Pseudonaught (3.5e Class)

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Pseudonaught
Rating: 15 out of 20
Power: 4 out of 5 by 1 user
Wording: 4 out of 5 by 1 user
Formatting: 4 out of 5 by 1 user
Flavor: 3 out of 5 by 1 user
(Rate this class)
Status: WIP
Editing: Please discuss before editting.
Derrick Umbren, a Human Half-Fiend Pseudonaught.

Pseudonaught[edit]

A pseudonaught is someone infinitely dangerous, someone who should be avoided at all costs, someone who shouldn't even be in existence. The existence of pseudonaughts is an offense against the entirety of existence, for they disregard it, tear through it, and reach into whats beyond. Pseudonaughts are individuals who are able to exist partially in something paradoxial, something that isn't real, yet still is, and allow it to use their body as a bridge into that that does exist, channeling raw unexistence, wielding terrible powers, and perverting their very existence with it in the process.

Making a Pseudonaught[edit]

Pseudonaughts are powerful foes upon the battlefield, who can turn the warground itself on it's head with but a thought, who can tear the world assunder with mere pushes of will power, or who can drive men mad with but a glance. They are warriors who can hold their own remarkably well in battle, and often can come out victorious. A pseudonaught is truly a versatile enemy to face, one that shouldn't be cast aside lightly.

Abilities: To a pseudonaught, Wisdom is the single most important ability score to invest in, considering that most of their class features hinge on it. Strength is also a very important to pseudonaughts, so that they can hold their own in combat. Next, in order of importance to a pseudonaught, come Dexterity and Constitution, so that they can increase both their AC and their hp. The least important ability scores to a pseudonaught are Intelligence and Charisma, though, they both can be useful to a skil oriented pseudonaught.

Races: Any.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Moderate, as fighter.

Table: The Pseudonaught

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Vagary (Ex), Walk the Endless (Ex)
2nd +2 +3 +0 +0 Unreal Rend +1
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Unreal Rend +2
5th +5 +4 +1 +1 Expanded Vagary, Uncanny Dodge (Ex)
6th +6/+1 +5 +2 +2 Unreal Rend +3
7th +7/+2 +5 +2 +2 Anticipate
8th +8/+3 +6 +2 +2 Unreal Rend +4
9th +9/+4 +6 +3 +3 Greater Vagary (Ex)
10th +10/+5 +7 +3 +3 Improved Uncanny Dodge (Ex), Unreal Rend +5
11th +11/+6/+1 +7 +3 +3 Fearless
12th +12/+7/+2 +8 +4 +4 Unreal Rend +6
13th +13/+8/+3 +8 +4 +4 Expanded Vagary
14th +14/+9/+4 +9 +4 +4 Unreal Rend +7
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Unreal Rend +8
17th +17/+12/+7/+2 +10 +5 +5 Prime Vagary (Ex)
18th +18/+13/+8/+3 +11 +6 +6 Unreal Rend +9
19th +19/+14/+9/+4 +11 +6 +6 Unbreakable (Ex)
20th +20/+15/+10/+5 +12 +6 +6 Unreal Rend +10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the pseudonaught.

Weapon and Armor Proficiency: A pseudonaught is proficient with all simple and martial weapons and with light armor and shields, but not tower shields.

Vagary (Ex): A pseudonaught is someone who can unleash unexistence in a burst around themselves, changed the world in terrifying ways. As a swift action a pseudonaught may unleash his vagary. At first level a pseudonaught selects a single effect from the list of vagary effects below, from that point on, whenever he activates his vagary, it takes this effect. Please note that any range mentioned in a vagary effect is a 60 foot radius burst centered on the pseudonaught, any duration mentioned is (3 + the pseudonaught's Wisdom modifier), any saving throw mentioned has a DC equal to (10 + half the pseudonaught's HD + the pseudonaught's Wisdom modifier), any damage dealt by a pseudonaught's vagary is considered damage from a force effect, and the pseudonaught is completely immune to the effects of his own vagary.

