Exile (3.5e Class)

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Exile[edit]

While you, brute may have the greatest might in this land. You've only what land I allow you.
—Satori, Human exile

The exact plane which the exiles came from is unclear, as are the time and means in which it the unknown forces were able to utterly annihilate the very space of the realm. But it was so, the entirety of the plane was annihilated and the vast majority of its inhabitants perished, save a few. Some of which were fortunate or unfortunate enough to survive depending on the exile's view of the situation, were flung into random planes and realms at any point in their timeline, those few who did not die almost immediately were often forced to take up wandering, adventuring, or crime to survive. These few went on to become the exiles, blessed or tainted with similar abilities as the assumedly demonic forces which destroyed their home.

The vast majority of Exiles which survived were surprisingly not adults, but children and infants. Few have much of any clear memory of their former home and almost none have any sort of family. Most exist at least partially on the outside of mainstream society, making due on adventuring and petty crime, rarely developing their powers significantly. Forever dogged by a feeling that this world is full of things that aren't for them and that they are quite some way from home.

Making an Exile[edit]

Exiles are much like magic psychic classes in that they primarily use casting rather than martial combat in battle to be effective. Unlike other types of casters they rely on shifting space itself through use of the "Otherplane" rather than direct strikes, resulting in their effectiveness being dependent on strategy.

Abilities: Wisdom is by far the most important ability for an Exile, determining the strength of their powers and providing them a bonus to much-needed power points. Behind this comes Constitution, which also provides power points and makes up for the lack of armor that most Exiles must wear. Then comes Dexterity for improving AC, Intelligence for skillpoints. Strength and Charisma, while useful for many situations, are not very important for Exiles.

Races: The races of the plane the Exiles originate from were effectively the same as those of the native plane. Most Exiles are human, with a few elves, then a scattering of the other races following. It is notable that there has been no Exile known to be greater than Medium size

Alignment: Must be neutral on at least one axis. Exiles rarely if ever feel that the ways or causes of the native plane are for them and going too far from neutrality results in a 50% increase in power costs.

Starting Gold: Given the varied history of Exiles, gold is determined by backstory and the DM's discretion.

Starting Age: Simple

Table: The Exile

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
knowledge points
Fort Ref Will
1st +0 +0 +2 +2 Limited Ties, Work Smart, Otherplane Hearing 6 4
2nd +1 +0 +3 +3 Lesser Sacrifice, Otherplane Sight 10 5
3rd +2 +1 +3 +3 Lesser Detachedness, Limited Ties +5 12 6
4th +3 +1 +4 +4 Sacrifice, Lesser Formlessness 14 8
5th +3 +1 +4 +4 Planar Voyager, Work Hard 17 9
6th +4 +2 +5 +5 Limited Ties +5, Detachedness 19 10
7th +5 +2 +5 +5 Extraplanar, Otherplane Tongue 21 11
8th +6/+1 +2 +6 +6 Greater Sacrifice, Formlessness 23 13
9th +6/+1 +3 +6 +6 Limited Ties +5, Greater Detachedness 25 14
10th +7/+2 +3 +7 +7 Planar Voyager 28 15
11th +8/+3 +3 +7 +7 Otherplane Touch 30 16
12th +9/+4 +4 +8 +8 Supreme Sacrifice, Greater Formlessness 32 18
13th +9/+4 +4 +8 +8 34 19
14th +10/+5 +4 +9 +9 Outsider 36 20
15th +11/+6/+1 +5 +9 +9 Limited Ties +5, Nirvana, Planar Voyager 39 21
16th +12/+7/+2 + 5 +10 +10 Martyrdom, Transcend 41 23
17th +12/+7/+2 +5 +10 +10 43 24
18th +13/+8/+3 +6 +11 +11 Limited Ties +5, Ultimate Nirvana 45 25
19th +14/+9/+4 +6 +11 +11 46 26
20th +15/+10/+5 +6 +12 +12 Ultimate Martyrdom, Ultimate Transcendence, Planar Voyager 49 28

Class Skills 6 + Int modifier per level, ×4 at 1st level)
Survival, Spot, and Heal. also 8 skills at the DM's discretion based on history.

Class Features[edit]

Touched by the Otherplane, Exiles possess some truly strange qualities.

Weapon and Armor Proficiency: Exiles are proficient with simple weapons as well as spears, polearms, and bows. They are also proficient with light and medium armor however see the "lesser ties" class feature for armor and gear layout.

While knowledgeable about basic weaponry for defense and hunting, Exiles simply aren't a martial class and haven't typically learned a great deal about wielding weaponry.

Power Points/Day: An Exile’s ability to manifest powers is limited by the power points they have available. Their base daily allotment of power points is given on Table: Exile. Unlike most power point based classes, such as the psychic type classes, Exiles and the other planned Otherplane classes do not receive power points based upon race.

Work Smart: At level one, the Exile gains power points equal to their Wisdom modifier.

Work Hard: At level four, the Exile gains power points equal to their Constitution modifier.

Powers Known: Exiles, such as other Otherplane classes, manifest their powers at will and develop them in a relatively freeform and personal fashion. Starting at first level Exiles receive knowledge points which they may invest in various powers at their own discretion, see Table: Exile. Their powers typically have the limitations of requiring knowledge of the location which the power is being manifested and not extending beyond 30 feet away beyond the exile, except those which move the exile or feature range based on magnitude. Exiles may choose their powers from the following list:

Exile power list
Power Description Knowledge points required
Warp warps the position of the exile to anywhere they can see. 1Pt per 5ft. 1
Charge Requires Warp. Warp forward without completely exiting the plane. Deals 1d6 damage per the exile's hitdie to all creatures in the path. 3Pts/5ft. 2
Fade The exile becomes a shadowy incorporeal for 2pts/round or 2pts for every three minutes. 1
Breeze Requires Fade. The exile's body becomes little more than a breeze in this plane, gains movespeed but cannot interact with objects in the plane and retains most of their appearance. +20ft movespeed 4pts/hour. 2
Otherlight Creates a small amount of light, perfect for reading by, illumiates a 10ft radius for one hour/pt spent. 1
Flash Requires Otherlight. Minor ripples in space generate a great deal of light, blinding nearby creatures and possibly stunning them. Fortitude roll vs 10+caster level+wis modifier for blindness, once per turn to achieve sight again. Fortitude roll vs 10+caster level+wis modifier for one round stun. 3Pts/5feet radius. 2
Pull Pulls an object towards the exile and the object is no longer affected by gravity for 50lb/2pts. 1
Well Requires Pull. Creates a gravity well affect, drawing all creatures and objects towards it, creatures and objects drawn in may be damaged by other creatures and objects by DM's discretion. 3Pts/50lbs area features a 5ft radius/3pts. 2
Push Flings out at an object or person, pushing them away from the Exile with a force equal to 50lbs/pt spent. 1
Shockwave Requires Push. Pushes back all objects and persons with a force equal to 50lbs/3pts spent. 2
Rip Rips and tears in space pull apart bodies and objects, as well as spilling energy into the native plane 2d4/pt spent. 1
Shred Requires Rip. Creates many tears in space, creating a great deal of heat and a ripping effect. 1D6/pt, roll fortitude or reflex against 10+wisdom mod+caster level to determined if burned, if burned deal 1d4 extra damage/pt. Affects a 5ft radius/4pts. 2
Shroud armor Draw parts of the Otherplane into acting as armor or replacing the exile's body. increase AC by 1/2pt, +5ft move speed/2pts. 1
Stuck Requires Shroud armor. Halts an attack by creating a ripple in space, can be done outside of the exile's turn, absorbed 3dmg/pt. May be done as a result of a reflex save. 2
Rebuke Forms minor barrier of space itself with 5x5ft and 1d8hp/3pts. 1
Slipping Requires Rebuke. Creates a minor field which results in objects being removed from the plane and transported into the Other. Exists as wall where cast, 5x5ft area and removes 10lbs worth of objects/3pts spent. 2
Stretch Stretches object or person through space, allowing for greater or lesser reach 6inches/pt. 1
Shiv Requires Stretch. Creates a blade-like ripple in space, deals 1d4/caster level, costs 3pts and extends 6inch/pt spent including initial 3. 2
Other the exile pays 5pts to exit the plane entirely and enter the other, a plane empty aside from objects and persons which are harmless and trapped in it by the exile. The exile may return to the plane freely to either where they left or any person or place which the exile is intimate with. 1
Trap Requires Other. Draws and object or person into the Other, to be released at the exile's discretion, 1pt/25lbs. 2
Transience The target creature is healed as if they'd rested comfortably at 1pt/hour. 1
Permanence Requires Transience. The object becomes locked within space, becoming invulnerable but completely immobile for 3pts/round. 2

Extraplanar (Ex): For the purposes of determining damage and magical effects, the exile is considered an extraplanar being at level 7


Outsider (Ex): At level 14, the exile gains the Outsider type and traits as well as becoming ageless. It does not however gain additional hitdie, saves, BAB, or proficiencies.


