Rayveteil (3.5e Class)

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|img= Aurica1.jpg

|type= Good Guy, Combat Support


Contents

[edit] The Rayveteil

[edit] Making a Rayveteil

Abilities: A Rayveteil's most important ability score is CHA as it effects the output of her offensive and supportive hymns. Another key ability score is CON and DEX, as it allows her to stand her ground more effectively

Races: Elemia granted her special gift to those of the common race, better known as humans

Alignment: any non-evil

Starting Gold: 2d6 X2

Starting Age: Simple

Table: The Rayveteil

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +3 Guardian's Oath, Hymns; 1
2nd +1 +0 +0 +3
3rd +1 +0 +0 +4 Swift Justice, Iron Will
4th +2 +0 +0 +4
5th +2 +1 +1 +5 Hymns; 2
6th +3 +1 +1 +5 Vocally Trained
7th +3 +1 +1 +6 Guardian's Guard
8th +4 + + + <-any class features gained at this level->
9th +4 + + + <-any class features gained at this level->
10th +5 + + + <-any class features gained at this level->
11th +5 + + + <-any class features gained at this level->
12th +6/+1 + + + <-any class features gained at this level->
13th +6/+1 + + + <-any class features gained at this level->
14th +7/+2 + + + <-any class features gained at this level->
15th +7/+2 + + + <-any class features gained at this level->
16th +8/+3 + + + <-any class features gained at this level->
17th +8/+3 + + + <-any class features gained at this level->
18th +9/+4 + + + <-any class features gained at this level->
19th +9/+4 + + + <-any class features gained at this level->
20th +10/+5 + + + <-any class features gained at this level->

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

[edit] Class Features

Weapon and Armor Proficiency: A Rayveteil becomes proficient with all types of staves, but cannot wield shields of any kind, and she can only wear light armor


Guardian's Oath: A Rayveteil has learned that just pure power is not enough, she also need rely on a hardy companion. At 1st level and any level thereafter, the Rayveteil may make a pact with a male/female character. The pact states that the guardian must protect his/her Rayveteil with at all costs, even if it means giving his/her own life. As long as the Rayveteil or the Guardian remains within 15ft of their counterpart, they both gain a +2 morale bonus to AC. Additionally, as long as the Rayveteil or the Guardian remain within 5ft of thier counterpart, neither of them can be caught flat-footed


Hymns; 1: At 1st level and every 4 levels after, the Rayveteil gains new hymns. Singing a hymn requires a standard action and provokes attacks of opportunity. Also, if the Rayveteil is attacked at any time after she's begun singing, she must succeed on a perform (sing) check (DC is their attack roll), or her hymn fizzles. Additionally, if she sings a hymn for more then 3 consecutive rounds, she must make a concentration check (DC 10 + 1/2 level + 1/per level of rounds past three) or it "overcharges" and the Rayveteil becomes exhausted, causing her to be flat-footed until her next turn. The saves for all her hymns are (10 + the level of the hymn + the Rayveteil's CHA mod)

Red Hymn; Boom: The Rayveteil sings the song of an old war hero, causing a large energy ball to appear, damaging enemies. Deals a die size equal to her CHA mod (rounded up, to the nearest even number) negative energy damage to enemies within a 10ft burst when the hymn is unleashed (REF save for 1/2 damage). For each round the hymn is continuously sung, the damage goes up by one die.

Blue Hymn; Refreshing Spring: The Rayveteil's voice lures healing sprites to aid her and her allies. Heals a die size equal to her CHA mod (rounded up, to the nearest even number) to allies within 20ft of her each round. For each round the hymn is continuously sung, the amount of damage healed goes up by one die.


Swift Justice: At 3rd level, the Rayveteil can stablize her Guardian as a swift action, but she must be within touch range. In addition, the Guardian cannot make any actions except the full-defense or move action during his/her next turn.


Iron Will: The blood of Elemia flows through a Rayveteil's veins, giving her a natural resistance to magical effects. At 3rd level, she gains Iron Will as a bouns feat. If she has already gained this feat, she may take another feat that she has the prerequisites for


Hymns; 2:

Red Hymn; Fire Ball: The Rayveteil's voice rings like a war drum, conjuring flaming spheres that smash into enemies. Deals a die size equal to her CHA mod (rounded down, to the nearest even number) fire damage to target creature(s) within 30ft. For each round the hymn is continuously sung, the number of fire balls increases by one

Blue Hymn; Absorbing Balloon: The Rayveteil sings a tribal song, summoning a giant raccoon that absorbs blows for the party. Grants the Rayveteil and allies within 15ft of her a +1 dodge bonus to AC. For each round the hymn is continuously sung, the bonus to AC increases by 1


Vocally Trained: The Rayveteil has become better in her art, and has the ability to make her hymns stronger. At 6th level, the Rayveteil may begin singing hymns as though she had already sang them for one round. (Example; Luca the Rayveteil begins singing Fireball. She treats Fireball as having two spheres instead of one)


Guardian's Guard: The Rayveteil and her Guardian have learned to effectively fight together. Once per day, when an enemy tries to attack the Rayveteil, her Guardian may parry the attack. A parry works like this; the Guardian rolls an opposed attack roll (DC is the enemies roll). If he/she succeeds, the attack misses and the Rayveteil gains an AoO (this is not applied if she is singing a hymn, hiding, etc.) additionally, the Guardian gets a +2 to his/her parry roll as though he/she and their Rayveteil were flanking.


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

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

[edit] Epic <-class name->

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->.

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

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-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable 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.->.

[edit] Campaign Information

[edit] Playing a <-class name->

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->.

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

<-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->.

[edit] <-class name-> Lore

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->.

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

<-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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