SeeD (3.5e Class)
From D&D Wiki
| Rating: | Not fully rated |
|---|---|
| Power: | Not rated |
| Wording: | Not rated |
| Formatting: | Not rated |
| Flavor: | Not rated |
| (Rate this class) | |
| Author(s): | Juurane |
| Date Created: | March 28, 2009 |
| Status: | mostly completed, needs starting gold and some descriptions. |
| Editing: | Constructive edits welcome |
Contents |
[edit] SeeD
<-general description->.
[edit] Making a SeeD
| This section needs a more complete description. For more information please look here |
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: Mostly, Wisdom is needed to be high, as all their abilities are tied to it, though high combat-based scores is always good as well, as they quite often will also need to get rather close to use their primary abilities. At least Moderate Charisma is suggested, as they do have some social skills as well.
Races: Most races are equally probable in becoming a SeeD, though non-humanoids are more rarely seen. However, none are excluded. Typically human.
Alignment: True neutral. Merenaries can't take sides of Good and Evil, and they not only won't do anything Chaotic, because their missions are generally specific; and they cannot be Lawful because mercenaries must sometimes break the law.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
Starting Age: Moderate, as fighter.
| Level | Base Attack Bonus | Saving Throws | Special | Spells per Day | Power Points/Day | Powers Known | Maximum Power Level Known | ||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
| 1st | +0 | +0 | +2 | +2 | Draw Magic; Draw-Cast; Armored Caster | 3 | 1 | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
| 2nd | +1 | +0 | +3 | +3 | Detect Magic (at will) | 4 | 2 | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
| 3rd | +2 | +1 | +3 | +3 | 4 | 2 | 1 | — | — | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||
| 4th | +3 | +1 | +4 | +4 | Read Magic (at will) | 4 | 3 | 2 | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
| 5th | +3 | +1 | +4 | +4 | Spell Recognition; Improved Draw | 3 | 2 | 1 | — | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||
| 6th | +4 | +2 | +5 | +5 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||
| 7th | +5 | +2 | +5 | +5 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||
| 8th | +6/+1 | +2 | +6 | +6 | Painful Draw | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
| 9th | +6/+1 | +3 | +6 | +6 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | — | — | ||||||||||||||||||||||||
| 10th | +7/+2 | +3 | +7 | +7 | Draw-Counter | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | — | |||||||||||||||||||||||
| 11th | +8/+3 | +3 | +7 | +7 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | — | ||||||||||||||||||||||||
| 12th | +9/+4 | +4 | +8 | +8 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | ||||||||||||||||||||||||
| 13th | +9/+4 | +4 | +8 | +8 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | ||||||||||||||||||||||||
| 14th | +10/+5 | +4 | +9 | +9 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | ||||||||||||||||||||||||
| 15th | +11/+6/+1 | +5 | +9 | +9 | Greater Draw Magic | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | |||||||||||||||||||||||
| 16th | +12/+7/+2 | +5 | +10 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | ||||||||||||||||||||||||
| 17th | +12/+7/+2 | +5 | +10 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | ||||||||||||||||||||||||
| 18th | +13/+8/+3 | +6 | +11 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | ||||||||||||||||||||||||
| 19th | +14/+9/+4 | +6 | +11 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |||||||||||||||||||||||||||
| 20th | +15/+10/+5 | +6 | +12 | +12 | Font of power | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | — | — | — | |||||||||||||||||||||||
|
Class Skills (4 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
All of the following are class features of the SeeD.
Weapon and Armor Proficiency: The SeeD is proficient with Light armor, but no shields, and profient with all simple weapons and either 1 Martial weapon of choice, OR 1 Exotic Melee weapon of choice.
Spells: The SeeD does not gain any spells known per level, but has spells per day as a wizard of their level, using Wisdom to determine Spell save DC's and Bonus Spells per day. The SeeD is a spontaneous caster.
