Mary Sue (3.5e Class)
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|Rating:||14 out of 20|
|Power:||0 out of 5 by 1 user|
|Wording:||5 out of 5 by 1 user|
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 Mary Sue
The base class of failure, this class is the ultimate in gaming nonsense.
 Making a Mary Sue
Mary Sues are perfect. They have no flaws or exploitable aspects and always overcome every challenge, even in the face of all the most difficult challanges ever known to mankind. (Or womankind.)
Abilities: It doesn't matter what your ability scores are, so put that 18 in your favorite ability.
Races: Any race can be a Mary Sue, especially inherently evil ones, assuming this breaker of the norm is on a mission to redeem his race. Common Mary Sue races include elf, drow, human, and anime characters.
Alignment: Any. Although, this is both subject to change and does not actually place a restriction on the actions of the Mary Sue. Any evil Mary Sue can give to charities out of the goodness in their heart, and good ones can go on a rampaging, genocidal warpath at their whim.
Starting Gold: Infinity×10 gp ("As much as you want" gp).
Starting Age: This can be any of the three categories, as chosen by the player, but it usually falls under Simple, or even below the allowable limit for adventurers of that race, like a 15-year-old adventuring elf.
|Saving Throws||Special|| Flurry of Blows
|Spells per Day|| Power
| Maximum Power|
|1st||+1||+2||+2||+2||ALL 18!, No LA!, Mary Sue DR, Mary Sue SR, AC Bonus, Fast Movement, Flurry of Blows, Pounce, Turn or Rebuke Undead, Thoughtful Rage 1/day, Sneak Attack +1d6, Bonus Feat, Summon Familiar, Animal Companion||–1/–1||+0||+0 ft.||5||3||—||—||—||—||—||—||—||—||2||3||1st|
|2nd||+2||+3||+3||+3||Bonus Feat, Evasion, Uncanny Dodge||+0/+0||+0||+0 ft.||6||4||—||—||—||—||—||—||—||—||6||5||1st|
|3rd||+3||+3||+3||+3||Sneak Attack +2d6||+1/+1||+0||+10 ft.||6||5||3||—||—||—||—||—||—||—||11||7||2nd|
|4th||+4||+4||+4||+4||Bonus Feat, Thoughtful Rage 2/day||+2/+2||+0||+10 ft.||6||6||4||—||—||—||—||—||—||—||17||9||2nd|
|5th||+5||+4||+4||+4||Sneak Attack +3d6, Improved Uncanny Dodge, Wild Shape (1/day)||+4/+4||+1||+10 ft.||6||6||5||3||—||—||—||—||—||—||25||11||3rd|
|6th||+6/+1||+5||+5||+5||Bonus Feat, Wild Shape (2/day)||+5/+5/+0||+1||+20 ft.||6||6||6||4||—||—||—||—||—||—||35||13||3rd|
|7th||+7/+2||+5||+5||+5||Sneak Attack +4d6, Wild Shape (3/day)||+6/+6/+1||+1||+20 ft.||6||6||6||5||3||—||—||—||—||—||46||15||4th|
|8th||+8/+3||+6||+6||+6||Bonus Feat, Wild Shape (Large), Thoughtful Rage 3/day||+7/+7/+2||+1||+20 ft.||6||6||6||6||4||—||—||—||—||—||58||17||4th|
|9th||+9/+4||+6||+6||+6||Sneak Attack +5d6, Improved Evasion||+9/+9/+4||+1||+30 ft.||6||6||6||6||5||3||—||—||—||—||72||19||5th|
|10th||+10/+5||+7||+7||+7||Bonus Feat, Wild Shape (4/day)||+10/+10/+5||+2||+30 ft.||6||6||6||6||6||4||—||—||—||—||88||21||5th|
|11th||+11/+6/+1||+7||+7||+7||Sneak Attack +6d6, Wild Shape (Tiny), Greater Rage||+11/+11/+11/+6/+1||+2||+30 ft.||6||6||6||6||6||5||3||—||—||—||106||22||6th|
|12th||+12/+7/+2||+8||+8||+8||Bonus Feat, Wild Shape (plant), Thoughtful Rage 4/day||+12/+12/+12/+7/+2||+2||+40 ft.||6||6||6||6||6||6||4||—||—||—||126||24||6th|
|13th||+13/+8/+3||+8||+8||+8||Sneak Attack +7d6||+13/+13/+13/+8/+2||+2||+40 ft.||6||6||6||6||6||6||5||3||—||—||147||25||7th|
|14th||+14/+9/+4||+9||+9||+9||Bonus Feat, Wild Shape (5/day), Indomitable Will||+14/+14/+14/+9/+4||+2||+40 ft.||6||6||6||6||6||6||6||4||—||—||170||27||7th|
|15th||+15/+10/+5||+9||+9||+9||Sneak Attack +8d6, Wild Shape (Huge)||+15/+15/+15/+10/+5||+3||+50 ft.||6||6||6||6||6||6||6||5||3||—||195||28||8th|
|16th||+16/+11/+6/+1||+10||+10||+10||Bonus Feat, Wild Shape (elemental 1/day), Thoughtful Rage 5/day||+16/+16/+16/+11/+6/+1||+3||+50 ft.||6||6||6||6||6||6||6||6||4||—||221||30||8th|
|17th||+17/+12/+7/+2||+10||+10||+10||Sneak Attack +9d6, Tireless Rage||+17/+17/+17/+12/+7/+2||+3||+50 ft.||6||6||6||6||6||6||6||6||5||3||250||31||8th|
|18th||+18/+13/+8/+3||+11||+11||+11||Bonus Feat, Wild Shape (6/day, elemental 2/day)||+18/+18/+18/+13/+8/+3||+3||+60 ft.||6||6||6||6||6||6||6||6||6||4||280||33||9th|
|19th||+19/+14/+9/+4||+11||+11||+11||Sneak Attack +10d6||+19/+19/+19/+14/+9/+4||+3||+60 ft.||6||6||6||6||6||6||6||6||6||5||311||34||9th|
|20th||+20/+15/+10/+5||+12||+12||+12||Bonus Feat, Wild Shape (elemental 3/day, Huge elemental), Thoughtful Rage 6/day, Mighty Rage, The Kitchen Sink||+20/+20/+20/+15/+10/+5||+4||+60 ft.||6||6||6||6||6||6||6||6||6||6||343||36||9th|
Class Skills (12 + Int modifier per level, ×4 at 1st level)
 Class Features
All the Mary Sue's class features, most of which are derived from every other class, are essential to the combined whole which makes a Mary Sue what he is truly meant to be: better than everyone else. All of the following are class features of the Mary Sue.
Weapon and Armor Proficiency: A Mary Sue is proficient with all weapons and armor of every type, size, and category, including but not limited to all simple, martial, and exotic weapons, all light, medium, and heavy armor, and shields, including tower shields.
Spells: Above in Table: The Mary Sue, spells per day are given once. However, Mary Sues have four different sets of spells to choose from, all of which use the above spells per day and can be used interchangeable at any point during the day by the Mary Sue. The division consists of cleric, druid, sorcerer, and wizard.
A Mary Sue's cleric spells are selected from the cleric spell list and/or the paladin spell list, and the Mary Sue may select two domains, assuming the powers granted and the additional domain-only spell slot for every spell level above 0. They can also spontaneously cast heal spells, exactly like the cleric ability. They otherwise function exactly as if the Mary Sue were a Cleric of the same level.
Sorcerer spells are selected from the sorcerer/wizard spell list and/or the Bard Spell List. Similar to Bards, Mary Sues are not affected by the arcane spell failure of light armor. They otherwise function exactly as if the Mary Sue were a Sorcerer or Bard of the same level.
Wizard spells are selected from the sorcerer/wizard spell list and/or any other spell list the Mary Sue may feel the need to draw from. They otherwise function exactly as if the Mary Sue were a Wizard or member of any other relevant magic-using class of the same level.
Mary Sues can cast every spell from items such as a wand or scroll as if it were on their spell list, no matter what type of spell it is.
Like other spellcasters, a Mary Sue can cast only a certain number of spells of each spell level per day. His base daily spell allotment for each individual division of his spells is given on Table: The Mary Sue. In addition, he receives bonus spells per day if he has a high Intelligence, Wisdom, or Charisma score, depending on the division of spells.
Power Points/Day: A Mary Sue’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Mary Sue. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A Mary Sue begins play knowing three psionic powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers. These can be selected from any list of psionic powers from any class and manifested with a manifester level equal to the level of the Mary Sue.
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a Mary Sue must have an Intelligence score of at least 10 + the power’s level.
ALL 18! (Ex): None of a Mary Sue's ability scores can ever be below 18, so any ability score below eighteen is now naturally and inherently eighteen. This does not affect the use of magic items by the character in anyway (like a cloak of charisma or manual of quickness in action), nor does it affect ability score increases at later levels.
No LA! (Ex): The Mary Sue makes any level adjustment gained from base race or template or any other means immediately fall to +0. Mary Sues don't believe in LAs.
Mary Sue DR (Ex): A Mary Sue has the ability to shake off damage, and therefore has Damage Reduction equal to one half the Mary Sue's level + any Constitution modifier (minimum one).
Mary Sue SR (Ex): A Mary Sue is resistance to all types of magic, granting the Mary Sue Spell Resistance equal to the Mary Sue's level + 10.
