Mundus (3.5e Class)

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Mundus
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(Rate this class)
Status: Working on it, bit past a third done.
Editing: Please discuss and wait for a reply before making a major change.
A mundus meditating; sitting on the branches of The Tree of Change

Mundus[edit]

The world is always changing, always growing, and always moving.

We exist in a living world. From the beginning of time when the earth was made, it was growing. As the creatures upon it evolved, it began to change; as the creatures grew smart, and their enemies smarter the world began to shift under their very feet. The world has always been growing, it still grows and changes along with ourselves. Earthquakes shake the world, they tear it up and split its land. As the plates that hold the world together shift, the world seems to be falling apart under your very feet, however it is not, it is only changing and growing. The continents and every island around them are the result of some great quake. Water is another great force of change; it carves out the rocks, it erodes all the things we build but too it gives all things life. Water is the height of change, not truly destroying yet always working towards it. Water is the universal solvent, it never lets us grow to big, yet makes sure we live to keep on growing. The very air we breath shapes our world in more ways than we can ever possibly know. The wind it blows smashes the rocks to bits, whips around the trees and can even knock down mountains. It allows us to live, however it too keeps us small. In many ways the air and the water are the same, both keeping you living, yet both changing so much. Water governs the depths, just as air governs the skies, so too is the earth governed by the rocks and the soil. However there is one more force of change, one more great and powerful force that controls every aspect of being, and can take it away with relative ease. This is fire. Fire is what we lived by for years, it is what we fought by for many more. We are entranced and afraid of fire, it being the most powerful and destructive force of change. Fire is what we use to kill, it is the most vicious and unforgiving of these forces, it is used to kill and utilized in war. However fire has another side, is it not fire that we use to cook our meals? Is it not fire that we use to create the light to see? Fire is perhaps the greatest force of change, being the most deadly and destructive of them all, yet still giving the life it was meant to protect. These forces are all that truly exist, they are what we live by. We live by them, and we always must live by change because...

The world is always changing, always growing, and always moving.

The mundus are based around this tradition. They are designed to understand the changes that the world goes through, and furthermore, understand how to manipulate them. For a world with boundless potential, an epitome of destruction and life would go insane if it had no governor. The world would collapse in upon itself if it had nobody to keep it in check. This is what the mundus do, they keep an eye on the world, and they watch over it. In return for their undying work to protect such a world, they allow themselves to study how to change and manipulate the world that they protect, to do their own bidding. This can be in any way they please, but no matter what the mundus are always beholden to their greatest friend; the earth itself. Mundus are studiers, they are learners and scholars. They learn about the world in hopes to protect it, and with the same knowledge gain control of it. They are always studying more, searching ever harder to find their next answers, or even their next question. They are weak of body, yet strong of mind, always ready to learn something new, but at the same time always ready to put their knowledge to good use against a foe. However even the greatest mundus still has things to learn, new things to discover. This is because the world always creates something new to see, for...

The world is always changing, always growing, and always moving.

Making a Mundus[edit]

The mundus is strongest when he is far away or hidden from his opponent. This gives him time to use his powers to bring down his enemy without them even seeing him. The mundus has long ranged abilities from his power over the elements and can cause serious damage using them. However the mundus is also very effective out of combat, perhaps even more so than in. He can use his powers to whisk the party up and over mountains, or perhaps prevent a cave-in. He can start fires in wet areas and even make it stop raining if he is strong enough. Not only does he posses these powers over the elements but he also posses powers over other beings. The mundus is very wise and knowledgeable making them good consultants and sages. They are a key member of any group wielding powers in and out of combat that can greatly aid any party.

However the mundus is not all good, they do have a downside. Mundus have very low health and are often frail from to many hours spent in their studies making them fair very poorly if caught in close hand combat. Their nature is often also that of a loner, even if it is against their better judgment. This makes them sometimes put the entire party in jeopardy and are dangerous to have around. They also must spend hours meditating and their primary calling is to serve the earth itself, not its people.

However despite their flaws and disabilities when working with others, they make great party members and people to have around. As long as they stay in the back in combat, perhaps buffing up friends, or hurling fireballs at their enemies, they should be fine. They are effective out of combat alongside their group as somebody they can turn to for advice due to their remarkable wisdom.