Limited Ties: The exile is not of this plane, nor are their powers. Due to this their powers typically don't mix well with material from this plane. Exiles cannot use items enchanted with magic from the material plane until level three and the sum of the mass they carry and wear cannot exceed double their constitution score. Doing so disallows the exile to use abilities that feature leaving the material plane on themselves, all powers cost twice as much. This penalty lasts no longer than the exile is carrying above their mass limit.

Planar Voyager: The exile travels and gains knowledge of other planes. Gaining access to and knowledge of its nature as well as its inhabitants and language. This happens freely upon reaching every 5th level and may be any plane of the player's choosing with DM's approval.

[Note] one free language per plane

Sacrifice to Martyrdom:[edit]

At level two the exile gains the Sacrifice ability which may be activated as a free action.

Lesser Sacrifice: The exile may elect to take 1d2 damage and trade 1 hitpoint for 1 power point.

Sacrifice: The exile may elect to take 1d4 damage and trade 2 hitpoints for 3 power points

Greater Sacrifice: The exile may elect to take 1d6 damage and trade 1 hitpoint for 2 power points, also all powers manifested gain a free +1 magnitude.

Supreme Sacrifice: The exile may elect to take 1d8 damage and trade 1 hitpoint for 3 power points, also powers gain a free +1 magnitude. The exile gains +1 to defensive rolls for the round.

Ultimate Sacrifice: The exile may elect to take 1d10 damage and trade 1 hitpoint for 3 powerpoints, powers gain +2 free magnitude. +2 to defensive rolls for the round. If the exile is brought below zero health, roll a d2, if the roll is won then the exile remains conscious for the round and doesn't drop below zero hp

Martyrdom: The exile may elect to trade half of their remaining health if they have more than 12hp, if below 12hp then the exile rolls 1d12 to determine the number of hitpoints lost. In exchange the exile may trade hitpoints for powerpoints at the 1:3 ratio and all powers gain +2 free magnitude. The exile may trade hitpoints until they reach -10 hitpoints and are rendered unconscious after which they are treated as having 0 hitpoints. The exile gains +4 on defensive rolls and is not rendered unconscious for the round from other sources, but may be killed.


Detachedness to Nirvana[edit]

The exile becomes increasingly detached from the material plane, losing effective mass. [Note] this is for the purposes of internal forces and does not apply to external forces. i.e. the exile may jump extremely well or even fly due to low mass, but is not going to be blown away by a breeze or unintentionally knocked across the room by getting bumped into.

Lesser Detachedness: The exile's form loses approximately 25% of its weight. +2 to jump, swim, and climb checks. Take 1/4th less damage from falling. Detachedness: The exile's form loses approximately 50% of its weight. +3 to jump, swim, and climb checks. -1 to grapple checks. Take half damage from falling. Greater Detachedness: The exile's form forms 75% of its weight. +4 to jump, swim, and climb checks. -2 to grapple checks. Take only 1/4th damage from falling.

Supreme Detachedness: The exile's form is effectively weightless for the purposes of damage determination. +4 to jump, swim, and climb. -3 to grapple checks. Ultimate Detachedness: The exile's form is so weightless as the exile may fly at 1/4th its base movespeed but with perfect maneuverability. +4 to jump, swim, and climb. -2 to grapple checks Editorial note: purposely reducing the grapple penalty

Nirvana: The exile's form is little more than a breeze and may fly at the same rate as its base movespeed with perfect maneuverability. +4 to jump, swim, and climb. -1 to grapple checks.


Formlessness to Transcendence[edit]

The exile's form becomes increasingly incorporeal. As a free action, the exile may concentrate to gain the following benefits.

Lesser Formlessness: For attacks featuring energy damage the exile has a 10% chance to ignore any energy damage by rolling a d100

Formlessness: Lesser Formlessness' benefits become a passive ability. The exile's chance to ignore energy damage increases to 20%. The exile has a 10% chance to ignore small objects such as caltrops, slingstones, and tiny creatures.

Greater Formlessness: Formlessness' benefits become a passive ability. The exile's chance to ignore energy damage increases to 30%. The exile has a 20% chance to ignore small objects. The exile gains a 10% chance to ignore medium sized objects such as prison bars, small creatures, and light weapons.

