Brahmin, Variant (3.5e Class)

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Brahmin, Variant
Rating: Not rated
(Rate this class)
Status: <-how close to completion->
Editing: Constructive edits welcome

Contents

[edit] Brahmin

Brahmin are seekers of knowledge and wisdom. They are spiritually attuned to the forces of the universe and the Overgods, honing their body and mind in their search for enlightenment. Brahmin are nonviolent and will never strike first.

[edit] Making a Brahmin

Brhmin are essentially a cross between a Monk and a Favoured Soul. They have much of the Monk's unarmed combat ability, as well as being able to cast divine spells in the same way a Favoured Soul would.

Abilities: Intelligence and Wisdom are most important for a Brahmin.

Races: Almost all Brahmin are Human, though Elf and Half-Elf Brahmin are not uncommon.

Alignment: Brahmin are always True Neutral.

Starting Gold: Brahmin start the game with no gold.

Starting Age: Moderate

Table: The <-class name->

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +0 +0 +2 +2 Improved Unarmed Strike, Extrasensory Touch 1d6 +0 +0 ft
2nd +1 +0 +3 +3 1d6 +0 +0 ft
3rd +2 +1 +3 +3 1d6 +0 +0 ft
4th +3 +1 +4 +4 1d8 +0 +0 ft
5th +3 +1 +4 +4 Magical Hue 1d8 +1 +10 ft
6th +4 +2 +5 +5 Path of Knowledge 1d8 +1 +10 ft
7th +5 +2 +5 +5 1d8 +1 +10 ft
8th +6/+1 +2 +6 +6 1d10 +1 +10 ft
9th +6/+1 +3 +6 +6 1d10 +1 +10 ft
10th +7/+2 +3 +7 +7 Extra Arms 1d10 +2 +10 ft
11th +8/+3 +3 +7 +7 1d10 +2 +20 ft
12th +9/+4 +4 +8 +8 Path of Knowledge 2d6 +2 +20 ft
13th +9/+4 +4 +8 +8 2d6 +2 +20 ft
14th +10/+5 +4 +9 +9 2d6 +2 +20 ft
15th +11/+6/+1 +5 +9 +9 Third Eye 2d6 +3 +20 ft
16th +12/+7/+2 +5 +10 +5 2d8 +3 +20 ft
17th +12/+7/+2 +5 +10 +5 Levitation 2d8 +3 +30 ft
18th +13/+8/+3 +6 +11 +11 Path of Knowledge 2d8 +3 +30 ft
19th +14/+9/+4 +6 +11 +11 2d8 +3 +30 ft
20th +15/+10/+5 +6 +12 +12 Extra Arms 2d10 +4 +30 ft

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge: Arcana, Knowledge: Religion, Knowledge: The Planes, Listen, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device.

[edit] Class Features

All of the following are class features of the Brahmin.

Weapon and Armor Proficiency: Brahmin gain no Weapon or Armor Proficiencies.

Improved Unarmed Strike: A Brahmins unarmed melle attacks are considered lethal damage. This bonus feat works in exactly the same way as it does for Monks. Brahmin can attack with any part of their body just as monks can, however they may only use their arms for attacks made with Extrasensory Touch.

Extrasensory Touch: It is extremely rare for a Brahmin to resort to physical violence. Her unarmed attacks are not punches and kicks, but rather she uses her hands to magically activate various pressure points on an opponents body. Thus, she may add her intelligence bonus to attack and damage rolls instead of her strength bonus. Extrasensory Touch has no effect on undead, constructs or oozes, and the Brahmin must use her strength bonus as normal for attacks against these creatures.

Magical Hue: At 5th level, the flow of universal power within the Brahmins body allows her to change her skin colour at will- this includes, and encourages, non-natural skin colours. If the Brahmin is in the right colour, then this ability can give her a +2 bonus on either Hide, Disguise, or charisma-based checks. The required colours for each are variable depending on the situation and are up to the DM. Brahmin decide what colour they want to be at the start of each day, and must wait untill resting before they can change it.

Path of Knowledge: At 6th, 12, and 18th level, a Brahmin may pick from the following list of domains to add to her known spells: Air, Destruction, Earth, Fire, Healing, Knowledge, Magic, Protection, Sun, and Water. All spells in the selected domain are automatically added to the list of spells the Brahmin knows, but she can only cast one domain spell of each level per day. Any special domain abilities that mention Cleric levels are translated to Brahmin levels.

Extra Arms: At 10th and 20th level, the Brahmin gains an extra pair of arms. A 20th-level Brahmin would have 6 arms. Each time she gains an extra pair she gains a +2 bonus to grapple and may pick from either Climb, Sleight of Hand or Swim to add to her list of class skills.

Third Eye: At 15th level, The Brahmin gains a third eye on her forehead. The third eye is almost always closed, and can only be opened once a day for a number of minutes equal to the users Brahmin level. When the eye is open, the Brahmin can see all things as though she had cast True Seeing on herself. She may also use the eye to cast either Greater Arcane Sight or Telekinesis once per day as a spell-like ability.

Levitation: At 17th level, the Brahmin is able to attain a state of mind that allows her to levitate instead of walking. This is not the same as flying- the Brahmin always hovers in a meditating position above the ground, her head being at the same level as if she were standing normally. Levitation allows her to ignore all floor-based traps and spells. She also creates no noise while moving, giving her a +4 bonus to Move Silently when levitating. The Brahmins levitation speed is the same as her base speed. A Brahmin cannot use the Run action while levitating, and levitation is cancelled out by antimagic fields.

Spells: <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->.

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


[edit] Ex-Brahmins

Brahmin are forbidden to willingly use weapons of any kind, and may never attack an opponent that has not first attacked or threatened the Brahmin or an ally. The acceptable level of threatening before an attack is allowed is up to the DM. Any Brahmin that violates this code loses the ability to cast spells, the ability to levitate, and Extrasensory Touch. A Brahmin must spend an entire month in quiet consolidation and meditation to regain these abilities.

[edit] Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

[edit] <-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-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: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

[edit] Campaign Information

[edit] Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] <-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] <-class name-> 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.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> 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.->.



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