AC Bonus (Ex): At all times, the Mary Sue adds her Wisdom bonus (if any) to her AC. In addition, a Mary Sue gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Mary Sue levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
Flurry of Blows (Ex): A Mary Sue may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Mary Sue. This penalty applies for 1 round, so it also affects attacks of opportunity the Mary Sue might make before her next action. When a Mary Sue reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A Mary Sue must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a Mary Sue may attack with unarmed strikes and held weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Mary Sue applies his Strength bonus (not Str bonus × 1-1/2 or ×1/2) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The monk can use any weapon as part of a flurry of blows.
In the case of a double weapon, such as a quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the double weapon requires two hands to use, a Mary Sue may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in her flurry of blows routine to do so.
When a Mary Sue reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his full base attack bonus.
Turn or Rebuke Undead (Su): Any Mary Sue, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good Mary Sue (or a neutral Mary Sue who worships a good deity) can turn or destroy undead creatures. An evil Mary Sue (or a neutral Mary Sue who worships an evil deity) instead rebukes or commands such creatures. A neutral Mary Sue of a neutral deity must choose whether his turning ability functions as that of a good Mary Sue or an evil Mary Sue. Once this choice is made, it can be reversed at will. This decision also determines whether the Mary Sue can cast spontaneous cure or inflict spells (see above).
A Mary Sue may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Mary Sue with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Sneak Attack: If a Mary Sue can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage.
The Mary Sue’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 Mary Sue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Mary Sue levels thereafter. Should the Mary Sue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Mary Sue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Mary Sue 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 Mary Sue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Mary Sue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Thoughtful Rage (Ex): A Mary Sue can enter a Rage that functions exactly the same way as the ability of the same name for a Barbarian, excpet that a Mary Sue can still perform any action they would be capable of functioning when not in a Rage.
Greater Rage (Ex): At 11th level, a Mary Sue’s bonuses to Strength and Constitution during his thoughtful rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Indomitable Will (Ex): While in a thoughtful rage, a Mary Sue of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his thoughtful rage.
Mighty Rage (Ex): At 20th level, a Mary Sue’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
Familiar: A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Consitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
|Bat||Master gains a +3 bonus on Listen checks|
|Cat||Master gains a +3 bonus on Move Silently checks|
|Hawk||Master gains a +3 bonus on Spot checks in bright light|
|Lizard||Master gains a +3 bonus on Climb checks|
|Owl||Master gains a +3 bonus on Spot checks in shadows|
|Rat||Master gains a +2 bonus on Fortitude saves|
|Raven1||Master gains a +3 bonus on Appraise checks|
|Snake2||Master gains a +3 bonus on Bluff checks|
|Toad||Master gains +3 hit points|
|Weasel||Master gains a +2 bonus on Reflex saves|
Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
|1st-2nd||+1||6||Alertness, Improved Evasion, Share Spells, Empathic Link|
|3rd-4th||+2||7||Deliver Touch Spells|
|5th-6th||+3||8||Speak with Master|
|7th-8th||+4||9||Speak with Animals of Its Kind|
|13th-14th||+7||12||Scry on Familiar|
Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.: At the master’s option, he may have any spell (but not any
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Familiars at Epic Level: Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.
Animal Companion (Ex): A Mary Sue may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Mary Sue on her adventures as appropriate for its kind.
A 1st-level Mary Sue’s companion is completely typical for its kind except as noted below. As a Mary Sue advances in level, the animal’s power increases as shown on the table. If a Mary Sure releases her companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A Mary Sue of 4th level or higher may select from alternative lists of animals (see below). Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Mary Sue level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Mary Sue level and compare the result with the Mary Sue level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Mary Sue’s effective level to 0 or lower, he can’t have that animal as a companion.)
Wild Shape (Su): At 5th level, a Mary Sue gains the ability to turn herself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability
polymorph spell, except as noted here. The effect lasts for 1 hour per Mary Sue level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the Mary Sue melds into the new form and becomes nonfunctional. When the Mary Sue reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Mary Sue's feet.
The form chosen must be that of an animal the Mary Sue is familiar with.
A Mary Sue loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A Mary Sue can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Mary Sue. In addition, he gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s Mary Sue level.
At 12th level, a Mary Sue becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Mary Sue can’t use this ability to take the form of a plant that isn’t a creature.)
At 16th level, a Mary Sue becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to his normal wild shape usage. In addition to the normal effects of wild shape, the Mary Sue gains all the elemental’s extraordinary, supernatural, and spell-like abilities. He also gains the elemental’s feats for as long as he maintains the wild shape, but he retains his own creature type.
At 18th level, a Mary Sue becomes able to assume elemental form twice per day, and at 20th level he can do so three times per day. At 20th level, a Mary Sue may use this wild shape ability to change into a Huge elemental.
Bonus Feat: At 1st level and every even number level after that, the Mary Sue gains any feat of his choosing from any source.
Evasion (Ex): At 2nd level and higher, a Mary Sue 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. Evasion can be used only if the Mary Sue is wearing light armor or no armor. A helpless Mary Sue does not gain the benefit of evasion.
Uncanny Dodge (Ex): At 2nd level, a Mary Sue retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Mary Sue already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): At 5th level and higher, a Mary Sue can no longer be flanked. This defense denies a rogue the ability to sneak attack the Mary Sue by flanking him, unless the attacker has at least four more rogue levels than the target has Mary Sue levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Improved Evasion (Ex): At 9th level, a Mary Sue’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Mary Sue does not gain the benefit of improved evasion.
 Ex-Mary Sues
When a Mary Sue is played seriously and roleplayed well, or when they manage to tick off their DM, the Mary Sue loses all class abilities and spells until they resume normal playing habits or the DM is appeased.
 Epic Mary Sue
|21st||Sneak Attack +11d6, Bonus Feat|
|23rd||Sneak Attack +12d6, Bonus Feat|
|24th||Thoughtful Rage, Bonus Feat|
|25th||Sneak Attack +13d6, Bonus Feat|
|27th||Sneak Attack +14d6, Bonus Feat|
|28th||Thoughtful Rage, Bonus Feat|
|29th||Sneak Attack +15d6, Bonus Feat|
10 + Int modifier skill points per level.
Sneak Attack: Mary Sues continue to gain 1d sneak attack damage very odd level.
Thoughtful Rage: Mary Sues are able to rage one additional time per day every four levels after twentieth level.
Bonus Feats: The epic Mary Sue gains a bonus feat (selected from the list of epic Mary Sue bonus feats) every level after 20th.
Epic Mary Sue Bonus Feat List: Any Epic Feat.
 Human Mary Sue Starting Package
Weapons: +5 Vorpal Bastard Sword, +5 Shield of Bashing, +5 Mighty (+4) Longbow.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Any you qualify for. By definition. you qualify for all feats, so you're free to ignore prerequisites.
Bonus Feats: See "Feat" immediately above for both.
Gear: +5 Celestial Armor (see page 220 of the DMG), Ring of Sustenance (page 233 DMG), Amulet of Natural Armor +5 (page 246 DMG), Ring of Protection +5 (page 232 DMG), Belt of Magnificence (page 42 Miniatures Handbook).
Gold: However much you desire.
 Campaign Information
 Playing a Mary Sue
No experience needed! Apply within.
Religion: Mary Sues worship any deity they please or none at all, their piety ranging anywhere from fastidious praise and worship, to hubristic disdain.
Other Classes: All other classes are inferior and merely support units or pawns.
Combat: Any. Mary Sues excel at everything
Advancement: Level 20. Multiclassing is UNdesirable. In epic levels, seek godhood.
 Mary Sue in the World
|“||I'm. Better. Than. You. Any questions?||”|
|—Wesley Crusher, Human Mary Sue|
Where characters of this class fit in a d20 world: No where. Characters of this class or of anything similar to or even remotely base off of or inspirational to this class do NOT belong in a d20 world.
Daily Life: Anything and everything they want to do.
Notables: Gary Stu and almost any Deus ex Machina-performing NPC you've ever known.
Organizations: Mary Sues never gather together outside of adventuring parties, where they are either best of friends or sworn mortal enemies.
NPC Reactions: NPCs love Mary Sues. NPCs' attitude toward a Mary Sue is helpful by default.
 Mary Sue Lore
Characters with ranks in Knowledge (The Game) can research Mary Sues to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Mary Sues are perfection incarnate and friend to everyone.|
|10||Most Mary Sues are actually really big powergaming douchebags after you work your way past their initially friendly facade.|
|15||Mary Sues often are orphans. It is in fact theorized that the more times your parents die, the more readily and easily a character becomes a Mary Sue.|
|20||Mary Sues are weak to only two things: well thought-out, realistic roleplaying, and falling rocks.|
 Mary Sues in the Game
Mary Sues are one of two things: evil bastards attempting to conquer the mutliverse because they are obviously superior, or bastions of righteousness and justice fated to save the multiverse from their less-moral counterparts.
Adaptation: The Gary Stu. Equal, but of the opposite gender.
Sample Encounter: The enemy of the PCs, almost invariably, but also potentially an instrumental piece of a Deus ex Machina.
EL whatever: This would require tons of work creating a mutiple half breed of several race and applying about five different templates to him, but I'm too lazy.