Followers of the demon wolf

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Contents

[edit] Wolfen Disciple

Wolfen disciples are warrior monks that were cursed long ago by a demon bound to a wolf. they now fight for their redemption.

[edit] Making a Wolfen Disciple

The wolfen disciple relies on a strong offense, his cunning, and his reflexes in combat - he does not wear heavy armor. Although being lightly armored offers the disciple higher mobility than other combatants, it also leaves him more vulnerable. He focuses on melee combat and a couple throwing weapons ands items for emergency attacks. The wolfen disciple is meant to enter combat at the right timming, act fast, and strike down his foes with speed, power, accuracy - he does an excellent job at this. The disciple works well with any other classes, as long as the timming is right.

Abilities: Strength is an important attribute for the Disciple, because it allows him to hit harder and more often. Wisdom helps the Disciple avoid damage in combat and fuels many of his abilities. Dexterity increases his armor class and improves his reaction time, which are both vital to surviving in combat situations. Constitution allows the Disciple to absorb more blows, and therefore stay in the fight longer. Intelligence helps the Disciple's become more skilled, but is secondary, just as Charisma. The Disciple is no brute or mindless fighter - he needs more than brawn to succeed.

Races: Human only (Cursed by the demon wolf)

Alignment: Anything but good.

Starting Gold: 6d4 x 10 + 1 Masterwork Weapon (Typically a kusari-gama of some sort).

[[SRD:Race Descriptions#Starting Age|newborn child.

Table: The <- Wolfen Disciple->

Hit Die: d<-10->

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +1 +1 Sneak attack +1d6, Weapon finesse, Shadow vision, Death attack
2nd +1 +2 +2 +2 Two Weapon fighting, critical strikes +1
3rd +2 +3 +3 +3 Evasion, sneak attack +2d6
4th +2 +4 +4 +4 Shadow run, Shadow step
5th +3 +4 +4 +4 Uncanny dodge, critical attack
6th +3 +5 +5 +5 Shadow walk, sneak attack +3d6
7th +4 +5 +5 +5 Critical strikes +2, critical attack
8th +4 +6 +6 +6 Improved uncanny dodge
9th +5 +6 +6 +6 Critical attack, sneak attack +4d6
10th +5 +7 +7 +7 Critical Strikes +3, Improved Two Weapon Fighting
11th +6 +7 +7 +7 Shadowy dodge, critical attack 1 1
12th +6 +8 +8 +8 Critical strikes +4, sneak attack +5d6 1 1
13th +7 +8 +8 +8 Improved evasion, critical attack 1 1
14th +7 +9 +9 +9 Rites of passages: The path to the wolf's demon
15th +8 +9 +9 +10 expand your mind, Sneak attack +6d6, critical attack 2 1
16th +9 +9 +10 +10 Quicken your reflexes, Double striking 2 1
17th +10 +10 +10 +10 find your inner strengh, Critical strikes +5, critical attack 2 2
18th +11 +11 +11 +11 Reclaim your soul, Shadow displacement, sneak attack +7d6 3 2
19th +12 +12 +12 +12 Critical attack 3 3 ,
20th +13 +13 +13 +13 Critical strikes +6, Unlock Potential, sneak attack +8d6 3 3 .

Class Skills (4 + Int modifier per level; ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).


[edit] Class Features

All of the following are class features of the Wolfen Disciple.

Death Attack: If a disciple studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (disciple’s choice). While studying the victim, the disciple can undertake other actions so long as his attention stays focused on the target and the target does not detect the disciple or recognize the disciple as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the disciple’s class level + the disciple’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the disciple. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the disciple has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the disciple does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Shadow Step: A shadow step is similar to a teleport; however, it only affects the disciple and any gear on his person. Whenever the disciple shadow steps, he disappears from his current location, travels through the Shadow Plane, and reappears in the new location. Bursts of shadow appear in both squares affected. Unless otherwise specified, shadow steps have unlimited range, but must begin and end on the same plane. If the disciple shadow steps to an occupied square, he is shoved towards the nearest space large enough to hold his body mass (which may or may not be within the same square, depending on what now occupies it).

Sneak Attack (Ex): If a disciple can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. This extra damage does not apply if the assassin wields a weapon other than daggers or if he wears a shield or armor heavier than light.

The disciple’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the disciple flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every disciple level divisible by three thereafter. Should the disciple score a critical hit with a sneak attack, this extra damage is not multiplied.

The disciple cannot take a -4 penalty to deal nonlethal damage with a sneak attack.

An disciple can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The disciple must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An disciple cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Weapon Finesse: The disciple gains the Weapon Finesse feat for any dagger he chooses, even if he does not meet the prerequisites. He loses this benefit if he wields a weapon other than daggers or if he wears a shield or armor heavier than light.

Shadow Vision (Ex): All disciple train in darkness due to their affinity with the wolf's demon. As a result, an disciple gains low-light vision. If he already has low-light vision, he may choose to gain darkvision with a range of 60 feet or to double the effectiveness of his low-light vision. If he already has darkvision and low-light vision, he may instead choose to retain a semblance of color in his darkvision.

The disciple also gains a +1 bonus to any spot checks he makes, as his eyes have become slightly more fine-tuned due the stress of learning to see in what is normally too dark for him to see.

Two Weapon Fighting: At 2nd level, the disciple gains the Two-Weapon Fighting feat, even if he does not meet the prerequisites. He loses this benefit if he wields a weapon other than daggers or if he wears a shield or armor heavier than light.

Critical Strikes (Ex): At 2nd level and above, the disciple has a critical strikes score of one. This score increases by one for every five additional class levels the disciple has. Whenever the disciple successfully makes a critical hit with one or more daggers against a target with a Challenge Rating no less than his own, he adds this number to his critical strikes pool. In addition, the threat range of any dagger the disciple wields is increased by one-half this level. These critical strikes points fade at the end of the encounter, and his critical strikes pool cannot exceed his class level. The disciple must have at least one point in his critical strikes pool in order to use a critical attack (see below). The disciple loses these benefits if he wields a weapon other than daggers or if he wears a shield or armor heavier than light.

Evasion (Ex): At 3rd level and higher, an disciple can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. The disciple loses this benefit if he wields a weapon other than his choosen weapon or if he wears a shield or armor heavier than light. A helpless disciple does not gain the benefit of evasion.

Shadow Run (Su): At 4th level, the disciple learns the first of his Shadow Arts: the ability to be captured by the shadows at a later point. When the disciple activates this ability, his maximum speed increases by 10 feet for a number of rounds equal to his class level + his wisdom modifier. After those rounds pass, the

[edit] Ex-<-pluralized class name->

<-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->. Critical attacks are chosen from the following list. The dungeon master may approve the use of additional critical attacks in the campaign, or disallow the use of certain critical attacks, as he sees fit.shadow steps to the square in which he activated this ability.

Uncanny Dodge (Ex): Starting at 5th level, an disciple can react to danger before her senses would normally allow her to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

Critical Attack: At 5th level and every odd-numbered level thereafter, an disciple learns one critical attack. Each critical attack costs him at least one point from his critical strikes pool. Some critical attacks are elite abilities (see above); if so, this is mentioned in their entry as seen below. The disciple cannot learn elite critical attacks unless he already knows three or more other critical attacks.

Critical attack entries follow the following format: Name of attack: Elite (if elite) damage type (if applicable) type of critical attack. Description of the attack.

Critical attacks fall into one of three categories: primary attacks, followup attacks, and final blows. A critical attack cannot be used if the Critical attacks are chosen from the following list. The dungeon master may approve the use of additional critical attacks in the campaign, or disallow the use of certain critical attacks, as he sees fit.does not have a number of points in his critical strikes pool at least equal to the number of points the critical attack would use. Double striking never applies to critical attacks.

An disciple must attempt to deal the correct type of damage with his critical attack (slashing or piercing); thus, daggers that can deal either type of damage (or one dagger in each hand with one dealing slashing and the other dealing piercing damage) are extremely beneficial, as they may prevent the disciple from taking a -4 penalty on his attack roll. If no damage type is indicated, the disciple can choose to deal either type of damage (but cannot choose to do bludgeoning damage unless the attack description specifically states otherwise). The disciple cannot deal nonlethal damage with a critical attack unless the attack's description specifically states otherwise.