Vagary Effects[edit]
  • When the pseudonaught activates his vagary, it distorts reality within it's range, creating an area of continual warping space for the duration of the vagary. Any creature inside this area is gains total concealment as they seem to dissapear and the world distorts around them. The pseudonaught does not have to roll a miss chance to attack someone else inside this area.
  • When the pseudonaught activates his vagary, it unleashes an unbearablly terrible force that floods the minds of those who experience it, overwhelming mental barriers and perceptive abilities. Any creature inside the area of the vagary when it's activated must make a Fortitude save or become sickened for the duration of the vagary.
  • When the pseudonaught activates his vagary, a gate into the unreal is openned, driving men mad as they attempt to comprehend the impossibilities presented to them. Any creature inside the area of the vagary when it's activated must make a Will save or become confused for the duration of the vagary.
  • When the pseudonaught activates his vagary, his mind expands, infecting the mental capacities of those who attempt to stand before him. Any creature inside the area of the vagary when it's activated takes a penalty to AC equal to the pseudonaughts Wisdom modifier for the duration of the vagary.
  • When the pseudonaught activates his vagary, his mind expands, spreading into the bodies and souls of those who attempt to stand before him. Any creature inside the area of the vagary when it's activated takes a penalty to attack rolls equal to the pseudonaughts Wisdom modifier for the duration of the vagary.

Walk the Endless (Ex): A pseudonaughts is able to channels the forces of unexistence through his very veins, granting him protection that nothing can surmount to. A pseudonaught adds his Wisdom bonus (if any) as a deflection bonus to his AC. If the pseudonaught is wearing a piece of armor that has a maximum Dex bonus, then the deflection bonus is restricted by this maximum Dex bonus in the same way his Dex bonus is restricted by it.

Unreal Rend: To a pseudonaught, the physical world is fragile, and easy to bring to an end, all that is needed is to introduce it to it's opposite. At second level, a pseudonaught gains the ability to designate any attack he makes as an unreal rend by sacrificing (1 + the pseudonaught's Wisdom modifier) hit points. A unreal rend is resolved as a normal attack, but adds +1, and the pseudonaughts Wisdom modifier, as a distortion bonus to both attack roll and damage. The distortion bonus to attack roll and damage this class feature grants, and the hit point cost required to make an attack an unreal rend, each increases by 1 at every two level after 2nd (4th, 6th, 8th, 10th, 12th, etc.).

Expanded Vagary: As a pseudonaught grows, the forces he is able to channel expand and heighten, allowing him to become even more powerful upon the battlefield. At fifth level, a pseudonaught selects a single additional effects from the list of vagary effects above, and his vagary now takes both that effect, and the effect he chose at first level whenever he activates it.

At thirteenth level, selects either an effect from the list of vagary effects above, or the list of greater vagary effects below, and his vagary now takes this effect, and any effect it may have taken before, ehn he activates it.

Uncanny Dodge (Ex): A pseudonaught is able to feel the flow of the feild of battle with an unnatural ease, actually being able to know an attack is coming without being able to see it. At fifth level, a pseudonaught can react to danger before his senses would normally allow him to do so. He 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 pseudonaught already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.

Anticipate: Eventually, a pseudonaught learns to feel the flow of a battle before it even begins. At seventh level, a pseudonaught gains the ability to act normally in a surprise round, no matter the circumstances.

Greater Vagary (Ex):

Improved Uncanny Dodge (Ex): A pseudonaught seems to be so focused at times, that nothing, truly nothing can catch them off gaurd. A pseudonaught of tenth level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the rogue has at least four more rogue levels than the pseudonaught.

Fearless: When you've seen past the real, nothing can scare you anymore. A pseudonaught of at least eleventh level is immune to all fear effects.

Prime Vagary (Ex):

Unbreakable (Ex): Pseudonaughts deal, almost on a daily basis, with forces that should not even exist, this fact eventually turns the pseudonaughts body into a something that is nigh indestructable. At nineteenth level, a pseudonaught gains immunity to nonlethal damage, with only one exception: if a pseudonaught has regeneration of any kind, then he still takes nonlethal damage that would normally be lethal damage if it weren't for the regeneration.

Epic Pseudonaught[edit]

Table: The Epic Pseudonaught

Hit Die: d8

Level Special
21st Expanded Vagary
22nd Unreal Rend +11
23rd Bonus Feat
24th Unreal Rend +12
25th Supreme Vagary (Ex)
26th Bonus Feat, Unreal Rend +13
27th
28th Unreal Rend +14
29th Bonus Feat, Expanded Vagary
30th Fractility (Ex), Unreal Rend +15

4 + Int modifier skill points per level.

Bonus Feats: The epic pseudonaught gains a bonus feat (selected from the list of epic pseudonaught bonus feats) every three levels after 20th.

Epic Pseudonaught Bonus Feat List: Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Energy Resistance, Epic Prowess, Epic Toughness, Improved Combat Reflexes, Overwhelming Critical, Perfect Two-Weapon Fighting, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend, Uncanny Accuracy.

Human Pseudonaught 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 Pseudonaught[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->.

Pseudonaughts 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->.

Pseudonaught 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->.



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