Ertuin (3.5e Class)
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|Editing:||Constructive edits welcome|
Making an Ertuin
Basically the Ertuin is made to survive long enough to heal other party members while fending off attackers.
Abilities: Strength and Charisma.
Races: Humans and humanoid races are more inclined to choose this walk of life than any other race.
Alignment: Typically Chaotic Neutral, but Ertuins can be of any alignment.
Starting Gold: 2d6×10gp.
Starting Age: Simple.
|Saving Throws||Special|| Abilities|
|1st||+0||+0||+1||+2||Diehard||Vampiric Touch 1 every 4 hours, Cure Light Wounds 1/day|
|2nd||+1||+1||+1||+3||Weapon Focus||Vampiric Touch 1 every 4 hours, Cure Light Wounds 1/day|
|3rd||+1||+1||+2||+4||Cleric Domain||Ice Knife 1 every 4 hours, Magic Weapon 1/day|
|4th||+1||+1||+2||+5||Martial Study||Ice Knife 1 every 4 hours, Bless 1/day|
|5th||+2/1||+1||+2||+5||Bonus Language||Phantasmal Assailants 1/day|
|6th||+3/1||+2||+3||+5||Martial Stance||Pain 2/day, Lightning Blade 1 every 4 hours|
|7th||+3/2||+3||+3||+6||Bonus Language, Weapon Specialization||Ring of Blades 1/day, Sword of Deception 1/week, Vampiric Touch 1 every 4 hours, Cure Moderate Wounds 1/day|
|8th||+3/2/1||+4||+4||+7||1st Voice (Push)||Sword of Darkness 1/week, Last Breath 1/month, Cure Moderate Wounds 1/day|
|9th||+3/3/1||+4||+4||+8||Familiar Bonding||Recall Agony 1/week, Deific Vengeance 1/day|
|10th||+4/3/2||+4||+4||+9||2nd Voice (Teleport)||Remove Curse 1 every 4 hours|
|11th||+5/4/2||+4||+5||+9||Spontaneous Blood Magic||Swift Refresh|
|12th||+5/4/3||+5||+5||+9||Aura Projection||Experienced Healer|
|13th||+6/4/3||+5||+6||+10||Martial Study||Experienced Healer 2|
|16th||+7/7/4/2||+7||+7||+12||3rd Voice (Death)||–|
|17th||+7/7/5/2||+7||+8||+12||4th Voice (Pain)||–|
|18th||+7/7/5/3||+7||+8||+12||5th Voice (Courage)||Soul Bind 1/week|
|19th||+7/7/6/4||+8||+8||+13||6th Voice (Time)||Astral Projection 1/week|
|20th||+7/7/7/4||+9||+9||+14||7th Voice (Life, Creation)||–|
Class Skills (2 + Int modifier + 1/2 Wis modifier per level, ×4 at 1st level)
All of the following are class features of the Ertuin.
Weapon and Armor Proficiency: Ertuins are proficient with all simple and martial weapons, in addition to one exotic slashing or piercing weapon chosen at 1st level, and light, and medium armor.
Spells: Ertuins cast spell-like abilities instead of arcane or divine spells so are not subject to arcane spell failure and neither do they require 8 hours of rest but only require waiting the allotted time to recast the spell.
Diehard: At 1st Level, an Ertuin starts with the Diehard feat.
Weapon Focus: At 2nd level, the Ertuin gains Weapon Focus as a bonus feat.
Domain: At 3rd level, gains a Cleric Domain with all the bonuses therein. And gain a one spell per day from the 1st level list.
Bonus Language: At 5th, 7th and 15th level, the Ertuin gains an additional language known.
Weapon Specialization: At 7th level, the Ertuin gains the feat Weapon Specialization.
1st Voice (Push): 8th level. The first Voice an Ertuin knows, as a standard action and Eruin makes a ranged bull rush attack with a max range of 15ft.
Familiar Bonding: 9th level. An Ertuin becomes familiar with those he/she travels with. After two encounters with a party, the Ertuin adds +1 to Base attack bouns, will saves, deflection AC, and spell DC save.
2nd Voice (Teleport): 10th level. An Ertuin learns another voice. 3 times per day, an Ertuin may use a move action to teleport 10 ft in any direction. No attacks of Opportunity.
Spontaneous Blood Magic: 11th level. An Ertuin becomes attuned to the magic that flows inside them, allowing them to use blood magic without rolling concentration checks. (Normally, blood magic is Spell level x 1d6 self inflicted damage, and concentration check to cast.)
Aura Projection: At 12th level, and Ertuin learns to project their aura to encompass a 30ft area. A Chaotic aura, frenzies nearby persons. A Neutral aura, calms hostile persons. And a Lawful aura, improves a relationship by one step.
3rd Voice (Death):
4th Voice (Pain):
5th Voice (Courage):
6th Voice (Time):
7th Voice (Life, Creation):
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->
<-... repeat as necessary.->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
|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->
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 Ertuin Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> Ertuin 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 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.->.
Playing an Ertuin
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->.
Ertuins 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->.
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->.|
Ertuins 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.->.