Any critical attacks that "fail" simply miss. A failed or incomplete critical attack still consumes points from the critical strikes pool, as does one that misses normally. A critical attack fails if its prerequisites are not met or if it does not strike a foe that is affected by the required attack type or hex. (Therefore, attempting to use a chain of critical attacks out of order will result in numerous attacks that do not hit and drain the disciple 's critical strikes pool.)

The following are prerequisites of any critical attack: The disciple cannot make more than two critical attacks in one round, and never consecutively. The disciple can only make critical attacks with one or more weapons of any type, and only when wearing light or no armor and not wearing a shield. Critical attacks must always hit a foe that was hit in the previous ten rounds by the prerequisite attack type defined by the critical attack. If a critical attack requires the disciple to be buffed or to hit a hexed foe, these two restrictions do not apply so long as the disciple and/or his target are affected as required.

From 15th level onwards, the disciple can instead choose any rogue special abilities that he does not already have. He may not choose a feat in place of this special ability.

Critical attacks are chosen from the following list. The dungeon master may approve the use of additional critical attacks in the campaign, or disallow the use of certain critical attacks, as he sees fit.

Black Lotus Strike: Followup attack. Must strike a hexed foe. If this attack hits, you gain points toward your critical strikes pool as if you had landed a critical hit. (You do not deal critical damage with this attack unless you actually land a critical hit.) This attack uses two points from the critical strikes pool.

Black Spider Strike: Followup attack. Must strike a hexed foe. If this attack hits, the target is poisoned for seven rounds. The assassin gains a +3 bonus on this attack roll. This attack uses two points from the critical strikes pool. The Fortitude DC is 10 + one-half the assassin's class level + the assassin's Wisdom modifier.

Critical Strike: Final blow. Must follow a followup attack. This attack results in a critical hit. This attack uses three points from the critical strikes pool.

Disrupting Stab: Piercing primary attack. If this attack hits, any spell being cast by target foe is automatically lost as though the caster had failed a concentration check. This attack uses one point from the critical strikes pool.

Falling Spider: Piercing followup attack. Must follow a primary attack. This attack fails if it does not strike a prone foe. The assassin gains a bonus on this attack's damage roll equal to his class level (maximum +12). If this attack hits, the foe is poisoned for 5 rounds. This attack uses two points from the critical strikes pool. The Fortitude DC is 10 + one-half the assassin's class level + the assassin's Dexterity modifier.

Fox Fangs: Followup attack. Must follow a primary attack. The assassin gains a bonus on this attack's attack roll equal to his class level (maximum +12) and damage roll equal to one-half his class level (maximum +6). This attack ignores the target's shield bonus to AC and uses two points from the critical strikes pool.

Golden Fox Strike: Piercing primary attack. You gain a bonus to this attack's damage roll equal to two-thirds your class level (maximum +16). If you are buffed, you gain a bonus on this attack's attack roll equal to 1 + one-half your assassin class level (maximum +12) and this attack ignores any shield bonus your target has to his AC. This attack uses two points from the critical strikes pool.

Golden Phoenix Strike: Slashing followup attack. Must follow a primary attack. If you are not buffed, this attack misses. The assassin gains a bonus on this attack's attack roll equal to his class level (maximum +15) and damage roll equal to one-half his class level (maximum +8). This attack uses one point from the critical strikes pool.

Horns of the Ox: Piercing final blow. Must follow a followup attack. The assassin gains a bonus on this attack's damage roll equal to two-thirds his class level (maximum +15). If this attack hits, the target is knocked prone. This attack uses three points from the critical strikes pool.

Jagged Strike: Slashing primary attack. If this attack hits, the target begins bleeding for four rounds. This attack uses one point from the critical strikes pool. The Fortitude DC is 10 + one-half the assassin's class level + the assassin's Dexterity modifier.