Supreme Formlessness: Greater Formlessness' benefits become a passive ability. The exile gains 40% chance to ignore energy, 30% chance to ignore small objects, 20% chance to ignore medium objects. In addition the exile gains a 10% chance to ignore large objects such as normal weapons and medium creatures.

Transcendence: Supreme Formlessness' benefits become passive. 50% chance to ignore energy, 40% chance to ignore small objects, 30% chance to ignore medium objects, and 20% chance to ignore large objects. Furthermore the exile has an additional 10% chance to ignore all objects and may pass through walls and other barriers with concentration.

[Note] failing a concentration or save roll while passing through an object may cause damage to the exile, the object, or both. This is at the DM's discretion until proper rules are created

Becoming Otherplane[edit]

The exile gains the ability to sense and interact with multiple planes at once.

Otherplane Hearing: The exile may hear across all planes they have access to simultaneously but only if they're present in them and only in the parallel position.

Otherplane Sight: The exile may see across all planes they have access to simultaneously but only if they're present in them and only in the parallel position.

Otherplane Tongue: The exile speak across all planes they have access to simultaneously but only if they're present in them and only in the parallel position.

Otherplane Touch: The exile's body may interact at will across all planes they have access to simultaneously but only if they're present in them and only in the parallel position. This includes the ability to contact outsiders, extraplanars, and non-corporeals.

Exile Background and Lore[edit]

Ex-exiles[edit]

While one never ceases to be an exile of their native plane, over time exiles who become too attached to the material plane have difficulties in manifesting their powers. See the alignment section.

Epic exile[edit]

Presently no epic levels are drafted given that the basic class remains completely untested and will likely require a great deal of refinement.

Human exile Starting Package[edit]

Weapons: Spear, Dagger, Shortbow, 20 arrows.

Feat: Psionic Hole. see http://www.dandwiki.com/wiki/SRD:Psionic_Hole

Bonus Feats: Greater Wisdom

Gear: Light tunic and cowl, basic survival kit, and three day's food.

Gold: 2d6

Decently well rounded and prepared, the exile taking Psionic Hole means they'll eventually be menacingly resistant to just about everything short of and possibly including a Tarrasque. Greater Wisdom will help the exile be an overall more powerful caster.

Campaign Information[edit]

Playing an exile[edit]

Religion: Exiles rarely take up material plane religions, however in contacting other planes, they may form varying relationships with the beings there.

Other Classes: Surprisingly, exiles typically have the best relations with druids due to the link they share with their plane. Unsurprisingly given their lack of interest in society exiles will also feel something of a camaraderie with barbarians, rogues, and rangers, especially if the exile is of chaotic leanings. More lawful exiles will tend to lean towards monks. Fighters are neither here nor there, however droll their limitation to fighting through the material plane may be. While non-neutral clerics and nearly all paladins are frequently seen as obsessive and shortsighted.

Combat: The Exile can take a number of roles, ranging from battlefield manipulation to direct engagement. Be wary however, the exile will rarely have what could be considered a good BAB and will almost by default lack a decent AC.

Advancement: presently unclear due to lack of testing, however it would be wise to look at the group's abilities for power selection. There would be little sense in going towards DPS in a group that's already well developed in that regard.

exiles in the World[edit]

Where there is space, there is form. Where there is form, there is something to experience if you have the means to get there.
—Satori, Human exile

Fitting outside of the mainstream, some choose to take out roles at the bottom of the social ladder, becoming criminals. while some become tribals or join other societies. However, it could be observed that most exiles have spent some period in hermetic life.

Daily Life: Living day by day, exiles typically don't exercise their powers in great amounts outside the necessary. Many could be confused for just another wanderer or hermit.

NPC Reactions: Relatively unknown, the exile's powers are likely to be seen as just another form of magic by common folk. Those with levels in spellcraft would be able to determine that this is not at all the case.

Exile Lore[edit]

Characters with ranks in planar knowledge or obscure knowledge skills can research exiles 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 There is tell of those which can manipulate the space around them.
10 They are said to come from another plane, controlling the world around them in some nonmagical and nonpsychic fashion.
15 Their native plane has long been destroyed, they're known to even pass between planes at will.
20 From another plane, exiles are the few who survived its destruction. Their powers are born of some unknown source associated with those who destroyed their plane to begin with. They are few and typically hidden amongst society or live as hermits.

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