Silver Blood (3.5e Prestige Class)

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Silver Blood
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Status: in progress
Editing: Constructive edits welcome

Silver Blood[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->
This section is not complete, and needs to be finished. Edit this Page

Once, long ago, the evil werewolves of the forests banded together in order to make war on humans. They wiped out many towns and villages, killing mercilessly, infecting hundreds and turning them to their cause. One such village was the home of the wizard Kelehir, who was the sole survivor. He returned from a trip to find his home town utterly destroyed, his friends and family dead, or worse. He devoted the rest of his long life to finding a way to combat the evil curse of lycanthopy. At long last, he was able to alter the curse itself to a form that would give these new bearers the ability to fight lycanthropes.

Becoming a Silver Blood[edit]

The Silver Blood gains abilities that aid in combatting evil creatures that stalk the night. He uses agility, and battlefield maneuverability to defeat oponents. Rogue is a good base class for the Silver Blood, as they both rely on Dex and Int, and the Silver Blood can increase a rogue's sneak attack opportunities. Any melee fighter works well with it.


Entry Requirements
Alignment: Any good.
Base Attack Bonus: +3.
Race: any.
Skills: <-skill requirements->.
Feats: <-feat requirements->.
Special: Must have killed a lycanthrope, and cannot be a lycanthrope.

Table: The Silver Blood

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 natural weapon, cure lycanthropy, detect evil, moon step.
2nd +2 +1 +3 +1 flash, int +1
3rd +3 +1 +4 +1 Prescience
4th +4 +1 +4 +1 Dimensional strike
5th +5 +2 +5 +2 Extra sensory perception, int +1
6th +6 +2 +6 +2 Pack hunt
7th +7 +2 +7 +2 Dimensional rip, int +1
8th +8 3+ +7 +3 Dopleganger
9th +9 +3 +8 +3 Greater pack hunt
10th + 10 +3 +9 +3 Shadow Chorus, int +1

Class Skills (<-skill points-> + Int modifier per level)
<-list of class skills->.

Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

All of the following are class features of the Silver Blood.

Cure Lycanthropy: The Silver Blood is able to cure afflicted lycanthropes just as if he had cast Remove Enchantment. He is also immune to the curse of Lycanthropy.

Detect Evil: The Silver Blood gains Detect Evil as a free spell.

Moon Step: While in moonlight or starlight, the Silver Blood gains +10 move speed and +4 to move silently, hide, listen, and spot checks.

Natural Weapon: The Silver Blood gains a natural weapon with 1d8 piercing or slashing damage. This is treated as silver and magical for the purpose of overcoming damage reduction. The Silver Blood can also add magical enhancements to this weapon.

Flash: The Silver Blood of lvl 28 or higherstarlight is able to perform a short range teleport with eange equal to his move speed. He may do this as a move equivalent action a number of times equal to 1+ int mod (min 1, max 1/lvl). While he is able to do this in most aituations, (prone, falling) the flash conserves momentum and body position.

Prescience: The Silver Blood can add his int mod (min +1, max +1/lvl) to his ac. If he flashes next to the target of his next attack, the target must make a dc10 +4 lvl +int mod to avoid being flat footed.

Dimensional Attack: The Silver Blood is able to make a melee attack at a range of his move speed with a grapple, unarmed attack, or attack with his natural weapon. He is able to do this 1+int mod (min 1, max 1/lvl).

Extra-Sensory Perception: The Silver Blade of level 5 or more is able to detect the outlines of objects within 30ft. They can tell what is around and can detect creatures even when blindfolded. He cannot read writting in this manner unleas it is carved into a hard surface or is actively being written. Any target setected by this means gets 20% concealment.

Pack Hunt: Once per day, the Silver blood of level 6 or more is able to summon animals to help fight for him once per day. (Still nees to work this out).

Dimensional Rip: A successful critical on a dimensional strike rips the heart out of the target. While this is usually fatal, it has no effect on creatures with no heart or creaturea that can survive without a heart (undead), in which case it does normal critical damage. While a vampire can survive without its heart, this attack leaves the Silver Blood holding the heart, so he can easily drive a stake through it to kill the vampire.

Dopleganger: The Silver Blood of lvl 8 or higher is able to create a duplicate of himself with half hp, -5 ac, and -5 bab. The duplicate may attack, move, and speak, but may do nothing else. As a free action, the Silver Blood may switch places with the duplicate.

Greater Pack Hunt: Like pack hunt, but better (on the to-do list).

Shadow Chorus: Oncer per day, the Silver Blood of lvl 10 may create 1 +int mod (min 1) douplicates who each take up a different square. They can speak, but can do nothing else. As a free action, the Silver Blood may switch places with a duplicate. The switch is imperseptable. These duplicates are indistinguishable from the real one, and have the Silver Blood 's touch ac and 20 hp. They may be placed anywhere within the radius of the Silver Blood's move speed. They last 1+ int mod (min 1) rounds.



Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-Silver Blood[edit]

If a Silver Blood stops being good, then he loses the class features of the Silver Blood prestige class, except that he is still immune to lycanthropy. If the ex-silver blood becomes evil, then he becomes consumed by the evil that he once hunted, losing a permanent level and gaining the template of afflicted lycanthrope werewolf.

Campaign Information[edit]

Playing a Silver Blood[edit]

Combat: In combat, the Silver Blood works as a mobility based, tactical strike character, specializing in sneak attacks and flanking.

Advancement: The rogue is a great base class to take on the Silver Blood prestige class, as the Silver Blood increases the chances for a rogue to get in sneak attacks. Any melee, or even ranged, class works well.

Resources: Silver Bloods often live alone, but will often come together to take on large or particularly threatening groups of evil creatures. If a Silver Blood discovers such a group, he can reasonably expect other Silver Bloods to answer the call to help.

Silver Bloods in the World[edit]

They do not realize how we work to protect them, and I am glad they have no need to know.

The Silver Bloods are not a well known or large group. They keep to themselves, and are often out in the wilderness.

NPC Reactions: Most NPCs would act no differently towards a Silver Blood than towards any other traveler. Some less educated NPCs who are slightly aware of who they are may be fairly suspicious. Educated people in society with more knowledge of what the Silver Blood does will often be willing to help them out a bit if they are in need.

Silver Blood Lore[edit]

Characters with ranks in Knowledge, Local, can research Silver Blood to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge, Local
DC Result
11 They exist, and hunt lycantrhopes and vampires.
16 They are more powerful in moonlight and starlight.
21 Their powers are derived from a magically altered form of lycanthropy.
26 Such rare knowledge I don't even know it :) (I'll think of something).

Silver Bloods in the Game[edit]

While the majority of Silver Bloods hunt in the wilderness or around small towns in dangerous areas, a few take on a public role of trying to gain a ruler's ear to persuade him to devote resources or troops to areas possibly being threatened by evil creatures. Others take an intellectual route and devote themselves to the continued research of riding the world of lycantrhopy by means possibly more effective than killing them one by one.

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: If an evil party has gained infamy, especially if they have monstrous members, then they may find themselves being tracked by Silver Bloods, only to be attacked when the Silver Bloods feels they will have the upper hand (e.g. moonlight).

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->



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