Ashborn (3.5e Class)
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|Status:||Starting with Idea|
|Editing:||Constructive edits welcome|
Ashborn are often creepy isolationists. Upon taking the Ashborn Oath, their eyes change from being white to black, and their irises become a pale version of their original color. They also become extremely skinny, almost skeletal, which masks their tremendous strength. They also obtain powers over ash and fire.
 Making an Ashborn
Most Ashborn have strength that belies their frail appearance. They weild weapons that can decay the opponent upon touch.
Abilities: Strength and Constitution are the most important aspects of an Ashborn. Intelligence is also important as it helps their abilities work better, and allows them to obtain nice skill tricks(See Complete Scoundrel). They also need a bit of dex to help improve their Reflex saving throws.
Races: Ashborn can be from any race, however, in Afterworld campaigns they are usually Edesil or Ør'rmol Alyvar. In normal campaigns, many drow, vampires and half-orcs become Ashborn.
Alignment: Most Ashborn are evil, however they can be of any alignment.
Starting Gold: 3d8×10 gp.
Starting Age: Moderate.
|1st||+1||+0||+2||+0||Oath of the Ashborn, Rime Eyes, Entropic Strike +1d6|
|3rd||+3||+1||+3||+1||Entropic Strike +2d6|
|5th||+5||+1||+4||+1||Aura of Plauge, Necrotic Being|
|6th||+6/+1||+2||+5||+2||Entropic Strike +3d6|
|7th||+7/+2||+2||+5||+2||Dry Body, Sweet Breath|
|9th||+9/+4||+3||+6||+3||Entropic Strike +4d6|
|10th||+10/+5||+3||+7||+3||Aura of Cinders, Chilling Glare|
|12th||+12/+7/+2||+4||+8||+4||Entropic Strike +5d6|
|14th||+14/+9/+4||+4||+9||+4||Gaze of Decay, Disease-ridden Breath|
|15th||+15/+10/+5||+5||+9||+5||Entropic Strike +6d6|
|16th||+16/+11/+6/+1||+5||+10||+5||Flesh to Ashes|
|18th||+18/+13/+8/+3||+6||+11||+6||Entropic Strike +7d6|
|20th||+20/+15/+10/+5||+6||+12||+6||Purifying Burn, Smoldering Heart|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Ashborn.
Weapon and Armor Proficiency: Ashborn are proficient with light and medium armor and shields, except the tower shield. They are also proficient with all simple and martial weapons, along with the shuriken.
Oath of the Ashborn: An Ashborn takes an oath to gain his massive prowess, this can be something as simple as hating gumballs to something as complex as never deviating from a true neutral alignment while being a merciless killer and owner of an orphanage. He cannot break this oath and remain an Ashborn(See Below). While he keeps this oath, he gains a +2 competency bonus to Intimidate and Sense Motive rolls, it also gives them -2 on their Charisma score. This also allows them to swap out certain abilities for others on the Alternate Ability list, they can only do this when they would gain the ability.
Rime Eyes: Upon becoming an Ashborn, a character's eyes become extremely strange. Other than the change in the appearance, they gain darkvision and low-light vision up to 30 ft. If they already have this, it increases by 30 ft.
Entropic Strike (Ex): An Ashborn relies on his understanding of life, death and decay to deal extra damage in battle. At first level he may add +1d6 negative energy to any attack as many times per day equal to his/her Constitution modifier, this increases to +2d6 at level 3 and then increases by 1d6 every three levels afterward. (+2d6 at 3rd, +3d6 at 6th, +4d6 at 9th, etc.) He may apply this to all melee and ranged attacks.
Ashen Breath (Sp): At second level, an Ashborn learns how to turn an opponent's will to ash. 3+ his int modifier per day, he may make an intimidate check on an opponent in an adjacent square. That opponent must make a will save, DC 10+the Ashborn's intimidate roll, or become paralyzed for one round and then frightened for 1d4 rounds afterward. If the target makes their save, they still become shaken for 1d4 rounds. The number of times he can use this per day can be increased through various methods.
Reaving Claws (Ex): At fourth level, an Ashborn has begun to experience more drastic changes to his body. Boney talons grow on the ends of his fingertips and knuckles, allowing him to deal 1d6 lethal damage with his unarmed strikes. If the Ashborn already has natural weapons, he may instead choose one of the bonus feats for this level.
