Ashborn (3.5e Class)
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|Status:||Starting with Idea|
|Editing:||Constructive edits welcome|
Quite often, Ashborn are creepy isolationists; and upon taking the Ashborn Oath, their eyes change from being white to black while their irises become a pale version of their original color. The Ashborn also become extremely skinny and appear meek, almost skeletal, which masks their tremendous strength. Ash, fire, and decay are an Ashborn's favorite tools as well as weapons.
Making an Ashborn
Most Ashborn have impressive strength that belies their frail, fragile appearance; commonly wielding weapons that can decay an opponent upon touch in order to coincide with many of the Ashborn's own abilities. Another frequent battle tactic is the use of powers and items which can incapacitate a target long enough to go in for a kill.
Races: Ashborn can be of any race; although, in Afterworld campaigns they are usually Edesil or Ør'rmol Alyvar. In other 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 Plague, 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)
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 commitment to hating gumballs to something as complex as never deviating from a true neutral alignment while simultaneously 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 competence bonus to Intimidate and Sense Motive rolls, as well as a -2 to his Charisma score as physical attributes steadily become more unpleasant.
Rime Eyes: Upon becoming an Ashborn, a character's eyes become extremely strange. Other than the change in appearance, they gain darkvision and low-light vision up to 30 ft. If they already have one or both of these, 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 points of damage to any attack as many times per day equal to his 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, ranged, and magical attacks.
Ashen Breath (Sp): At second level, an Ashborn learns how to use a horrid plume of ash to ruin an opponent's will. 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.
Reaving Claws (Ex): At fourth level, an Ashborn has begun to experience more drastic changes to his body. Bone-like 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 to take a bonus feats for this level or replace his preexisting natural weapons.
Aura of Plague (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 target per day for 1 round per Ashborn level+ his con mod with a touch attack roll.
Necrotic Being (Su): At fifth level, once per day, an Ashborn may summon a maximum number of Beings equal to 1+ his int modifier; although, he may choose to summon fewer if so desired, even though this does still deplete the uses of this ability for the day. This Being is an invisible, mindless force that only its master is able to see which can perform simple tasks at the Ashborn's command. It can run and fetch objects/items, 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 the Ashborn remain within range. It can open only normal doors, drawers, lids, and the like; any hidden doors/locks are not within the Being's capability to open. With an effective Strength score of 5, it can only lift 50 pounds or drag 100 pounds; further, it can trigger traps and such, but can exert only 25 pounds of force, which is not enough to activate certain pressure plates. 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); and its base land speed is 25ft.
This Being cannot attack in any way, and is therefore never allowed an attack roll. It cannot be killed but dissipates if it takes 6 points of damage from area attacks, or if it is unintentionally in the way of an attack target; additionally, it gets no saves against attacks or abilities.
Dry Body (Ex): At seventh level, the changes to an Ashborn's body become even more strange. It becomes necessary for him to only eat and drink once per week; after this period, he begins to feel the effects of hunger (and eventually starvation) as normal. Furthermore, he also gains +10 to saving rolls against poison.
Sweet Breath (Sp): At seventh level, an Ashborn learns to soften an opponent's ferocity through breath of uncanny allure. 3+ his int modifier times 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.
Burn-Out (Sp): At eighth level, an Ashborn learns to manipulate and amplify the heat in the air to such a degree that things around him combust into clouds of cinder. 2+ his int mod times per day, he can deal 1d6 damage to himself and in turn deal 5d6 points of fire damage to everything within a 20ft. radius of himself; this includes allies and Necrotic Beings. All his items, equipment, weapons, and other possessions are protected from this outburst.
Smoke-Out (Sp): At eighth level, an Ashborn learns how to make the air combust into thick ash clouds. 2+ his int mod times per day, he can create a magical smoke cloud covering everything within 40ft. of himself which is immune to both magical and non-magical vision, but can be blown away with any wind above 11mph. All creatures, including allies, within this cloud cannot see or hear except for the Ashborn.
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 ability 1+ his con 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, the Ashborn can make an intimidate roll against a target within a 20ft. radius; this may only be used 3 times per day. If the target fails, the Ashborn reduces the target's Intelligence and Charisma scores 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, wish, or miracle 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 while using said 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 in which he learns how to project magical flames from his eyes. 2+ his con 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 within the cone. This fire is made of Hellfire and therefore bypasses all fire resistance/immunity. 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 utilize a more decaying and destabilizing power from his eyes. He can now use his Rusting Touch ability to make three ranged touch attacks; if all attacks are successful, the Ashborn removes one of the bonuses to a target's AC (at the DM's discretion. Only a limited wish, wish, or miracle spell may restore this bonus to AC.
Disease-ridden Breath (Sp): At fifteenth level, an Ashborn learns to sicken an opponent with his deathly 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.
Flesh to Ashes (Ex): At sixteenth level, an Ashborn can speed up the decay in opponent's bodies and turn them to ash 5 times per day. 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 own 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 the same penalties and bonuses as beforehand.
Arsonist's Desire: At nineteenth 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 new, 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 +10. 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 and immunity.
Smoldering Heart (Ex): At twentieth level, an Ashborn becomes so filled with hatred for those who go against his principals that 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.
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.
|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.->.
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.
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.->.