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[edit] Gravewire
| “
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None shall disturb this hallowed ground!
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”
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| —Owen Bartlett, human Gravewire
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The Gravewire are a notably reclusive and stoic ranger-like class, known for a silent streak, which is finely honed in their many lonely hours defending and patrolling their ward: large cemeteries, tombs, crematoria and similar locations. They typically guard very large such places - like those with ten thousand or more bodies stored - but the older the location is, the more likely they are to defend it even if it is smaller. Gravewire are not required to stay at their assigned location constantly, but they typically leave only for short durations.
[edit] Becoming a Gravewire
Gravewire are fiercely dedicated to ensuring that the dead remain at-rest, and that they not be disturbed either physically or mentally. They spend many hours most days patrolling their assigned cemetery or other location, and therefore require Constitution as their most important Ability.
Entry Requirements
| Alignment:
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Any Good.
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| Base Attack Bonus:
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+7.
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| Spellcasting:
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Wildclaine 7.
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| Patron:
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Modroben.
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Table: The Grinreaper
Hit Die: d10
| Level
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Base Attack Bonus
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Saving Throws
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Special
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Spellcasting
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| Fort |
Ref |
Will
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| 1st |
+1 |
+2 |
+0 |
+2
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Cemetery Gates
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+1 of existing Wildclaine spellcasting
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| 2nd |
+2 |
+3 |
+0 |
+3
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Swift Dig
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+1 of existing Wildclaine spellcasting
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| 3rd |
+3 |
+3 |
+1 |
+3
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Trusty Shovel
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+1 of existing Wildclaine spellcasting
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| 4th |
+4 |
+4 |
+1 |
+4
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Critical Shovel
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+1 of existing Wildclaine spellcasting
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| 5th |
+5 |
+4 |
+1 |
+4
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Critical Shovel, Geas
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+1 of existing Wildclaine spellcasting
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| 6th |
+6 |
+5 |
+2 |
+5
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Critical Shovel, #Impact Cleave
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+1 of existing Wildclaine spellcasting
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| 7th |
+7 |
+5 |
+2 |
+5
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Critical Shovel, Holy Shovel
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+1 of existing Wildclaine spellcasting
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| 8th |
+8 |
+6 |
+2 |
+6
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Critical Shovel, Speak With Neighbors
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+1 of existing Wildclaine spellcasting
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| 9th |
+9 |
+6 |
+3 |
+6
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Critical Shovel
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+1 of existing Wildclaine spellcasting
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| 10th |
+10 |
+7 |
+3 |
+7
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Critical Shovel, Sense Neighbors
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+1 of existing Wildclaine spellcasting
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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/weather) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).
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[edit] Class Features
Like all members of the Church of Modroben, Gravewire 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 Gravewire powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Gravewire.
Cemetery Gates: For every Gravewire level, starting at first, he gains a +1 to hit, damage and saves while within the confines of his cemetery or other applicable location.
Spellcasting: At first level and every level thereafter, 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 (Wildclaine). You do not, however, gain any other benefit a character of that class would have gained.
Swift Dig: At second level, the Gravewire gains the ability to dig with his favored shovel at a rate of ten cubic feet per round.
Trusty Shovel: At third level, the Gravewire's favored shovel becomes a +3 magical weapon that does double damage against undead.
Critical Shovel: Starting at fourth level and then again every Gravewire level therafter, his critical hit range increases by one. Whenever the Gravewire's holy shovel scores a critical hit, the target must make a Reflex save (DC 20+Gravewire's Dex. mod.); failure means the target is beheaded.
Geas: At fifth level, if the Gravewire fails to secure the bodies under his control, he comes under effect of a Geas (as the spell), requiring him to return any necessary body parts or otherwise avenge the desecration.
Impact Shovel: At sixth level, the Gravewire's holy shovel becomes an Impact Cleave weapon.
Holy Shovel: At seventh level, the Gravewire's shovel becomes a Holy Avenger weapon (usable by the Gravewire in place of a paladin). This gives it a +5 magical weapon bonus, and it still does double damage to undead and has a heightened critical hit range.
Speak With Neighbors: At eighth level, the Gravewire gains the ability to speak with the plants and animals that live in his cemetery or other appropriate location.
Sense Neighbors: At tenth level, the Gravewire gains the abilty to continually see out of the eyes of any of the animals in his cemetery, giving him constant surveillance over the entire area.
| Pages related to Modroben, a god of the Theonosis setting (external)
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| 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.
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| 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.
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| 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)
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| How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
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| At 7th level, qualified Claine may join one of the Claine Prestige Classes:
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- 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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