Moebius Strike: Final blow. Must follow a followup attack. This strike does damage equal to you class level (maximum +15). Also, if the creature is at less than half his maximum hit points, you gain critical strikes points as if this was a critical hit. This attack uses one point from the critical strikes pool. You cannot learn this critical attack unless you could learn an elite critical attack.

Nine Tail Strike: Slashing final blow. Must follow a followup attack. This attack fails if you cannot make a full attack when you make this attack. You attack four times, each with a +2 bonus to attack and damage rolls. This attack uses two points from the critical strikes pool.

Palm Strike (Su): Elite followup attack. This attack fails if you do not have at least one hand empty (except for a gauntlet, glove, or similar object). You can use the Quick Draw feat to sheathe a dagger before making this attack and draw it out again afterwards, and your Dagger Finesse applies to this attack. Make a melee touch attack against target foe. If that foe is hit, you deal 1d8 damage for every two class levels you have in assassin to that foe, plus your Wisdom bonus (if any). You deal one less damage for every two dice of damage you deal. This damage is not susceptible to reduction of any form. This attack uses three points from the critical strikes pool.

Punishing Blow: Elite primary attack. The assassin gains a bonus on this attack's attack and damage rolls equal to one-half his class level (maximum bonus +12). This attack uses one point from the critical strikes pool.

Shattering Assault (Sp): Elite final blow. Must follow a followup attack. This attack is made with a +1 bonus and ignores any shield bonus to the target's AC. If it hits, the target is affected as though by a targeted Dispel Magic effect; however, the assassin can remove no more than two magical effects on his foe with this attack. His caster level for this purpose equals his class level. This attack uses three points from the critical strikes pool. After using this attack, you cannot use it again for 1d6+2 rounds.

Temple Strike (Ex): Elite bludgeoning finishing blow. Must follow a followup attack. This attack deals damage as though you were one size smaller, and you take a -4 penalty on this attack roll because you are using the pommel of your dagger handle or the flat of your blade to deal nonlethal bludgeoning damage. If it attack hits, the target is blinded and disoriented for a number of rounds equal to the number of additional points the assassin spends on this attack from his critical strikes pool. If no additional points are invested into this attack, there is no additional effect. This attack uses one point from the critical strikes pool. After using this attack, you cannot use it again for a number of rounds equal to the number of extra points you put into this attack. The target is allowed a Fortitude save to negate the blindness and disorientation with a DC of 16 + one-half the assassin's class level + the assassin's Strength modifier.

Twisting Fangs: Piercing final blow. If you cannot make a full attack against your target with two different daggers, this attack fails. You make two attacks against your target, each with a +2 bonus on their attack rolls. If the first attack misses, so does the second one. If the first attack hits, your target begins bleeding. If the second attack hits, your target suffers from a deep wound. Both of these have a duration of a number of rounds equal to 2 + (your attack roll - your target's AC)/3. This attack uses three points from the critical strikes pool. The Fortitude DCs for this attack equal 10 + the assassin's Dexterity modifier + one-half the assassin's class level. The target takes a -2 penalty on its saving throws if both attacks hit.

Unsuspecting Strike: Slashing primary attack. This attack's damage roll gains a +3 bonus. If your foe's health is above 85% of his maximum, you deal extra damage equal to your class level plus five (maximum +30). This attack uses one point from the critical strikes pool. After using this attack, you cannot use it again for 1d4+2 rounds.

Wild Blow: Followup attack. This attack must attempt to sunder one shield the target is wielding, if possible. If the sunder attempt hits, you deal +2d6 damage and the target is disarmed of that shield automatically. If the target is not wielding a shield, this attack is made normally with a +3 bonus on the attack roll and you deal +1d4 damage per two class levels you have (maximum +10d4). This attack uses two points from the critical strikes pool and does not provoke an attack of opportunity. After using this attack, you cannot use it again for 2d3 rounds.



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.->.

[edit] Campaign Information

[edit] Playing a <-class name->

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->.

[edit] <-pluralized class name-> in the World

<-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->.

[edit] <-class name-> Lore

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->.

[edit] <-pluralized class name-> in the Game

<-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.->.



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