Abilities: The primary attribute for the mundus is wisdom. The wisdom of a mundus determines the power he has discovered over the world and in short, essentially how strong he can become. Most of the special abilities of a mundus are centered around wisdom. A high dexterity can also be very useful for a mundus as they typically wear no armor and it provides them with a much needed armor class bonus if they ever enter close hand combat. A good constitution is sometimes helpful too because the mundus is generally very low on hit points.

Races: The mundus most often come from lineages that are close to the world and can feel its presence in their lives. They most readily understand the elements and are best inclined to help control and watch the elemental forces of it. In this way the elves, dwarves, and gnomes best fit the role of the mundus. Elves, for all of time have had a natural bond with the forests and life itself. They are good hearted and wise making them fit perfectly into the aspects of this class. They are also dexterous and swift making them able to move through the world and utilize mundus abilities with more ease. Dwarves are the creatures of the deep, they already live and shape the rocks and stones of the world. They too are naturally good hearted just as the elves are and they are sturdy and hardy, helping present certain attributes the mundus is usually lacking in. Dwarves are not as inclined to the ideas of magic and the supernatural powers the mundus posses so this may sometimes hold them back from becoming one. Gnomes are also often found to be mundus as not only do they posses a good heart and are close to the world, but they have inborn magical qualities. This inclines them more towards the mundus and its powers. Humans are versatile and often easily adapt to the class, making them fit well into the world. However they are not as naturally close to life as other races are making them fade away from the mundus slightly. Half-elves have some of the closeness to life of the elves, and versatility of the humans making them fit the class well. Halflings are not naturally close to life, nor are they inclined towards magic, however they have a good and helpful heart. Orcs make very rare mundus, as they do not fit the intellectual side of the class, however sometimes the more civilized of them may choose the class.

Alignment: Any non-evil. Mundus are primarily good aligned because they devote their life to helping and aiding the world as well as the people on it by keeping the elements in check. However they can also be neutral, just as many druids are neutral, devoting their lives to the world and not caring either way about the rest.

Starting Gold: 1d4×10 gp (25 gp).

Starting Age: Complex (as wizard)

Table: The Mundus

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Meditation
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Power Drain (Basic)
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Power Drain (Improved)
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Power Drain (Greater)
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Power Drain (Perfect)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Forgery (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all)(Int), Survival (Wis).

Class Features[edit]

All of the following are class features of the mundus.

Weapon and Armor Proficiency: Mundus are proficient with all simple weapons however are not proficient with any armor or shields.

Class Features[edit]

All of the following are class features of the mundus.

Weapon and Armor Proficiency: Mundus are proficient with all simple weapons however are not proficient with any armor or shields.

Meditation: Coming soon

Power Drain: Every element possesses energy. That is how they can cause such havoc, cause such peace. That is why the mundus is needed to keep them in line. Certain elements are made of pure energy, such as fire, and as a result are much more wild and destructive. However some elements only possess small amounts of energy, such as the earth. That is why it takes so long for the earth to move and change. It must focus great amounts of its own energy to simply create an earthquake.

However just as every element is made of energy, so are people made of the elements, and therefore too are they made of energy. Their strength and health, knowledge and swiftness are all governed by the energy in their bodies. So in this way, the mundus have learned to not only control the elements, but share their power with them. The mundus can transport their own energy to the elements to strengthen them, or ask the elements to give them energy back. As the mundus increases in power he is able to tame and control larger amounts of energy and use it to a greater effect.

For the purposes of this ability a 5-ft cube of fire posses 100 energy, a 5-ft cube of air posses 30 energy, a 5-ft cube of water posses 25 energy, and a 5-ft cube of earth posses 10 energy. The mundus is able to stretch his mind out towards more and more energy and with greater efficiency as he levels up. At the basic level of this ability, a mundus can stretch his mind out for 10-ft3 and absorb 25% of any energy he touches. However this soon increases once he reaches the improved level of this ability, being able to reach out for 20-ft3 and absorb 50% of the energy he comes in contact with. The greater and perfect levels of this ability increase his range and efficiency to 30-ft3 and 75% and then finally 40-ft3 and 100% efficiency at perfect level.

The amount of energy in any human at a given time can be calculated using this formula: L(A+H/4)+10 where L=level, A=total ability score bonuses, and H=health. No terms in this equation can be below 1. If you do have anything below 1 (such as if you had 2 health and H/4=.5) then it is assumed to be a 1. When absorbing energy you may convert 1/10 of that energy into health. The health gained is permanent up to the point when you are fully healed. After that it is temporary and the extra energy will dissipate after 3 rounds. You may also convert 1/100 of it into a temporary ability score increase of +1 to any ability. This temporary increase will dissipate after 5 rounds. You may only have an additional 1000 points of energy in your body. If you intake any more than that your body will be overloaded with energy and any extra energy will immediately leave and return to any surrounding elements. However such an explosive release of energy will cause 4d12 fire, water, earth, and air damage (1d12 for each type) to the mundus. It will also inflict 4d8 damage to any within a 20 ft radius.

You may use power drain once per day to take energy from other elements at basic level. At improved level you may use it twice a day, greater three times a day, and perfect four times a day. Using this ability is a standard action whether you are giving or receiving energy as you must focus and commune with the earth which takes some effort. You may only use this a limited number of times each day again because of the strain that converting raw energy into your body takes. After performing this act the number of times per day specified you are too weak to attempt it again. However you can give energy to other elements as many times per day as your health permits. This can prove useful in a desert to create water from air, or to convert earth to air in a sealed room. The possibilities are endless.

Power give: The mundus has the ability to drain the energy of the world around himself and place it inside his body. However in the same way he can return energy to the elements. This ability is a subset of energy drain and works in the same way, however instead you are giving energy away.

If you give extra energy to an element your health will deplete by one for every ten points you give away because of the immense strain on your body of losing its core energy. You do not have to stop giving energy once you reach 0 health, however you will fall unconscious and you will then immediately stop giving energy (this is non-lethal damage so you will not be dying if you go unconscious). By giving energy to an element you can do generally one thing, change its type. Earth has 10 energy base, however if you give it 15 energy, it will become water. Giving water 5 energy will make it air and so on, up until fire. Once you have fire and start to give it energy it will become increasingly powerful. For every 10 points of energy you give to fire, you can make it climb by an additional 100 degrees celcius. Receiving energy from elements has the same effect on the elements, simply reversed (i.e. air will become water if you absorb 5 energy, fire will become air if you absorb 70 energy). If you absorb all energy the element in question will vanish.

Many times the mundus will give energy by first absorbing it. However if the mundus needs to give energy and has expended all of his daily uses of the ability, he can give away his base energy. This has no effect on him other than making him fatigued and the normal health drain. However if a mundus gives away all of his energy he dies and his body vanishes as if a destruction spell had been cast on him. He may only be returned from this state by a true resurrection spell or spell with the same effect (such as a miracle spell).

Power within Creatures: This ability cannot effect other living creatures (or similar beings such as undead and constructs). This is because, while the mundus has control over other beings through this power, other beings also have control over their own energy, whether they know it or not. In this way, unless the other creature willingly lowers its defenses, it cannot be effected. However there are situations where a being may lower these mental barriers. One example would be if a party member to the mundus was dying, he could lower his mental safeguards and allow the mundus to give him energy. In this case, the party member could either convert 1/10 of the energy into health or 1/100 into temporary ability score bonuses just as the mundus can. However if they are not a mundus, they cannot store any extra energy.

Ex-Mundus[edit]

If a mundus ever becomes evil aligned he looses all special abilities and powers that the mundus has received. If the mundus becomes non-evil once more and takes one level in the mundus class, all of his previous mundus powers will be restored, however the level just taken will not count towards the mundus level.

If a mundus ever refuses to meditate for over a year, he will loose all special abilities and powers the mundus has received. If the mundus begins meditation again for over a year (at the normal rate) and takes one level in the mundus class, all of his previous mundus powers will be restored, however the level just taken will not count towards the mundus level.

If the mundus stops revering the earth or blatantly and willing disregards/harms it in some way he will loose all special abilities and powers the mundus has received, as well, depending on the severity of the crime against nature, he may be stripped of all levels in mundus completely, not even remaining an ex-mundus. To become a mundus again you must stop whatever behavior caused you to become an ex-mundus. Once ended, you must go through a full month of constant and uninterrupted meditation. Once complete you become a mundus again. However if you were stripped of all mundus levels, then you must start from level one again as a mundus.

Epic <-class name->[edit]

Table: The Epic <-class name->

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

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-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->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

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->.

<-pluralized class name-> in the Game[edit]

<-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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