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[edit] Graylimm
| “
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Eat spore!
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”
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| —Glenda Elsevier, dwarven Graylimm
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Graylimm are focused druids, specializing in understanding the often-underappreciated ecological role of fungi. They use magically blessed robes called a Grayrobe which has pockets that can hold a small amount of dirt and a specimen of fungus, along with a small amount of food for it. The pockets are controlled for climate and other factors through magic.
[edit] Becoming a Graylimm
Graylimm are an eccentric lot, even for Claine, and are chosen from among the more odd recruits of the Greenclaine, the druid class of the Claine. Wisdom and Intelligence are most important for the Graylimm.
Entry Requirements
| Alignment:
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Any Good.
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| Base Attack Bonus:
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+3.
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| Skills:
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Knowledge (necrology) 5, Survival (any) 5.
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| Spellcasting:
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Greenclaine 7.
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| Patron:
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Modroben.
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Table: The Graylimm
Hit Die: d6
| 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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Grayrobes, Lifespores 1
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+1 of Greenclaine spellcasting
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| 2nd |
+1 |
+3 |
+0 |
+3
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+1 of Greenclaine spellcasting
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| 3rd |
+2 |
+3 |
+1 |
+3
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Necromantic Allergy
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+1 of Greenclaine spellcasting
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| 4th |
+2 |
+4 |
+1 |
+4
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Blastspores
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+1 of Greenclaine spellcasting
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| 5th |
+3 |
+4 |
+1 |
+4
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Emberspores
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+1 of Greenclaine spellcasting
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| 6th |
+3 |
+5 |
+2 |
+5
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Blind to Life
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+1 of Greenclaine spellcasting
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| 7th |
+4 |
+5 |
+2 |
+5
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Skeletonize
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+1 of Greenclaine spellcasting
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| 8th |
+4 |
+6 |
+2 |
+6
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Lifespores 2
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+1 of Greenclaine spellcasting
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| 9th |
+5 |
+6 |
+3 |
+6
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Cleavespores
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+1 of Greenclaine spellcasting
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| 10th |
+5 |
+7 |
+3 |
+7
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Sporeshape
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+1 of Greenclaine 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) (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, Graylimm 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 Graylimm powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Graylimm:
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. You do not, however, gain any other benefit a character of that class would have gained.
Spells: To cast a particular spell, you must have a Wisdom score of at least 10 + the spell's level. Your bonus spells are based on your Wisdom. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Wis bonus (if any).
Grayrobes: At first level, each Graylimm is given her Grayrobes, which contain magical pockets that can foster the growth of mushroom species. She may use each species up to 10 times per day. She must blow the spores at her target, which requires a to-hit roll, to which she receives a +2 to Class Proficiency bonus.
Lifespores: Graylimm all dedicate one pocket to Lifespores, which heal the living and harm the undead. They do 1d12 per Graylimm level which can be spread over as many people who are clustered together as the Graylimm desires. With a sufficient to-hit roll (range modifiers of 100') she may hit any number of people any distance away, such as spreading the healing over an entire town. If more people are targeted than the healing die could possibly affect, every targeted person heals one hit point. This works the same way to do damage against undead, in which case it regenerates their flesh; there is no save because spores are too ubiquitous to dodge.
- At eighth level, the Graylimm's Lifespores heal/harm 2d12 instead of 1d12.
Necromantic Allergy: At third level, Graylimm gain the Orange Deathspore, which causes any living creature who breathes it in to become allergic to necromantic magic. There is a Fortitude save. Anyone who fails becomes incapable of casting necromantic spells because doing so causes them to cough and sneeze, disrupting their concentration. It is not possible to aim this spore, and it affects everyone within 100' of the Graylimm. Anyone coated by it also suffers from minor allergies (with no minuses to any abilities) simply from being near necromancers, necromantic objects, ghosts or animated corpses.
Blastspores: At fourth level, the Graylimm gains Blastspores, which work like the spell Blast Cleave.
Emberspores: At fifth level, Graylimm gain Emberspores, which quickly scorch and burn fabric and paper. It can only be targeted at one person and it will take three rounds to work. There is, however, no saving throw. Clothing gains smoldering holes while the straps holding armor together burn away and the armor falls to pieces; targeted spellbooks will begin to burn, and will be ashes after five rounds. Spellbooks are the only magical object that can be affected.
Blind to Life: At sixth level, the Graylimm gain Blindspores, which can only be targeted at one person, who must be in melee range. If the Graylimm's attack roll succeeds, the target is blinded for 2d6 rounds. If targrted at undead, it makes them blind to all intelligent living beings.
Skeletonize: At seventh level, Graylimm gain Bonespores, which cause any undead who comes into contact with them to make a Fortitude save. Those who fail find their flesh decays very quickly, doing d10 damage per round (regardless of the results of the save). After 2d3 rounds, the targets who failed their save become ordinary skeletons. Targets may be any undead, including vampires and liches. This effect is magical, so spell resistance can affect it.
Cleavespores: At ninth level, the Graylimm gains Cleavespores, which act as the spell Greater Blast Cleave.
Sporeshape: At tenth level, the Graylimm can transform into a spore, invisible to the naked eye, and float effortlessly at a speed of 100' for one hour per Graylimm level.
| 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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