Flesh Savant (3.5e Class)

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Flesh Savant
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Status: Well, I've laid out the bones, now I just need to flesh it out ;).
Editing: Constructive edits welcome

Flesh Savant[edit]

Flesh savants are psionically capable people who have learned how to elicit specific biological reactions from their bodies after initial discovery of an abnormal reaction. They apply their psionic potential to become stronger and seek out the mysteries of the body and mind.

Making a Flesh Savant[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: The most important abilities for a Flesh Savant are Constitution and Strength because many of the class features are based off constitution and the savant needs strength for combat.

Races: Races with many natural advantages are not as likely to become flesh savants because they feel content with their already impressive evolutionarily granted gifts. This does not however preclude them from becoming fascinated with their anatomies enough to do so.

Alignment: Any

Starting Gold: 1d4 gp

Starting Age: Complex

Skill Points: (4 + Int Modifier per level; x4 at 1st level).

Class Skills: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex)

Class Features[edit]

All of the following are class features of the Flesh Savant:

Weapon and Armor Proficiency: Flesh savants are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Adrenaline Rush: A flesh savant can trigger an unnatural adrenaline rush a certain number of times per day. While under the influence of this biological reaction, the flesh savant temporarily gains a +4 alchemical bonus to Strength, +4 alchemical bonus to Dexterity, and an alchemical bonus to its movement speeds equal to its level x 5, but it takes a -2 penalty to Constitution. The decrease in Constitution lowers the flesh savant’s hit points by 1 points per level, but these hit points are not restored at the end of the adrenaline rush when it's Constitution score returns to normal. While using this ability, a flesh savant must make a Concentration check to use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), any abilities that require patience or concentration, or to perform any spellcasting or activation magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. This ability lasts for a number of rounds equal to 3 + the character’s (newly decreased) Constitution modifier. A flesh savant may not prematurely end this ability. At the end of an adrenaline rush, the flesh savant loses the alchemical modifiers, penalties, and need to make concentration checks for certain actions and becomes fatigued for 1 round per round this ability was active.

A flesh savant can initiate an adrenal rush any number of times in an encounter (the alchemical bonuses to strength and dexterity stack), however doing so is dangerous because for every time past the first, the constitution penalty doubles (-4 after the first stacking, -8 after the second and so forth) and the flesh savant becomes exhausted afterwards for 1 round per round it spent in its adrenaline rushes from the start of the first adrenaline rush to the end of the last one. Initiating an adrenal rush takes no time itself, but a flesh savant can do it only during its action, not in response to someone else’s action. There is no limit to the number of times a flesh savant can initiate an adrenal rush in a day, however after the flesh savant uses this ability a number of times in a day equal to its level, there is a 10% cumulative chance that the constitution penalty will become constitution damage when the adrenaline rush ends.

Bonus Feats: At first level, a flesh savant gains the wild talent feat. At 3rd level, a flesh savant gains rapid metabolism as a bonus feat. At 5th level, a flesh savant gains mind over body as a bonus feat.

Claw Forming: A flesh savant can partially transfigure its hands into claws. At 1st level, it can create claws that deal 1d6 slashing damage. At 10th level and every 10 levels thereafter, the claws become more powerful and increase by 1d6 damage. The threat range for these claws is 19-20 with a 3x modifier on damage. This ability can even be used while in other forms as long as those forms have hands or similar appendages.

Thickened Skin: At first level, the flesh savants natural armor class improves by +1. Their natural armor class increases by +1 every 3 levels thereafter.

Autonomous Healing: At 3rd level, a flesh savant gains Damage Reduction. Subtract 1 from the damage the flesh savant takes each time it is dealt damage from a weapon or a natural attack. At 6th level, and every three flesh savant levels thereafter (9th, 12th, and 15th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. At 5th level, a flesh savant gains the ability to heal its wounds automatically. Every hour, the flesh savant regains a number of hit points lost equal to its base constitution modifier plus half its level (rounded down)(no bonuses or penalties applied). Any excess in healing can be used at any time up until the next hour.