Aura of Plauge (Su): At fifth level, the air around an Ashborn seems to be tinted with his decaying presence. He gains +4 on all intimidate checks and can choose to sicken one creature per day for 1 round per ashborn level with a touch attack roll.
Necrotic being (Su): At fifth level you may summon a Being. This being is an invisible (only the master may see it) mindless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The being can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 5 (so it can lift 50 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 25 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This being cannot fly, climb, or even swim (though it can walk on water). Its base speed is 25 feet.(See Unseen Servant Spell)
The being cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.)You may summon the being 1+ his int modifier times per day
Dry Body (Ex): At seventh level, the changes to an Ashborn's body become even more strange. It becomes neccesary for him to only eat and drink once per week. He also gains +10 to saving rolls against poison.
'Sweet Breath (Sp): At seventh level, an Ashborn can learn how to soften an opponent's ferocity. 3+ his int modifier per day, he may make an intimidate check on an opponent in an adjacent square. That opponent must make a will save, DC 10+the Ashborn's intimidate roll, or become paralyzed for one round and then fascinated for 1d4 rounds afterward. If the target makes their save, they still become stunned for 1d4 rounds. This counts as the ashen breath feature for all other abilities.
Burn-Out (Sp): At eighth level, an Ashborn can learn how to manipulate the heat in the air to the point where things around him combust into clouds of cinders. Twice per day, he can deal 1d6 damage to himself and in turn deal 4d6 fire damage to everything within 20ft. of himself. All his possessions are protected from this outburst.
Smoke-Out (Sp): At eighth level, an Ashborn can learn how to make the air combust into ash clouds Twice per day, he can create a magical smoke cloud covering everything within 40ft. of himself. All creatures within this cloud cannot see or hear except for him. The cloud may be blown away with +11mph wind.
Aura of Cinders (Su): At tenth level, an Ashborn can distort the air around him by filling it with decaying energy. He can use this special ability 1+ his int modifier times per day, lasting the same number of rounds. For that duration, he gains cold and fire resistance 15, +10 on all intimidate checks and can also light people on fire by using his Ashen Breath class feature. He also gains two extra uses of his Ashen Breath class feature during the time he is using Aura of Cinders.
Chilling Glare (Su): At tenth level, you can Target a creature's Intelligence and Charisma score and make each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the glare. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.
Rusting Touch (Ex): At eleventh level, an Ashborn learns to wear away at metal using his Entropic Strike. When sundering an opponents weapon, he gains a boost to the roll equal to the number of d6 he has on his entropic strike class feature. He may also make two separate touch attacks to cause an opponent to loose their armor, shield or natural armor bonus to their AC. Armors or shields looted from an opponent who has had this attack made of him is considered damaged and unwearable.
Blazing Glare (Su): At thirteenth level, an Ashborn's eyes undergo another mutation. He learns how to project magical flames from his eyes. 2+ his int modifier times per day, he can send a 50ft. cone of hellfire from each eye, which deals a number of d6 equal to his int modifier to everything in it's path. This fire is made of hellfire and bypasses fire resistance. Its DC is 10+the Ashborn's HD+his int modifier. If the targets make their reflex save, they still take half damage.
Gaze of Decay (Su): At fourteenth level, an Ashborn learns how to control more power from his eyes. He can now use his Rusting Touch ability to make three ranged touch attacks to remove one of the bonuses to ac that an opponent has. The effects of his Ashen Breath(Or equivalent) class ability last 1d12 rounds instead of their regular amount.
Disease-ridden Breath (Sp): At fifthteenth level, an Ashborn can learn how to sicken an opponent with his breath. 3+ his int modifier per day, he may make an intimidate check on an opponent in an adjacent square. That opponent must make a will save, DC 10+the Ashborn's intimidate roll, or become paralyzed for one round and then nauseated for 1d4 rounds afterward. If the target makes their save, they still become sickened for 1d4 rounds. This counts as the ashen breath feature for all other abilities.
Flesh to Ashes (Ex): At sixteenth level, an Ashborn can speed up the decay in opponent's bodies and turn them to ash. If an opponent fails a will save of 8+ the Ashborn's int modifier, then they are turned to ash(Items are worn but not destroyed). This effect is completely negated if they make their saving throw. If failed, the Ashborn cannot try to use this ability until the next day.
