Order Initiate (3.5e Class)

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Order Initiate[edit]

The Order Initiate gains supernatural power from attuning to cora stones. Rather than using the latent power for spells or invocation, he forces the stones power into boosting his physical prowess.

Because the class is designed for use with E8 it only has 8 levels of progression.

Abilities: Wisdom is important for an order initiate as it determines what level of boosts they can learn, and how long their boosts last. Dexterity is important as it allows an order initiate to engage in melee and ranged attacks.

Races: Any.

Alignment: Any, though order initiates are more often of Lawful alignments.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: Simple

Table: The Order Initiate

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Boosts Prepared
Fort Ref Will 1st 2nd 3rd
1st +1 +2 +2 +0 Stone Attunement (first, ability), Single Boost 2
2nd +2 +3 +2 +0 Weapon Finesse 2
3rd +3 +3 +3 +1 3 1
4th +4 +4 +4 +1 Bonus Feat 3 1
5th +5 +4 +4 +1 Double Boost 3 2
6th +6/+1 +5 +5 +2 4 2 1
7th +7/+2 +5 +5 +2 4 2 1
8th +8/+3 +6 +6 +2 Bonus Feat 4 3 2

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Craft (Int), Hide (Dex), Knowledge (Any, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Int), Search (Int), Spot (Wis), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Order Initiate.

Weapon and Armor Proficiency: The Order Initiate is proficient with light, and medium armor, and shields (except tower shields). An order initiate is also proficient with Axes, Bows, Light Blades, Heavy Blades, Maces and Clubs, and Picks and Hammers.

Boosts (Su): An order initiate gains access to supernatural abilities known as boosts, which enhance and empower him through the use of cora stones. An order initiate knows all of the boosts listed on the order initiate boosts table. An order initiate may prepare a limited number of boosts per day as shown on the table above; to prepare a boost the order initiate must get a good nights sleep and spend an hour of meditation focusing on the boosts which he will use throughout the day. To use a boost an order initiate muse have a wisdom score of at least 10 + the boosts level, and be he must attuned to a cora stone. The DC of a boost, if it has one, is 10 + the boosts level + Wis modifier. The order initiate may use any of his prepared boosts as a swift action that does not provoke attack of opportunity; unless noted otherwise in the boosts description. An immediate boost lasts until the beginning of your next turn, while a standard boost lasts for 1 + Wisdom modifier rounds. You may remove the effects of a boost at any time as a free action. After a boost has been used, you may not use it again until 5 rounds after it's effect has ended. An order initiate chooses his known boosts from the list of order initiate boosts.

Single Boost: At 1st level an order initiate may only have one standard boost active at a time.

Double Boost: At 5th level an order initiate may have two standard boosts active at a time.

Stone Attunement (Ex): You gain the ability to attune to a Cora Stone, this acts as a focus for all of the boosts you know. Attuning to a Cora stone takes 2 hours of meditation without interruption, once you are attuned to a stone you stay attuned to it until it is taken more than 1 mile from your current location, or you go without it for 8 hours. You may remove the attunement from a cora stone by meditating for 1 hour. You may never attune to a stone that someone is already attuned to. Each color of stone grants an additional ability.

Cora Stone Ability (Su): At 1st level you also gain the associated ability of any cora stune you are attuned to.

Black — Whenever you hit a living creature you deal an addition 1 damage per class level. You gain this damage as temporary hit points. You can only gain up to your Constitution score worth of temporary hit points this way. Temporary hit points gained in this way last for 1 hour.
Blue — Weapons you wield deal an additional 1d6 points of electricity damage for every 4 class levels.
Brown — Weapons you wield deal an additional 1d6 points of acid damage for every 4 class levels.
Clear — Weapons you wield deal an additional 1d6 points of sonic damage for every 4 class levels.
Gray — You gain the sneak attack ability which deals an extra 1d6 points of damage for every 2 class levels.
Green — You gain DR 1/- for every 2 class levels.
Red — Weapons you wield deal an additional 1d6 points of fire damage for every 4 class levels.
Yellow — Whenever you successfully hit a creature with an attack you heal 1 HP/2 levels. You may only gain the effects of this ability once per round for each weapon you wield.
White — Weapons you wield deal an additional 1d6 points of cold damage for every 4 class levels.

Weapon Finesse: At 2nd level, an order initiate gains Weapon Finesse as a bonus feat.

Bonus Feat: At 4th level and 8th level the order initiate gains a bonus feat from the list of fighter bonus feats.

Forestfolk Order Initiate Starting Package[edit]

Weapons: Rapier.

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

Skill Ranks Ability Armor
Check
Penalty
Hide 4 Dex
Craft 4 Int
Knowledge 4 Int
Spot 4 Wis
Move Silently 4 Dex

Feat: Dodge.

Gold: 6d4 gold.

Playing an Order Initiate[edit]

Religion: Order Initiates often revere Tigron the god of war, many of them are a part of the Order of the Horn, which is the main policing force in Cora.

Other Classes: Order Initiates often feel superior to characters of other classes, thinking that their abilities with a sword are unmatched.

Combat: Order Initiates are seen at the flanks of a battle, often attempting to subvert the enemies next action, or break their line.


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