Specialist, Acid Sea (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing campaign information, epic levels, infobox fields


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Specialist, Acid Sea
Rating: Not rated
(Rate this class)
Status: <-how close to completion->
Editing: Constructive edits welcome

Specialist[edit]

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[edit]

Abilities: Intelligence is important for a specialist, as is Dexterity.

Races: any.

Alignment: Any.


Table: The Specialist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Bonus Feat
2nd +2 +3 +3 +0 Skill focus, Specialty Mastery
3rd +3 +3 +3 +1
4th +4 +4 +4 +1 Bonus Feat
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +2 Skill Focus, Improved Specialty Mastery
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2 Bonus feat
9th +9/+4 +6 +6 +3
10th +10/+5 +7 +7 +3 Skill focus
11th +11/+6/+1 +7 +7 +3 Greater Specialty Mastery
12th +12/+7/+2 +8 +8 +4 Bonus Feat
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4 Skill Focus
15th +15/+10/+5 +9 +9 +5
16th +16/+11/+6/+1 +10 +10 +5 Bonus Feat
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Skill Focus
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat

Class Skills (5 + Int modifier per level, ×4 at 1st level)
Climb (str), Craft (int), Handle animal (cha), Intimidate (cha), Jump (str), Ride (dex) and Swim (str). Specialties and class Skills A Specialist whose specialty is Shadow-walking adds Disguise (cha), Escape Artist (dex), Move Silently (dex) and Tumble (dex) to his class Skills. A Specialist whose specialty is Traveling adds Knowledge (geography) (int), Listen (wis), Spot (wis), and Survival (wis). A Specialist whose specialty is Battle adds Appraise (int), Heal (wis), Knowledge (Armies), and Profession (Exhibition Fighter) (wis).

Class Features[edit]

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->[edit]

<-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->[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.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors