Combat Pacifist (3.5e Prestige Class)

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Combat Pacifist
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Combat Pacifist[edit]

I swear by my honor that I will not harm you. That does not mean I will not fight you .
—Kasirio , Goliath Pacifist Monk
This section is not complete, and needs to be finished. Edit this Page

<-fluff about this prestige class->

Becoming a Combat Pacifist[edit]

Combat Pacifists come from all walks of life and have varying reasons to adopt the vow. Perhaps they witnesses a great injustice in the past, or simply have realized that their old ways have hurt many people, innocent or not. Members of any class may become a Combat Pacifist, but they tend to previously have been Fighters, Barbarians, or Rouges, who are disturbed by the destruction they cause.

Entry Requirements
Skills: Any two 8 ranks, or Autohypnosis 8 ranks.
Alignment: Any Nonevil
Special: Must have let an opponent get away, or leave them unconscious.

Table: The Combat Pacifist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Vow of Pacifism, Pacifist Class Features+1 level of previous class
2nd +1 +3 +3 +3 Personal Vow, +1 level of previous class
3rd +2 +3 +3 +3 +1 level of previous class
4th +3 +4 +4 +4 +1 level of previous class
5th +3 +4 +4 +4 High Vow, +1 level of previous class
6th +4 +5 +5 +5 +1 level of previous class
7th +5 +5 +5 +5 , +1 level of previous class
8th +6 +6 +6 +6 Highest Vow, +1 level of previous class
9th +6 +6 +6 +6 +1 level of previous class
10th +7 +7 +7 +7 Final Vow, +1 level of previous class

Class Skills (4 + Int modifier per level)
<-list of class skills->.

Table: The Epic Combat Pacifist
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the <-class name->.

Class Advancement: At each level, you gain new class features, including spells per day and an increase in caster level and spells known, if applicable, base attack bonus, and save rolls and skills as if you had also gained a level in a single class to which you belonged before adding the prestige class level.

Vow of Pacifism (Ex): Upon entering this class, you vow never again to harm a living being under any circumstances. From this point on, you can choose to deal nonlethal damage with any melee attack or unarmed strike at no penalty, and can deal nonlethal damage with ranges weapons at a -2 penalty. If you have sneak attack, sudden strike, skirmish, or other similar damage, it too can be made nonlethal. If you cast spells that deal damage, you can modify them to convert all damage into nonlethal damage as though it were a metamagic feat, including increase in casting time if spontaneous. If the spell normally does not deal damage, it instead gains +4 bonus to the save DC, which does not stack with spell focus. This benefit can also be applied to other special abilities, such as a Monk's stunning fist, so long as it either does not deal damage or deals only nonlethal damage.

If you ever willingly deal lethal damage to a living creature, or utilize a spell or ability that causes death, negative levels, or ability damage, or other effects that cause great harm or pain effects, such as phantasmal killer, you are considered to have broken your vow. Additionally, you cannot leave a helpless foe for your party members to kill without breaking your vow. You can ask a defeated creature to swear an oath of surrender or noninterference in exchange for their life, however, and if this oath is broken your party members may kill the creature, although you must still say a quick prayer or similar acknowledgment of remorse or break your vow.

If you break your vow as a result of magical effects or delusion, you may receive the effect of an atonement spell to reattain it.

Any Combat Pacifist that breaks any of its vows can no longer advance in the class, and loses all of the class features except for base attack bonus, hit dice, and saves.

Pacifist Class Features: If a Combat Pacifist had any of the following class features before entering the class, they are replaced by the following instead:

Battle Calm (Ex) This replaces a Barbarian's Rage Class feature, and any other ability, such as a feat, modifies this instead. It can be used a total number of rounds per day equal to 2 + your constitution modifier, plus 2 for each barbarian level, and is activated as a free action. Temporary increases in constitution, such as a spell, do not increase this number.

While in a Battle Calm, a Combat Pacifist gains a +4 morale bonus to Dexterity and Strength, a +2 bonus to all saves, and all base speeds are halved (round down to the nearest 5 feet). Battle Calm advances similarly to Rage, gaining abilities as appropriate, but to dexterity instead of constitution.

After a battle calm either ends or is ended as a free action, the Combat Pacifist is fatigued for a number of rounds equal to twice the time spent in a Battle Calm.


Resonant Nerve Strike (Su): This replaces the Quivering Palm class feature of a monk. A Combat Pacifist can set up vibrations within the body of another creature that can paralyze the target, perhaps even permanently. They can use this technique once a week, and they must announce her intent before making the attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the Combat Pacifist strikes successfully and the target takes damage (nonlethal or otherwise) from the blow, the technique succeeds. The victim makes a fortitude save equal to 10 + monk level + wisdom modifier, and if successful is paralyzed for 3d6 rounds. If the victim fails, however, they are paralyzed permanently, although they may make a new save once a week, the DC of which increases by 2 for each failed save. If this save succeeds, they are no longer paralyzed.



Other class features that are similarly destructive in nature or cause death effects may receive new versions as appropriate, at GM's discretion.


Personal Vow (Ex): As a Combat Pacifist gains levels, he selects and adheres to new personal vows, which, while less powerful than some of his other vows, are also less important, and can be broken with less penalty. If a personal vow is broken, it can be reinstated with a 2 hour ritual, using 100 gp of rare incense and unguents, with no penalty, to regain its benefits. If broken against his will, he suffers no consequences.


Vow of Silence (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->


Vow of Chastity (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->


Hippocratic Vow (Ex):This vow can only be taken by a divine caster capable of casting cure spells.


Vow of Abstinence (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->


Vow of Destitution (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->


Vow of Chivalry (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->



High Vow (Ex): As a Combat Pacifist gets even more powerful, he gets more adhered to his personal views. He selects and adheres to new high vows, which are more influential, but the breaking of can still me remedied by an atonement spell to regain their benefits. He must seek such atonement even if forced against his will. He loses only the benefits of the vow he broke.


Vow of Purity (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->


Vow of Nonviolence (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->


Vow of Public Service (Ex):This vow can only be taken by a divine caster capable of casting cure spells.


Vow of Abstinence (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->


Vow of Privation (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->


Highest Vow (Ex): Late in a Combat Pacifist's life, He begins to take even more rigorous vows that influence his core life values. Breaking any of these vows intentionally causes the Combat Pacifist to lose all class features until he receives an atonement spell.


Vow of Chivalry (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->


Vow of Purity (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->


Vow of Peace (Ex):This vow can only be taken by a divine caster capable of casting cure spells.


Vow of Poverty (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->



<-extraordinary class feature-> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<-supernatural class feature-> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<-class feature->: <-class feature game rule information, including any differences in the class feature at epic levels->

<-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana->}} <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

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

Ex-Combat Pacifist[edit]

Any Combat Pacifist that breaks any of its vows other than personal vows, or changes to an evil alignment, can no longer advance in the class, and loses all of the class features except for base attack bonus, hit dice, and saves. It may be possible be reinstated via the use of an atonement spell, at GM's discretion. If the Final Vow is broken, these features are lost permanently and cannot be regained through any mortal means short of a wish or miracle.

Campaign Information[edit]

Playing a <-class name->[edit]

This section is not complete, and needs to be finished. Edit this Page

Combat: <-Typical role in combat->

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

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

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

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->

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

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

<-class name-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-insert prestige 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
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

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

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-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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