Digi Adventurer (3.5e Class)

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Digi Adventurer
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[edit] Digi Adventurer

One of the "Digi-Destined". A Digi Adventurer works with their partner digimon to solve any problem they come across.

[edit] Making a Digi Adventurer

The Digi Adventurer has a wide skill set for survival, but they are not made for close combat, instead depending on their digimon to defend them. They are, however, necessary if their digimon wants to power up.

Abilities: CHA should be your top stat. As a Digi-Destined you have a natural appeal that makes people/digimon want to come to your aid and accept your help. DEX should be next as it adds to your ability to get out of the way of fights you can't handle. WIS is needed in helping your digimon digi-volve. CON, STR, & INT are interchangeable, but keep in mind that you're playing a kid and place your stats accordingly.

Races: Any humanoid

Alignment: Any nonevil

Starting Gold: Roleplay dependant, ask your DM.

Starting Age: Under 13

Table: The Digi Adventurer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +2 +2 Digimon, Digivice, Help!, Run
2nd +1 +0 +3 +3 Evasion
3rd +2 +1 +3 +3 You can do it!
4th +3 +1 +4 +4 Uncanny Dodge
5th +3 +1 +4 +4
6th +4 +2 +5 +5
7th +5 +2 +5 +5
8th +6 +2 +6 +6 Improved Uncanny Dodge
9th +6 +3 +6 +6
10th +7 +3 +7 +7 Defensive Roll
11th +8 +3 +7 +7 Tag & Crest
12th +9 +4 +8 +8
13th +9 +4 +8 +8 Improved Evasion
14th +10 +4 +9 +9
15th +11 +5 +9 +9
16th +12 +5 +10 +10 Skill Mastery
17th +12 +5 +10 +10
18th +13 +6 +11 +11
19th +14 +6 +11 +11 Skill Mastery
20th +15 +6 +12 +12

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance(DEX), Bluff(CHA), Climb(STR), Diplomacy(CHA), Gather Information(CHA), Handle Animal(CHA), Hide(DEX), Jump(STR), Knowledge(Digimon)(INT): cannot have more ranks than your digimon, Listen(WIS), Search(WIS), Spot(WIS), Survival(WIS), Swim(STR), Tumble(DEX), Use Rope(DEX), Use Magic Device(CHA)

[edit] Class Features

All of the following are class features of the Digi Adventurer.

Weapon and Armor Proficiency: Proficient in all simple weapons, but no armor. Donning armor does not cause spell failures.

Digimon: A partner whose class is Digi Adventurer's Digimon (search it).

Digivice: An item used to digivolve your digimon. It also channels your power and can be used as a touch status & HP heal (CHA mod) times per day. It also has the ability to damage evil objects and digimon that are in adjacent squares to your left front, front, and right front (d12+CHA mod). It works as a comm. link to other digivices, but range will start to scramble the message. Within three miles it works as a radar to other digivices.

Help!: Standard Action. You shout out to your digimon for help, which adds your CHA mod to their evolution roll (this stacks). You can do this as many times per day as is equal to your level, but this limit is also shared by the You can do it! shout.

Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

You can do it!: Standard Action. You shout out to your digimon, giving them a +2 to attack & damage rolls on their next turn. You can do this as many times per day as is equal to your level, but this limit is also shared by the Help! shout.

Digi-Evolution: Using free actions to build evolution points a Digi Adventurer and their Digimon put points into the pool until they have enough to attempt an evolution. Roll 2d20+10+WIS mod to gather points. Points carry over from the round before, so it is not necessary to get all your points needed in one round. Once your digimon has digivolved (which is a full round action) they lose 25 points at the beginning of each turn, and they can no longer add points. If they go under the necessary points for their evolution they de-evolve. Luckily you can still put points in the pool and keep it above the evolution boundary.

Once your digimon de-evolves they are fatigued for the rest of the encounter. If they choose to digivolve and de-evolve again the fatigue stacks.

Your digimon can only digivolve (1/2 lvl rounded down+ their WIS mod) times per day. They cannot digivolve when hungry.

You must be in range (100ft.+5ft. per their lvl) of your digimon for them to digivolve, and you must have the required items.

SEE YOUR DIGIMON'S CLASS FOR REQUIREMENTS OF EACH NEW EVOLUTION

Tag & Crest: This device is used to digivolve your digimon. It also gives you several spell like abilities that are determined by the crest you choose.

Evasion: At 2nd level and higher, a Digi Adventurer can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if the Digi Adventurer is wearing light armor or no armor. A helpless Digi Adventurer does not gain the benefit of evasion.

Uncanny Dodge: Starting at 4th level, a Digi Adventurer can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge: A Digi Adventurer of 8th level or higher can no longer be flanked. This defense denies rogues the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

Defensive Roll: The Digi Adventurer can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Digi Adventurer can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Digi Adventurer’s evasion ability does not apply to the defensive roll.

Improved Evasion: This ability works like evasion, except that while the Digi Adventurer still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless Digi Adventurer does not gain the benefit of improved evasion.

Skill Mastery: The Digi Adventurer becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A Digi Adventurer may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

[edit] Ex-Digi Adventurers

You can still level up as a Digi Adventurer if you become evil or reach the teen years.

[edit] Epic Digi Adventurer

Table: The Epic Digi Adventurer

Hit Die: d8

Level Special
21st
22nd
23rd
24th bonus feats
25th
26th
27th
28th bonus feats
29th
30th

10 + 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->

Bonus Feats: The epic Digi Adventurer gains a bonus feat (selected from any list of epic bonus feats) every 4 levels after 20th.

[edit] Campaign Information

[edit] Playing a Digi Adventurer

Religion: This class is open to multiple personalities and beliefs, so there is no specific views on religion by class.

Other Classes: This class is open to multiple personalities and beliefs, so there is no specific views on other classes.

Combat: Support, with a few spell abilities for themselves.

Advancement: Suggested levels in other more combat capable classes if you find yourself too squishy.

[edit] Digi Adventurers in the World

That's home, planet Earth. But I'm not sure that's where I am just now.
—Taichi "Tai" Kamiya, Human, Digi Adventurer

Digi Adventurers are "Digi-Destined". As such they are often called upon to save the world and stuff. ;)

Daily Life: When not questing a Digi Adventurer's downtime is dependent on their personality. When they are out and about they spend most of their time running, hiding, finding food, and over all surviving.

Notables: Taichi "Tai" Kamiya

Organizations: Usually found with other Digi-Destined and digimon. They get together in both the real and "digital" world.

NPC Reactions: It's not the Digi Adventurer who gets the reactions, but their digimon. What with their obvious inhumanity, if found out to be real and breathing most people initially react badly even if they later learn to accept them.

[edit] Digi Adventurer Lore

Characters with ranks in Knowledge(Digimon) can research Digi Adventurers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(Digimon)
DC Result
5 Digi Adventurers work with digimon
10 Digi Adventurers can only support their digimon in battle, no others
15 A Digi Adventurer must have a Digivice/Tag & Crest/Etc. to help support their digimon
20 A Digi Adventurer can badly affect their digimon's evolution with their attitude, with the possibility of turning them into an evil creature

[edit] Digi Adventurers in the Game

PCs usually take on hero roles. Very often being pegged for the job to save the world. A "retired" Digi Adventurer often comes up as a role model or mentor for the next generation. NPCs take similar roles.

Adaptation: Although usually good, Digi Adventurers can be corrupted so you can play an evil character of this class, just check with your DM.


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