Ertuin (3.5e Class)

From D&D Wiki

Jump to: navigation, search

<-Under Construction->

Ertuin
Rating: Not rated
(Rate this class)
Status: 75%
Editing: Constructive edits welcome

Ertuin[edit]

Dark Cleric.

Making an Ertuin[edit]

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.

Table: The Ertuin

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Abilities
Known
Fort Ref Will
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
14th +7/5/3 +6 +7 +11 Martial Stance
15th +7/6/4/1 +7 +7 +11 Bonus Language
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)
The Ertuin's class skills (as well as the key ability for each) are; Balance (Dex),Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (Planes) (Int), Martial Lore (Int), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Class Features[edit]

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.

Martial Study: At 4th level, the Ertuin is granted the Martial Study feat from the Tome of Battle.

Bonus Language: At 5th, 7th and 15th level, the Ertuin gains an additional language known.

Martial Stance: At 6th level, the Ertuin gains the Martial Stance feat from the Tome of Battle.

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):

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

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->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-Ertuins[edit]

<-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->.

Epic Ertuin[edit]

Table: The Epic Ertuin

Hit Die: d8

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 Ertuin Bonus Feat List: <-list of bonus epic feats->.

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

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.->.

Campaign Information[edit]

Playing an Ertuin[edit]

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[edit]

<-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->.

Ertuin Lore[edit]

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->.

Ertuins in the Game[edit]

<-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.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors