Lurcher (3.5e Class)

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Lurcher[edit]

An Allomancer burning Iron is able to Pull on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air toward them. For metallic objects which weigh more than they do, this can cause them to be pulled toward the object. Unlike their counterparts (Coinshots) Lurchers are not graceful and typically have their strategy planned out from start to finish. A Misting who can only burn Iron is known as a "Lurcher".

Making a Lurcher[edit]

Abilities: Although the Lurcher replaces many bonuses from Strength, Dexterity and Constitution with bonuses from Intelligence, Wisdom, and Charisma, the physical statistics are not made entirely redundant. Of the intellectual abilities, Wisdom is the least useful.

Races: Humans.

Alignment: There are Lurcher of any alignment, but Lawful and Chaotic are the most common, since a degree of studiousness is required to learn their powers, but they provide many opportunities to ignore the laws of society.

Starting Gold: As sorcerer.

Starting Age: Moderate


Table: The Lurcher

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Precise Blocking,Burn Iron
2nd +2 +3 +0 +3 Improved Disarm
3rd +3 +3 +1 +3 Focused Pull
4th +4 +4 +1 +4 Iron Control, Balance Adjustment
5th +5 +4 +1 +4 Supernatural Pull
6th +6/+1 +5 +2 +5 Halt Ranged Attack
7th +7/+2 +5 +2 +5 Shield Focus
8th +8/+3 +6 +2 +6 Shield Expertise
9th +9/+4 +6 +3 +6 Shield Slam
10th +10/+5 +7 +3 +7 Ground Slam
11th +11/+6/+1 +7 +3 +7
12th +12/+7/+2 +8 +4 +8 Self-Fling, Improved Balance Adjustment
13th +13/+8/+3 +8 +4 +8 Perfect Tumble
14th +14/+9/+4 +9 +4 +9 Shield of Mind
15th +15/+10/+5 +9 +5 +9
16th +16/+11/+6/+1 +10 +5 +10 Force Fling
17th +17/+12/+7/+2 +10 +5 +10 Forcefield of Will
18th +18/+13/+8/+3 +11 +6 +11 Continuous Spin
19th +19/+14/+9/+4 +11 +6 +11 Fast Self-Fling
20th +20/+15/+10/+5 +12 +6 +12 Ultimate Pull Once/Day

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Lurcher's class skills (and the key ability for each skill) areBalance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Heal (Wis), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Swim (Str), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Lurcher.

Weapon and Armor Proficiency: Lurchers are proficient with all simple and martial weapons. Lurcher are proficient with light, medium, and heavy armor as well as all shields.

Precise Blocks (Ex): The Lurcher may use his Intelligence modifier instead of his Dexterity modifier for AC.

Burn Metal (Ex): At the 1st level an Allomancer is able to ‘burn’ metal by ingesting a small portion. This is considered a swift action and is required to use any ability that extends out from the metal. As each metal burns at a different rate the table below shows how many actions can be used for each reserve of metal. Burning a metal of alloy that is impure may result in sickness or in the most extreme cases near death. Allomancers known as Lurchers have the ability to burn Iron, which allows them to Pull on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air toward them. For metallic objects which weigh more than they do, this can cause them to be pulled toward the object. This allows the Allomancer a +2 shield Ac bonus as they can direct the pull of metal weapon and metal arrowhead towards the shield. When pulling on objects that weigh more than the allomancer, he can be pulled toward that object at an expense of 1 action per 30 feet.


Impure Metal Burning Roll Result
No Negative Effects 1-20
Minor Metal Sickness (-30% HP) 21-40
Moderate Metal Sickness (-50% HP) 41-60
Major Metal Sickness (-50% HP, -2 Str, -2 Dex) 61-80
Deathly Metal Sickness (-80% HP, -2 Str, -2 Dex, -2 Con) 81-100

Improved Disarm (Su): At level 2, the Lurcher gains the feat Improved Disarm on all metal weapons that an foe wields within 20 feet act the cost of one action.

Focused Pull (Su): At level 3, the Lurcher is able to pull on any metal source weighing more than himself (Vertical or horizontal) at the rate of 20 feet per action. This stacks with standard movement (Up to 80 feet per round)

Iron Control (Su): At level 4, the Lurcher may change directions mid-jump. The Lurcher can also now use his iron pull to act as a trip attack once per round within 20 feet.

Balance Adjustment (Su): At level 4, the Lurcher adds his Intelligence bonus to his balance check. In addition, he may reroll one balance check per day.

Supernatural Pull (Su): At level 5, the Lurcher gains a bonus 50 lbs. to add as an anchor to pulling metals.

