Jinchuriki (3.5e Prestige Class)

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Jinchuriki
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Status: not complete
Editing: Constructive edits welcome

Contents

[edit] Jinchuriki

Jinchuriki are humanoids that have had a beast spirit sealed inside of them.

[edit] Making a Jinchuriki

Because Jinchuriki can call on the powers of the beast sealed inside them they make for strong front line fighters. They tend to be loners but when they do grow friendships they are very strong.

Entry Requirements
Base Attack Bonus: +7

Table: The jinchuriki

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Bonus Feat
2nd +2 +0 +3 +3 Blazing Rage Lesser
3rd +3 +1 +3 +3 Talk With Demon
4th +4 +1 +4 +4 Blazing Rage
5th +5 +1 +4 +4
6th +6/+1 +2 +5 +5 Blazing Rage Greater
7th +7/+2 +2 +5 +5
8th +8/+3 +2 +6 +6 Improved Blazing Rage
9th +9/+4 +3 +6 +6
10th +10/+5 +3 +7 +7 Full Possession


Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

[edit] Class Features

<-fluff about class features->. All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: The Jinchuriki is proficient with all simple and martial weapons as well as two exotics of his/her choice.

Blazing Rage Lesser:At 2nd level, when the host knocked to half or below health, the primal urges of the Animal Demon which were sealed away within the host come surging back through his body and take over; while he retain some control over himself, when he enters the Blazing Rage, the host is likely to fight to the death with any creature he knows as a foe. When entering the Blazing Rage, the host grows Claws and Fangs, which he may use as natural weapon without penalty, gains a +2 Strength and Constitution bonus, a +2 bonus to his Will save, a 10 foot movement increase in addition to a +2 dodge bonus to Defense. In addition, the host gains a Fast Healing 1 for the duration of the rage. For as long as 4 rounds plus his new constitution modifier, the host's rage will not cease and he will carry on fighting until the rage ends. The rage cannot be user more than one times per day per 2 character level

Blazing Rage:At 4th level, when he enters the Blazing Rage, the host is likely to fight to the death with any creature he knows as a foe. When entering the Blazing Rage, the host grows Claws and Fangs, which he may use as natural weapon without penalty, gains a +4 Strength and Constitution bonus, a +2 bonus to his Will save, a 15 foot movement increase in addition to a +3 dodge bonus to Defense. In addition, the host gains a Fast Healing 2 for the duration of the rage. For as long as 4 rounds plus his new constitution modifier, the host's rage will not cease and he will carry on fighting until the rage ends. The rage cannot be user more than one times per day per 2 character level

Blazing Rage Greater:At 6th level, when he enters the Blazing Rage, the host is likely to fight to the death with any creature he knows as a foe. When entering the Blazing Rage, the host grows Claws and Fangs, which he may use as natural weapon without penalty, gains a +6 Strength and Constitution bonus, a +2 bonus to his Will save, a 20 foot movement increase in addition to a +4 dodge bonus to Defense. In addition, the host gains a Fast Healing 3 for the duration of the rage. For as long as 4 rounds plus his new constitution modifier, the host's rage will not cease and he will carry on fighting until the rage ends. The rage cannot be user more than one times per day per 2 character level

Improved Blazing Rage:Once the host reaches 8th level, he may spend an move action during the Blazing Rage to increase its power and manifest some of the demons own. While the duration is no greater than it previously was, the host's rage bonus increase to +8 Strength and Constitution, +4 dodge bonus to defense, +2 deflection bonus to defense, +4 bonus to Will saves and a 25 feet movement increase. He also gains a Fire Resistance 10 and Damage Reduction of 3/-, and his claws deal damage as though the host was one size category larger than he really is for the duration of the manifestation. In addition to that,because the demons power is clearly the host's to control during the Rage, he gains an additional claw attack per round at his highest attack bonus, made by the demons spirit itself. He may also reach out and lash at the enemy at safe distance, thus gaining a claw attack with a 20 feet range at the expenses of an attack action. Because puts the host's body through alot of strain, he must succeed a Fortitude save (DC 25) or fall unconscious for 1d4+1 hours as soon as the Rage ends.

Full Possession:

[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->.

[edit] Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
11st <-any improvements to class features gained at this level, including any bonus feats->
12nd <-any improvements to class features gained at this level, including any bonus feats->
13rd <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.


[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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