Fangbringer (3.5e Prestige Class)

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Fangbringer
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[edit] Fangbringer

Die zombie scum!
—Gothaug, Human Fangbringer, Anecdotal reports

Fangbringers worship Modroben as a hyena-god, separating themselves from other sects of the otherwise pacific Church with a focus on violent and aggressive behavior. Like the hyenas whose look and demeanor they imitate, Fangbringers are prone to sudden and uncontrollable rages, most often at the sight of undead. They regard the existence of undeath as a great and contemptible evil, and join the sect for the purpose of stamping it out. Many Fangbringers have personal reasons for joining, such as having lost a loved one to undeath, that contribute to their rages.

[edit] Becoming a Fangbringer

Strength and Constitution are the most important Abilities for Fangbringers. They must be able to fight against myriad foes and survive brutal attacks, and so they must specialize in abilities that allow them to survive such harsh conditions.

Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +7.
Race: Any barbarian.
Skills: Survival 4, Knowledge (necrology) 4.
Special: Strength 16.

Table: The Fangbringer

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Frenzy of the Hyena, Tongue of the Hyena
2nd +2 +3 +3 +0 Nose of the Hyena
3rd +3 +3 +3 +1 Strength of the Hyena
4th +4 +4 +4 +1 Claws of the Hyena, Pride of the Hyena
5th +5 +4 +4 +1 Grand Hyena
6th +6 +5 +5 +2 Endurance of the Hyena
7th +7 +5 +5 +2 Spirit of the Hyena
8th +8 +6 +6 +2 Heart of the Hyena
9th +9 +6 +6 +3 Shape of the Hyena
10th +10 +7 +7 +3 Fangs of the Hyena

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Survival (Wis). Spellcraft (Wis).

[edit] Class Features

Like all members of the Church of Modroben, Fangbringers are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Fangbringer powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Fangbringer.

Frenzy of the Hyena: Beginning at first level, the Fangbringer goes into a wild, uncontrollable frenzy at the sight of undead. While frenzied, he gains double the number of attacks he would otherwise get. He may make a Will Save (DC 20) to postpone the rage for as many rounds as his Wisdom modifier (at which point he will have to either be out of sight of any undead or make another Will save with a -1 modifier, cumulative for each such time he has to make a save), such as if helping others escape. Fangbringers are the most likely priestly class of Modroben to martyr themselves by refusing to flee in hopeless situations - it is not required of them, however.

Tongue of the Hyena: At first level, the Fangbringer may speak with hyenas at will.

Nose of the Hyena: Beginning at second level, the Fangbringer can smell like a hyena, and has an even more potent sense of corpses and undeath specifically, allowing him to sense their existence (though not exact location) within 100' of him.

Strength of the Hyena: At third level, the Fangbringer receives a +1 to his Strength and a one-time permanent bonus of 10 hit points.

Claws of the Hyena: At fourth level, the Fangbringer's fingers turn into hyena-like claws, giving him a natural attack of 1d6 damage.

Pride of the Hyena: At fourth level, the Fangbringer gains a +10 to his Intimidate skill due to facial and body tattoos (which are either deliberately drawn or which appear magically) that make the priest look hyena-like.

Grand Hyena: At fifth level, the Fangbringer may shapechange into a Grand Hyena three times per day (for up to one hour at a time). In hyena form, the Fangbringer is ten feet long, HP 200, Claw/Claw/Bite +22/+22/+15 (2d12+10/2d12+10/1d20+10, AC 29)

Endurance of the Hyena: At sixth level, the Fangbringer gains 10 Damage Resistance that applies only to attacks from undead or from necromantic magic.

Spirit of the Hyena: At seventh level, the Fangbringer's hyena shape is Celestial.

Heart of the Hyena: At eighth level, the Fangbringer's Frenzy attacks all count as +5 magical weapons, as do his natural claws and claw attacks.

Shape of the Hyena: At ninth level, the Fangbringer can switch back and forth between humanoid and Grand Hyena shape at any time.

Fangs of the Hyena: At tenth level, the Fangbringer's natural shape gains hyena -like fangs, which do 2d10 damage in an extra attack the Fangbringer gets each round. This counts as a +5 magical weapon.

Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes:
  • Autumneves are battle-sorcerers whose speciality in invocation allows them to blast undead hordes in great numbers.
  • Blackshirts are ebony-clad wizards, specializing in arcane enchantment magic, especially in the creation of magical potions and objects to assist people in defense against the undead.
  • Bonetamers are good necromancers who can take control of undead away from their nefarious counterparts and use their spells to protect the natural flow of life and death.
  • Candlelords are studious and hermetic wizards whose powers focus on defending time from those who would undermine it and threaten reality itself.
  • The Cathardigan are an order of gnomish paladins who seek out vile necromancers to slay them and their hordes, riding into combat on the backs of giant condors.
  • Chrysanthemasters are elite elven nobles with enough grace and class to be royal cleavers, assigned to powerful households throughout the world.
  • Combustioneers are clerical priests of Modroben, god of death, who serve him as masters of cremation and fire elementrics.
  • Corpselights are shamanic druids who worship the spirits of all the scavenger species that are holy to Modroben, gaining their unique powers, attacks and abilities in the fight against undeath.
  • Darkfeathers are archers with the eyes of their shared animal spirit, the buzzard, giving them incredible accuracy and precision.
  • Deathwrights are the most common, well-known and highly-visible paladin orders of the Church of Modroben, and journey throughout righting the wrongs laid out by necromancers and other perverters of death.
  • Drumblacks are powerful bards who specialize in percussion instruments whose tone can destroy the undead across miles.
  • Edgerippers are sorcerers with a focus on spells of transmutation and metamorphosis, and are able spies, sneaking into undead encampments in disguise.
  • Fangbringers are barbarians who fly into blind rages at the sight of undead, slaying them by the score with the strength of the patron spirit, the sacred hyena.
  • The Fatemark are sages and scholars, wizards specializing in divination and the protection of the passage of fate.
  • Foolsmen/Foolswomen are chaotic and unstable sorcerers who focus on developing skills in illusions and phantasms, especially in the distraction of large numbers of undead so they can be destroyed easily.
  • The Ghostwyld are a mysterious and reclusive order of shamans who communicate with the spirits of the dead and protect them from those who would exploit their power.
  • The Gravewire are stoic, isolated rangers who defend large cemeteries and tombs from anyone who would defile them or prey on the souls buried there.
  • The Graylimm are dark-robed druids who utilize powerful mushroom spores, which they breed and grow, to attack their foes.
  • Grinreapers are strong and dark rangers who use their sickles and black robes to teleport to disasters moments before they strike, especially undead attacks.
  • The Hightombed are scholarly priests who serve Modroben as masters of mummification and the elementrics of air.
  • Lightkeepers are defenders against spirits and demons, wizards who specialize in the art of abjuration and are known for protecting whole villages and tribes from onslaughts of the dead.
  • Loregrimmers are the highest-ranking functionaries in the Church of Modroben, and are powerful clerics and healers with advanced spellcasting and cleaving abilities.
  • Mireblacks are healing-focused, druid-like priests of Modroben with an affinity for leechmastery and a psionic bent.
  • Nightsummoners are wizards who can summon a legion of allies when they find an undead horde, specializing in the art of conjuration.
  • Orespringers are dwarven Claine who specialize in rescuing the souls of miners and others trapped in cave collapses underground.
  • The Penumbraul are ascetic monks with the ability to sneak past undead and manipulate shadow to their advantage.
  • Shadowgrippers are psychoportive psionicists who can teleport through shadows, giving them powerful abilities to strike at the heart of undead hordes.
  • Shapeflayers are powerful elementricians, who use martial arts and dance to manipulate the flow of their chosen element, allowing them to affect undead in droves from afar.
  • Silverslicers are stealthy assassins who specialize in finding elite undead liches and vampires, and the necromancers who create them, and killing them quietly.
  • The Silentgreen are entirely mute druids with a specialty in attacking undead animals and plants in order to protect nature.
  • Truthringers are psionic telepaths whose focus is on investigating crimes, especially necromantic acts, and punishing those responsible.
  • Whipblacks are fighters with finely-honed warrior skills, specializing in an advanced type of whip.
  • Winterskins are rainids, who fly, row or swim between ships and ports, specializing in protecting sailors and captains from necromancers, ghost ships and other sea-borne terrors.

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