Halt Ranged Attack (Su): At level 6, the Lurcher gains the ability halt any damage from a ranged attack of a metal projectile, and half damage from any nonmetal projectile. This ability costs one action and must me used before projectiles have been fired.

Shield Focus (Su): At level 7, the Lurcher gains the ability with any shield with which you have proficiency your armour check penalty is reduced by one and your arcane spell failure chance by 5%. This cannot reduce the penalties to sub-zero levels.

Shield Expertise (Su): At level 8, Your shield’s armor bonus is increased by 1 when you wield it

Shield Slam (Su): At level 9, You may make a ‘Shield Slam’ as a Full Attack or at the end of a Charge. If it hits, your opponent takes normal damage and is Dazed for 1 round per 3/Lurcher levels.

Ground Slam (Su): At level 10, the Lurcher gains the ability to slam straight down into the ground, creating a powerful shockwave. Any time he is at least 10 feet in the air, he may use his standard action to move down to the ground below. All creatures within 5 feet of where he lands take damage and fall prone. The spread of this attack increases by 5 feet for every 25 feet above the ground he was before he used this action. This attack deals 1d6 damage, and an additional 1d6 damage for every 25 feet above the ground he was before he used this action. The Lurcher takes no fall damage if he lands on a surface softer than Adamantine. Self-Fling (Su): At level 12, the Lurcher may move 5' in any direction without provoking attacks of opportunity as a swift action.

Improved Balance Adjustment (Su): At level 12, the Lurcher also adds his Intelligence bonus to his balance check. When he rerolls his balance check with Balance Adjustment, his new roll is automatically a natural 20.

Perfect Tumble (Su): At level 13, the Lurcher may add his Intelligence modifier to his armor class instead of his Dexterity modifier. The Lurcher may tumble past enemies at full speed.

Shield of Mind (Su): At level 14, the Lurcher gains a deflection bonus to armor class equal to either his Charisma bonus or his Intelligence bonus, whichever is lower. .

Force Fling (Su): At level 16, whenever the Lurcher hits an opponent with a melee attack, he may knock that opponent backwards a number of feet equal to the damage dealt . While using 5' squares, the knockback is a number of squares equal to one-fifth of the damage dealt, rounded down.

Forcefield of Will (Su): At level 17, the Lurcher gains damage reduction /magic equal to his Wisdom bonus.

Continuous Spin (Su): At level 18, the Lurcher gains the ability to enter or leave a spinning state as a swift action. While spinning, the Lurcher cannot be flanked, and gets +2 Armor Class. However, he cannot make any form of attack other than a whirlwind attack, and he gets a -2 penalty to Spot.

Fast Self-Fling (Su): At level 19, the Lurcher may move up to 10' in any direction without provoking attacks of opportunity as an immediate action. This ability replaces Self-Fling.

Ultimate Pull (Sp): At level 20, the Lurcher can burn all of his iron to create a sphere of magneticly charged energy extending 30 feet. Any one wearing metal, metal weapons, and ores are then caught in the sphere and pulling toward the center. This causes crushing 10d10+20 damage, with a strength check of 30.

Campaign Information[edit]

Playing a Lurcher[edit]

Religion: Lurchers are not used to relying on anyone else for their power, and are generally not as aware of the relevance of deities as a wizard would be.

Other Classes: Many Lurchers have a tendency to underestimate the value of other classes. Some appreciate the wizard's damage-dealing capacity, and are glad that the barbarian is there to soak up damage that might otherwise be directed towards their selves.

Combat: The Lurcher is good at being in precisely the right places. This makes him helpful for shepherding enemies into position.

Lurcher in the World[edit]

Most try to dodge arrows, I welcome them.
—Jest Shuk, Human Lurcher

Lurchers tend to be loner-type characters, wandering the world in order to pursue their sometimes undefined goals.

Daily Life: A Lurcher is likely to get out of their grungy bed at an inn somewhere, meander outside, and either save someone who is being beaten up by thugs or steal coins from unaware passer byers.

NPC Reactions: Many Lurcher tend to avoid society, so society avoids them. Those who do not pursue such an antisocial course of action are likely to be appreciated, even if they are not wholly understood.

Lurcher Lore[edit]

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

Knowledge (Arcana)
DC Result
5 Lurcher are masters of sheilds.
10 Lurchers are skilled with a variety of weapons and armor, and can sometimes generate force fields around themselves.
15 Almost every power of the Lurcher is supernatural.
20 Lurcher can sometimes also fling skyward near buildings with metal.

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