Ageless Body (Ex): At seventeenth level, an Ashborn learns to stop the decay of his body, but can only keep this as long as he keeps his oath. All effects of aging are stopped, however the Ashborn doesn't get any younger. He stays the same age, with as the same penalties and bonuses they had beforehand.
Arsonist's Desire: At ninteenth level, an Ashborn figures out how to use his love of flames and burning objects to fuel his fighting style. When something in the area is burning, he receives a +2 bonus to all rolls. If he is fighting an enemy who is on fire, then he instead receives a +4 bonus on his attack rolls. If the fire is put out, he receives a +5 bonus on his next attack roll, due to his anger at not having a fire. He also gains a +8 roll when starting a fire.
Purifying Burn: At twentieth level, an Ashborn figures out how to use his burn-out feature in a different way. Instead of dealing damage to himself, he heals all status conditions and gains a number of hit points equal to his int modifier. He also deals extra damage in his burn-out attack. He deals a number of d6 equal to 3+ his int modifier of hellfire damage to each opponent within 20ft. Hellfire damage bypasses all fire resistance. He also can use it one more time per day.
Smoldering Heart (Ex): At twentieth level, an Ashborn becomes so filled with hatred for those who go against his principals. He gains damage reduction 15/Mithral, and gains a +4 on attack rolls and damage rolls. He also chooses four skills, and he gains a +10 competency bonus on those skill rolls.
Rusting Heart (Ex):
If an Ashborn breaks his oath, he loses all Ashborn Class Features and Abilities, and can no-longer progress in the Ashborn class. He can, however, re-devote himself to his Ideals and rights. If he re-takes his oath and pays 200 Experience/Hit Die, he regains all abilities he had, and can progress as an Ashborn again.
 Epic Ashborn
|21st||Entropic Strike +8d6|
|22nd||Bonus Feat or Ability|
|24th||Entropic Strike +9d6|
|25th||Bonus Feat or Ability|
|27th||Entropic Strike +10d6|
|28th||Bonus Feat or Ability|
|30th||Entropic Strike +11d6|
6 + Int modifier skill points per level.
Entropic Strike: This progresses the same as the normal Ashborn's Entropic Strike, adding +1d6 every three levels. (+8d6 at 21st, +9d6 at 24th, etc.)
Bonus Feat or Abilty: The epic Ashborn gains a bonus feat or ability (selected from the list of epic Ashborn bonus feats and abilities) every three levels after 19th.
Epic Ashborn Bonus Feat and Ability List: <-list of bonus epic feats->.
 Half-Elf Ashborn Starting Package
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
|<-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 "—"->|
|<-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 "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: Standard Adventurer's Kit, <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing an Ashborn
Religion: Most Ashborn hold to an Ideal, rather than a deity. However, if they do worship, they will most often worship gods of decay, fire or death.
Other Classes: This class gets along well with any class who must dedicate themselves to their work in order to learn. They understand rogues and rangers, how they must practice and learn to do their sneaking around. They like wizards and sorcerers, as they must study and work at their magic. They know much about hand to hand combat, and get along well with fighters and barbarians because of this. They do not like paladins and clerics who hold blindly to their gods. They can be on any terms with other classes depending on their character.
Combat: They are typicaly a forward fighter who have many tricks up their sleeves.
Advancement: Most Ashborn are content with the powers their oath grants them, however some will take rogue or fighter multiclass enhancements to gain an upper hand over their opponents.
 Ashborn in the World
|“||From flesh to ashes, life to dust. We are the ashes, we are what remains.||”|
|—Zoltan Shivoz, Half-Dragon Ashborn|
Daily Life: Most Ashborn either travel with parties, or travel alone, but they only stay in one place if it has the solitude they seek. Others go around enhancing the decay they find in the world.
Notables: Tarvalrøt Shrád'Avnamil(Male Drow Ashborn) led his armies of fire and ash elementals to victory against the main house of the drow world. Lae Bernard(Female Half-Elf Ashborn) burned down the elven capitol because they wouldn't let her in.
Organizations: Ashborn are mostly solitary, seeking to decay the world around them, rather than cooperate with others. They will join military efforts and other things designed to ruin places and peoples.
NPC Reactions: Most NPC's regard ashborn with suspicion to disgust. They are often see them as agents of plauge or dark gods. They may act favorably if they are evil or dark in and of themselves. If the ashborn has a reputation for good, people will still be reluctant to be nice to them.
 Ashborn Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 Ashborn in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-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.->.