Draw Magic (Sp): The SeeD is able to 'draw' spells (but not spell-like or supernatural abilities) from any being who is able to cast spells, though doing so does not actually drain those spells from the target. To Draw Magic, the SeeD first needs to successfully do a ranged touch attack, choose the level of spell Drawn, then succeed on an opposed caster level check. IF it succeeds, The SeeD now chooses a Spell-level that he is able to cast spells from, and gains 1d4 uses (in total, though more may be added in later uses of this ability, to a maximum of 50 'stored' uses of that spell) of a spell that the target either knows (if spontaneous caster) or has memorized (if target needs to memorize spells). This ability is a spell-like ability, but still suffers from Arcane Spell Failure % from bulky armors. Use of this ability is a standard action, and provokes attacks of opportunity in close combat as spell-casting does. Range of this ability is Close (25 ft. + 5 ft./2 levels). Draw magic can only be used once per round.
Draw-Cast (Sp): Draw-cast functions in most ways like Draw Magic, with some differences. First, Draw-cast requires a full-round action to use. Second, Draw-cast only grants ONE use of the spell Drawn, but that is cast right at the end of the full-round action by the SeeD, unless the casting time of the spell was more than 1 round. If casting time is more than 1 round, casting time remains the same. Third, the Casting Level when casting that spell is reduced when the SeeD casts the spell, in all regards except for deciding if the SeeD is able to cast the spell. Casting Level is full at 4 or more spell-levels below highest Spell-level the SeeD can cast, three-quarters if 2-3 spell-levels lower, and half if equal or 1 lower than highest spell-level. The Draw-cast caster level penalty always rounds down to nearest, but cannot make caster level less than 1. This ability is a spell-like ability usable class level times per day, and does not use spell-slots.
Armored Caster (Ex): The SeeD ignores spell failure % of Light armor, but not from shields.
Spell Recognition (Ex): When using Draw Magic or Draw-cast, the SeeD will now be able to recognize the spells that he still has stored (on spell-level chosen), and also know the number of unknown spells of the targeted spell-level. If using Draw Magic or Draw-cast, and targeting a spell-level at least 2 levels lower than the highest spell-level the SeeD can potentially cast at his level, he can now CHOOSE the spell Drawn or Draw-cast. If the SeeD chose an unknown spell, the target is randomized as normal, except it is only amongst the unknown spells of that spell-level instead.
Improved Draw: Draw Magic is now a move action (to draw 1d4 uses) or a standard action (to draw 1d6 uses). Draw-cast is now a standard action.
Painful Draw: When Draw Magic is used as a standard action and succeeds, the target must take a will save, (DC 10 + ½ SeeD level + SeeDs wisdom modifier), or be Shaken for one round.
Draw-Counter: If the SeeD uses a move ready action to use this abillity, When an enemy caster uses a spell he may make a Spellcraft check to identify the spell cast. If this succeeds, he can make an opposed caster level check at +4 (and if not, at -4), to draw the spell as it is cast, absorbing it and preventing its effect. This effect works in the same way as draw magic (but only the one use of the spell). Draw-Counter may be used in the same round as regular draw magic, and counts as one use of Draw-cast.
Greater Draw: Draw Magic can be used as a Swift action (to draw 1d2 use), a Move action (1d4 uses), or a Standard action (1d6 uses). Draw cast now has full Casting Level at 3 or more spell-levels below highest Spell-level the SeeD can cast, three-quarters if 1-2 spell-levels lower, and half if equal to the highest spell-level he can Draw. The Draw-cast caster level penalty always rounds down to nearest but cannot make caster level less than 1.
Font of power: The SeeD can store now an unlimited amount of spell uses.
[edit] <-Sample race of your choice-> <-class name-> Starting Package
| This section needs a more complete description. For more information please look here |
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.->.
[edit] Campaign Information
[edit] Playing a <-class name->
| This section needs a more complete description. For more information please look here |
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
| This section needs a more complete description. For more information please look here |
| “ | <-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 congregtate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
[edit] <-class name-> Lore
| This section needs a more complete description. For more information please look here |
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.
| DC | Result |
|---|---|
| 5 | <-common knowledge->. |
| 10 | <-not so common knowledge->. |
| 15 | <-rare information->. |
| 20 | <-very rare information->. |
[edit] <-pluralized class name-> in the Game
| This section needs a more complete description. For more information please look here |
<-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 whatever: <-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.->.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes

