Ravager, Acid Sea (3.5e Class)

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Ravager, Acid Sea
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Status: <-how close to completion->
Editing: Constructive edits welcome

Ravager[edit]

A Ravager is a specialist caster who casts spontaneously spells which no other caster has seen before. the shear force of his magic is impressive, but his spell list is limited immensely.

Making a Ravager[edit]

Abilities: Charisma is the most important Ability for a Ravager, as it influences the power of their spells.

Races: any

Alignment: any


Table: The Ravager

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Combat Casting 4
2nd +1 +0 +0 +3 4
3rd +1 +1 +1 +3 5
4th +2 +1 +1 +4 Concentrate 6 3
5th +2 +1 +1 +4 6 4
6th +3 +2 +2 +5 Element Null, first 6 5 3
7th +3 +2 +2 +5 Auto Spell 6 6 4
8th +4 +2 +2 +6 6 6 5 3
9th +4 +3 +3 +6 6 6 6 4
10th +5 +3 +3 +7 Element Null, Second 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 4
12th +6/+1 +4 +4 +8 Return Magic 1/day 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 Element Null, Third 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Return Magic 2/day 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 Element Null, Fourth 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Return Magic 3/day 6 6 6 6 6 6 6 6 6

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Bluff (cha), Concentration (con), Knowledge (Arcana), Perform (cha), Profession (wis), Spellcraft (int).

Class Features[edit]

All of the following are class features of the Ravager.

Weapon and Armor Proficiency: As Sorcerer

Spells: Ravagers Choose their spells from the <a href=http://www.obsidianportal.com/campaign/your-story/wikis/ravenger-spells>Ravager Spell List</a>. They Cast spells spontaneously, as a sorcerer does, but have a grossly more limited set of powerful spells which are granted them through intuition rather than knowledge or even an innate connection to the arcane forces like Sorcerers do. Ravagers have a connection to the destructive forces of nature. They trade off a diverse spell selection with a high communing with nature that gives them certain abilities aside from spell casting.

Ravagers know all the spells of a particular level upon gaining the ability to cast spells at that level. A high Charisma score allows them bonus castings per day according to the bonus spells chart in the Players Handbook.


Combat Casting (Ex): At first Level A Ravager gains Combat Casting as the Feat.

Concentrate (Su): A Ravager of at least fourth level can Use the Concentrate Skill to Increase the power of a spell they are preparing to cast. When a Ravager decides to Use this ability, He first decides one a spell and a target. He or she then uses a Full-round Action to make a Concentration Check (DC = 12 + Spell Level). If successful, the Ravager adds extra points of damage equal to the number he surpassed the check by to his Spell's damage roll. If The concentration check fails the damage is calculated normally.

A Ravager who is engaged in melee combat increases the DC of the check by 4.

Element Null (Su): At 6th Level, a Ravager chooses an elemental type (Heat, Cold, Electricity, Air, Earth, Force, water) to be impervious to. He gains Spell Reduction equal to his Ravager Level + his Charisma Modifier when damaged by spells or objects that would deal damage of that type.

He gains this ability again at 10th, 14th, and 18th level. At each additional attaining of this ability he may choose either to gain resistance to a new element, or to gain complete immunity to a resistance he already possesses.

Auto-Spell (Su): Auto-Spell Allows a Ravager of 7th level or higher to Cast a Personal-targeting spell immediately upon entering combat as a free action. At the beginning of the day the Ravager Chooses one of their spells and readies it in their mind. After the Auto-spell is established it cannot be changed for that day, and a Selected Auto Spell does not carry over to the next day. Each time the Auto-Spell is triggered during the day it consumes a casting of it's level + 1 for the day. The casting of the Auto-spell can be denied if the Caster does not wish it to be cast.

Return Magic: A Ravager of 12th level or higher who is struck by an elemental spell by an enemy wizard or other spell caster can duplicate the spell they were hit with simply by sight. Though they do not know the spell thereafter, they may make a Concentration Check (DC 10 + spell level). A successful Roll Means that the spell is successfully duplicated and the Ravager casts the spell as it was cast on them, and rolls damage as if they were the original caster (using their own caster level for matters of damage dice and the like). This ability can only be used once per day Until 16th level, when it increases to 2 times per day, and then 20th level, when it hits 3 times.


Ex-<-pluralized class name->[edit]

a Ravager that begins wearing armor incurs armor check penalties on their spells. A Ravager who takes levels in another spell casting class can no longer take levels as a Ravager.

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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