Fiendish Fleshwarper (3.5e Prestige Class)

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Fiendish Fleshwarper
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Fiendish Fleshwarper[edit]

Mortals, born of the earth, the flesh and blood beings whose fleeting lives lack the spiritual strength that demons and devils possess... however, those aetheral creatures of the outer planes are far from perfect beings for they seem to lack the reason and restraint that we (intelligent humanoid beings of the material plane) embody. The marriage of mortal body and spiritual strength is the perfection I seek. Starting with those mortals that I deem worthy, I shall take us to a new stage of existence until we have surpassed that of all beings upon this material plane. Once that has happened we shall move from plane to plane until we reach a perfection over all of existence itself.
—Merik Thangir, Human Fiendish Fleshwarper
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Fiendish Fleshwarpers feel that the being of the Material Plane will always be inferior. They see the sheer power and the intimidating factors of fiendish creatures to be a positive attribute. They spend their lives studying the Outer Planes for ways that they can alter living beings on the material planes. Fiendish Fleshwarpers tend to have a god-complex not in themselves, but rather in their ability to alter living being into what they see as superior. Skilled Fiendish Fleshwarpers may set out on a path to travel the planes, to not only alter those of the material planes, but combine the abilities and attributes of creatures from all planes to create what they see as "Perfect Beings"

Becoming a Fiendish Fleshwarper[edit]

Evil Divine Casters with animal companions, such as Druids or Rangers, tend tend to make the best Fiendish Fleshwarpers. Arcane Casters with a level of Druid also make for a fearsome Fiendish Fleshwarper. However, any class can become a decent Fiendish Fleshwarper as long as they have an animal companion or a Cohort given to them from the Leadership feat. Biomancers/Biomages can make exceptional Fiendish Fleshwarpers based of the fact of how powerful each class makes their companion.

Entry Requirements
Alignment: Any Evil.
Skills: Heal 4 ranks, Knowledge (The planes) 8 ranks.
Feats: Graft Flesh.
Special: Animal Companion or Leadership.

Table: The Fiendish Fleshwarper

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 <-class features gained at this level->
2nd +1 +3 +0 +3 <-class features gained at this level->
3rd +1 +3 +1 +3 <-class features gained at this level->
4th +2 +4 +1 +4 <-class features gained at this level->
5th +2 +4 +1 +4 <-class features gained at this level->
6th +3 +5 +2 +5 <-class features gained at this level->
7th +3 +5 +2 +5 <-class features gained at this level->
8th +4 +6 +2 +6 <-class features gained at this level->
9th +4 +6 +3 +6 <-class features gained at this level->
10th +5 +7 +3 +7 <-class features gained at this level->

Class Skills (4 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Profession (Wis), Ride (Dex), Search (Int), Speak Language (Int), Spellcraft (Int), Use Magic Device (Cha).


Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the Fiendish Fleshwarper.

Spellcasting: At each level after first, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Fiendish Fleshwarper, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.


Spells: To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level. Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Table: Fiendish Fleshwarper Spells Known, below, details how many spells you can learn at each level. An epic Fiendish Fleshwarper’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—<-this spell->, <-that spell->, <-and the other spell->.

1st—<-this spell->, <-that spell->, <-and the other spell->.

2nd—<-this spell->, <-that spell->, <-and the other spell->.

3rd—<-this spell->, <-that spell->, <-and the other spell->.

4th—<-this spell->, <-that spell->, <-and the other spell->.

5th—<-this spell->, <-that spell->, <-and the other spell->.

6th—<-this spell->, <-that spell->, <-and the other spell->.

7th—<-this spell->, <-that spell->, <-and the other spell->.

8th—<-this spell->, <-that spell->, <-and the other spell->.

9th—<-this spell->, <-that spell->, <-and the other spell->.

Table: Fiendish Fleshwarper 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


<-extraordinary class feature-> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<-psi-like class feature-> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<-spell-like class feature-> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<-supernatural class feature-> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<-class feature->: <-class feature game rule information, including any differences in the class feature at epic levels->

<-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana->}} <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic Fiendish Fleshwarper gains a bonus feat (selected from the list of epic Fiendish Fleshwarper feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic Fiendish Fleshwarper> Bonus Feat List: <-list of bonus epic feats->

Ex-Fiendish Fleshwarpers[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a Fiendish Fleshwarper[edit]

This section is not complete, and needs to be finished. Edit this Page

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Fiendish Fleshwarpers in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

Fiendish Fleshwarper Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research Fiendish Fleshwarper 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
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Fiendish Fleshwarpers in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-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->



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