.
 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.