Specialist, Acid Sea (3.5e Class)
From D&D Wiki
- 1 Specialist
- 1.1 Making a Specialist
- 1.2 Campaign Information
Specialists are Fighters who specialize in certain types of combat. They may be lacking in some areas, but in a few select areas they excel.
Making a Specialist
Abilities: Intelligence is important for a specialist, as is Dexterity.
|2nd||+2||+3||+3||+0||Skill focus, Specialty Mastery|
|6th||+6/+1||+5||+5||+2||Skill Focus, Improved Specialty Mastery|
|11th||+11/+6/+1||+7||+7||+3||Greater Specialty Mastery|
Class Skills (5 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: A Specialist is proficient with all simple and martial weapons. He is also proficient with all light, medium, and heavy armor. He is proficient with all shields except tower Shields.
Specialties: when a character becomes a specialist they choose one of three specialties which diversify the specialists from other classes. The Specialties are shadow-walking, Travel, and Battle. Depending on which they choose, their abilities will develop very differently. The Shadow-Walking specialist specializes in striking at the most opportune moment. The Traveling Opportunist specializes in knowing the lay of the land, getting the upper hand in most situations where terrain is an issue. Battling Specialists specialize in fighting up close and personal.
bonus Feat (Ex): A Specialist at 1st, 4th, 8th, 12th, 16th, and 20th level gains an additional bonus feat. They pull their bonus feats from the Fighter bonus feat list. A Specialist's level counts as a fighter level when taking feats that require levels in fighter.
skill focus (Ex): A specialist at 2nd, 6th, 10th, 14th, and 18th levels gains the Skill focus Feat. They cannot use the skill focus feat on the same skill twice.
Specialty Mastery (Su): A specialist at 2nd level gains a certain amount of mastery over their chosen specialization. They acquire one of the following traits depending on their Specialization.
Nimble Strength: Shadow-walking Specialty. The Specialist uses her Dexterity modifier in place of her Strength modifier on all attack rolls, and Skill checks where Strength is the modifying ability. Armor check penalties still apply when necessary.
Grace and guile: Travel Specialty. The Specialist adds their Wisdom or charisma modifier, whichever is higher, to their AC. They lose this bonus when they are flat-footed or helpless.
Wisdom from Power: Battle specialty. the specialist substitutes his Strength modifier for his Wisdom modifier for all Skill Checks, and saves where wisdom is the Modifying ability. this does not apply to skills that are not class skills, unless he has more than 5 ranks in that skill.
Improved Specialty Mastery (Su): At 6th Level The Specialist gains a second ability from their specialization.
Shadow-Walking specialty: Sneak Attack (2d6 +1/2 levels above 6th).
Travel Specialty: Favored Enemy. +4 on damage rolls against selected favored enemy.
Battle Specialty: Damage Reduction 2/Piercing.
Greater Specialty Mastery (Su): At 11th Level they gain complete mastery over their Specialty.
Shadow-Walking: Special Ability (as Rogue Special Ability)
Travel Specialty: Additional Favored Enemy. additional +2 to one Favored enemy.
Battle Specialty: Damage Reduction 4/Piercing.
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->.
Epic <-class name->
|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->
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
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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.->.
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->.
<-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->.
<-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.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-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.->.