Charon (3.5e Class)
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[edit] Charon, Boatman of the Styx base class
I am not making this class myself, I'm just joining two existing classes: the memory thief and the Nullblade for a player to use in an upcoming campaign I'm gonna DM. Credit to them.
[edit] Making Charon
The boatman is an individual who managed to see a part of the very fabric of reality and was changed by such. He walked more than he believed he could walk and saw more than he believed he could see; hell opened in front of him and instead of shunning it, he embraced it and became more than mortal, but at the price of his own freedom: seeing eternity made him detached and powerless to fight fate. Those that are called "Boatmen of the Styx" because they naturally drift to positions akin to that of Charon - tough not willing to fight fate, many of them believe that the guidance of morally bankrupt creatures (of any alignment) through dangerous paths where they may need help to be a personal quest. Also, they seem to draw energies from the lower planes and from the river Styx itself. It is theorized that whatever they have seen has to do with the flow of such river or with the Boatman Charon himself.
EDIT: Fighting style/ Class-specific feats: Charon's alternate Fighting Styles (3.5e Charon Fighting Style)
Abilities: Charisma is the Boatman's most important ability, as it is his casting stat. Boatmen are subtle creatures, so they rely on their dexterity quite much as well.
Races:Many Hellbred follow this path, as do races with long natural lifes and humans.
Alignment: The Boatman is unique in his ability to wander through the Nine Hells without loosing himself. He must be loyal and can be of any alignment, but not fall more than 1 step far from it.
Starting Age: As wizard.
| Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | 1st | 2nd | 3rd | 4th | 5th | 6th | |||||||||||||||||||||||||||||||||
| 1st | +0 | +0 | +2 | +2 | nullify (spell), voidstrike, bonus feat (Ancestral Relic [1]), Sphere, Planar addiction, Oar fighting | ||||||||||||||||||||||||||||||||||||
| 2nd | +1 | +0 | +3 | +3 | Void Soul I | 0 | — | — | — | — | — | ||||||||||||||||||||||||||||||
| 3rd | +2 | +1 | +3 | +3 | Nullify (tactic), Special Ability, Sphere | 1 | - | — | — | — | — | ||||||||||||||||||||||||||||||
| 4th | +3 | +1 | +4 | +4 | 2 | 0 | — | — | — | — | |||||||||||||||||||||||||||||||
| 5th | +4 | +1 | +4 | +4 | Void Soul II | 3 | 1 | - | — | — | — | ||||||||||||||||||||||||||||||
| 6th | +4 | +2 | +5 | +5 | Sphere | 3 | 2 | - | — | — | — | ||||||||||||||||||||||||||||||
| 7th | +5 | +2 | +5 | +5 | Nullify (attack), Special Ability | 3 | 2 | 0 | - | — | — | ||||||||||||||||||||||||||||||
| 8th | +6/+1 | +2 | +6 | +6 | Void Soul III | 3 | 3 | 1 | - | — | — | ||||||||||||||||||||||||||||||
| 9th | +6/+1 | +3 | +6 | +6 | Sphere | 3 | 3 | 2 | - | - | — | ||||||||||||||||||||||||||||||
| 10th | +7/+2 | +3 | +7 | +7 | nullify (ability), Void Soul IV | 3 | 3 | 2 | 0 | - | — | ||||||||||||||||||||||||||||||
| 11th | +8/+3 | +3 | +7 | +7 | Special Ability | 2 | 2 | 2 | 1 | 1 | 0 | ||||||||||||||||||||||||||||||
| 12th | +9/+4 | +4 | +8 | +8 | Sphere, Null zone | 3 | 3 | 3 | 2 | - | - | ||||||||||||||||||||||||||||||
| 13th | +9/+4 | +4 | +8 | +8 | Void Soul V | 3 | 3 | 3 | 2 | 0 | - | ||||||||||||||||||||||||||||||
| 14th | +10/+5 | +4 | +9 | +9 | Improved Voidstrike, Void Soul VI, Special Ability | 3 | 3 | 3 | 3 | 1 | - | ||||||||||||||||||||||||||||||
| 15th | +11/+6/+1 | +5 | +- | +9 | nullify (distance), Void Soul VII, Sphere | 4 | 3 | 3 | 3 | 2 | - | ||||||||||||||||||||||||||||||
| 16th | +12/+7/+2 | +5 | +10 | +10 | 4 | 4 | 3 | 3 | 2 | - | |||||||||||||||||||||||||||||||
| 17th | +12/+7/+2 | +5 | +10 | +10 | Improved Null Zone | 4 | 4 | 4 | 3 | 3 | 1 | ||||||||||||||||||||||||||||||
| 18th | +13/+8/+3 | +6 | +11 | +11 | Special Ability | 4 | 4 | 4 | 4 | 3 | 2 | ||||||||||||||||||||||||||||||
| 19th | +14/+9/+4 | +6 | +11 | +11 | Sphere | 4 | 4 | 4 | 4 | 4 | 3 | ||||||||||||||||||||||||||||||
| 20th | +15/+10/+5 | +6 | +12 | +12 | 4 | 4 | 4 | 4 | 4 | 4 | |||||||||||||||||||||||||||||||
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Class Skills (4 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
Charon's spells and sobrenatural abilities come from the power he draws from having lived longe enough in the lower planes, and from learning how to navigate his ship on the Styx river safely. All of the following are class features of Charon.
Weapon and Armor Proficiency:The boatman is proficient with simple weapons, light armor, shields (except tower shields), and his Styx-Forged Weapon (see below). He does not incur arcane spell failure while casting in light armor.
Spells: Short version: Uses CHARISMA, prepares spells like a bard, but with more selection. Chooses from preset spell groups called "Spheres"; cantrips at will.
Long Version: Contact with the river and the memories contained in it allows Charon to draw the memories of deceased spellcasters and use them as his own. He can cast spells like a bard, but may also choose from the Sorcerer/Wizard spell lists as long as the spell is of the schools of abjuration, divination, necromancy, illusion, or enchantment. He also gains access to spheres that further augment his spellcasting.
Styx-forged Weapon (Ex):
Charon gains the use of a wooden weapon whose wood has grown being fed water from the Styx river. They gain the benefits of the Ancestral Relic feat with this weapon, and it is similar to an oar, but can have one of the following properties, changeable at the dawn of each day:
-It can be as heavy as a Greatclub
-It can be as sharp as a greatsword or a bastard sword
-It can have spikes in the tip to be like a trident
-It can have a built-in rifle or crossbow.
-It can be bladed at the tip to act like a guisarme, glaive or longspear.
-It can have a built-in retractable scythe, Greataxe or Handaxe blade.
Nullify (Su): Charon can counter stuff thrown at him: the "nullify" check is always 1d20+Class level, and is usable a numer times per day equal to his Charisma modifier. Use is immediate action that doesn't provoke attacks of opportunity, but can't be used while flat footed or immobilized.
Nullify spell: Charon makes his nullify check vs. 13+ enemy's caster level. Success means the enemy's spell fails. He must succeed in a spellcraft check to identify the spell prior to using this, and can nulify a spell of up to half his class level rounded up. Range 18 meters.
Nullify tactic: At 2nd level, Charon may use a nullify check to resist a combat maneuver such as grapple, trip, bull rush, etc. Must choose to do so before rolling his defense.
Nullify attack: Beginning at 6th level, Charon can use a nullify check in place of his AC against 1 melee or ranged attack roll. Must choose to do so before enemy rolls his attack.
Nullify ability: Beginning at 10th level, Charon can use Nullify Spell against extraordinary, psi-like, supernatural, or spell-like abilities. To do so, must identify the enemy with a knowledge check first. Range 18 meters.
Nullify at a distance: Beginning at 14th level, Charon can use his Nullify Tactic and Nullify attack to protect allies, up to 9 meters range.
Voidstrike (Su): Charon has a touch attack that cancels parts of the enemy. It deals 1d4/Charon class level untyped damage and can be used on a full attack, but only once per turn.
At 14th level, Improved Voidstrike kicks in and he deals 1d4+1 negative levels on a confirmed critical hit of voidstrike.
Void soul (Su): Charon had to empty his soul in order to navigate the rivers of Hell. He is some steps closer to the void of nothingness. He gets these class features at the following levels:
2-He uses his Charisma instead of constitution for Fortitude saves.
5-He gets 10 to one resistance: Fire, Cold, Acid, Electricity or Sonic.
8-He can take extra immediate actions each turn if he succeeds in a will save 15+4xnumber of immediate actions. If he fails, he looses his turn.
10- He gains DR 5/- that doesn't stack and light fortification.
13- He no longer needs to eat, drink, breath or sleep but he looks inhuman if he doesn't.
14- He looses a bit more of his humanity, becoming hollow. He becomes Humanoid (Void) and can choose to make his presence unnoticed, as if he had a invisibility spell cast on him. It is usable at will, but attacking reveals him. This foils tremorsense, blindsight, scent, mindsight and similar, but not Voidsense.
15- He can use Shadow Walk twice per day.
Special Ability: At level 3 and every 4 levels afterwards, Charon may choose one of those special abilities:
Mettle - As the Hexblade class feature.
Evasion - As the rogue class feature.
Improved oar fighting - He can choose up to two roles for his oar each day, as per the Oar Fighting class feature. His oar is treated as a double weapon in such cases.
Lower Planes Scholar - he gets +6 to all his Knowledge skills, and may make them untrained.
Oar Adaptability - He may select +1 each time he takes this ability (up to 2 times) enchantment on his oar that he may change every day when he chooses which weapon will the oar form. Min. level 11.
SPHERES:
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