Shapeshifting: At 7th level, a flesh savant gains the ability to use the metamorphosis power at will. The flesh savant cannot assume the form of non-living objects with this ability, however there is no maximum amount of hit dice to the forms the flesh savant can take. Using this ability to change forms does not heal hit points, but the flesh savant can remove any diseases or poisons affecting it that it wishes by changing form. When reverting to it's original form, the flesh savant can restore all lost body parts (this does not result in any healing). In addition, the flesh savant ceases to age because of this ability and gains the ability to alter its physical age to any point from adulthood to venerable age (this age mastering ability functions even in places where psionics would be prevented).

Improved Adrenaline Rush: At 11th level, the flesh savant takes no constitution penalty on its first adrenaline rush, but if it chooses to stack the adrenaline rushes, the second still causes a -4 penalty and doubles as normal. In addition, the first adrenaline rush no longer causes fatigue and fatigue and exhaustion from ended adrenaline rushes last half as long (rounded up).

Muscle Feedback: At 17th level, the flesh savant is no longer fatigued or exhausted after the end of any adrenaline rushes.

Adrenal Surge: At 20th level, the bonuses from an adrenal surge increase to +6 to Strength and Dexterity. The penalties remain the same.

Ex-Flesh Savants A flesh savant who willingly and permanently becomes composed of any non living material (becoming undead for example) loses all benefits of the class except bonus feats and cannot gain more levels as a flesh savant until it reverts to a living material.

Campaign Information[edit]

Playing a Flesh Savant[edit]

Table: The Agent
Hit Die: d8

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +0 <-any class features gained at this level->
2nd +2 +3 +0 +0 <-any class features gained at this level->
3rd +3 +3 +1 +1 <-any class features gained at this level->
4th +4 +4 +1 +1 <-any class features gained at this level->
5th +5 +4 +1 +1 <-any class features gained at this level->
6th +6/+1 +5 +2 +2 <-any class features gained at this level->
7th +7/+2 +5 +2 +2 <-any class features gained at this level->
8th +8/+3 +6 +2 +2 <-any class features gained at this level->
9th +9/+4 +6 +3 +3 <-any class features gained at this level->
10th +10/+5 +7 +3 +3 <-any class features gained at this level->
11th +11/+6/+1 +7 +3 +3 <-any class features gained at this level->
12th +12/+7/+2 +8 +4 +4 <-any class features gained at this level->
13th +13/+8/+3 +8 +4 +4 <-any class features gained at this level->
14th +14/+9/+4 +9 +4 +4 <-any class features gained at this level->
15th +15/+10/+5 +9 +5 +5 <-any class features gained at this level->
16th +16/+11/+6/+1 +10 +5 +5 <-any class features gained at this level->
17th +17/+12/+7/+2 +10 +5 +5 <-any class features gained at this level->
18th +18/+13/+8/+3 +11 +6 +6 <-any class features gained at this level->
19th +19/+14/+9/+4 +11 +6 +6 <-any class features gained at this level->
20th +20/+15/+10/+5 +12 +6 +6 <-any class features gained at this level->
This section is not complete, and needs to be finished. Edit this Page

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->.

Flesh Savants in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
"The scariest thing about them is that they don't need weapons to be dangerous and you'd never know one just by looking at them."
—Argus Kos, Human Fighter

<-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 congregtate and assemble->.

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

Flesh Savant Lore[edit]

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

Characters with ranks in Knowledge (psionics) can research flesh savants to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (psionics)
DC Result
5 Flesh savants make use of physical phenomenon to gain power.
10 Flesh savants can become stronger and faster, but doing so is dangerous for them.
15 Flesh savants can heal most of their injuries much faster than normal, some can even heal themselves of poison and disease.
20 Flesh savants can change form at will into a great variety of creatures, but not objects.

Flesh Savants 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: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs 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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