Untainted (3.5e Class)

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Untainted
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Status: Untested
Editing: Constructive edits welcome

Untainted[edit]

No uses of magic and later on destructions of magic.

Making an Untainted[edit]

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An Untainted is often used as a substitute as a rogue, as their ability to see through magical traps and disguises is invaluable to a party who is missing such an asset. Untainted with high Strength and or Dexterity scores can be valuable combatants as well but do not receive the bonuses of that of a fighter or ranger.

Abilities: Untainted's primary skill is Constitutions as it is the basis for most of thier abilities. They also can favor Strength and Dexterity to be effective combatants. Or they will favor Inteligence and Charisma to boost their skill sets.

Races: Untainted can appear in any race. Less common are those who are racially infused with magic such as gnomes and elves, however they still do happen. When they do happen in these societies they are often shunned and cast out from society. Half orcs and Halflings have the most common appearances of Untainted. And Humans and Dwarfs often find Untainted in their commoners. Of those who wish to become Untainted Half elves are usually the prime race that chooses this path as they are often shunned by both parents’ societies and cast out as loners. They often have the easiest time as they can use this shame to feed their goal towards becoming Untainted.

Alignment: Untainted are most often true neutral, they do not favor good nor evil, and tend to stay out of the extremes of law and chaos. If they follow laws it is because they choose to do so not because someone enforces them, but if they choose to break laws it was also because it was something that was what he wanted. More often will an Untainted be good and lawful, only for the reason that they would not mettle and disturb the flow of life.

Starting Gold: 80gp.

Starting Age: "As rogue"

Table: The Untainted

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Untainted Resistance, Trapfinding
2nd +1 +3 +1 +1 Battle Fortitude
3rd +2 +3 +1 +1 Untainted touch, Untainted Constitution
4th +3 +4 +1 +1 Bonus Feat
5th +3 +4 +1 +1 Fast Healing 1
6th +4 +5 +2 +2 Armor Optimization
7th +5 +5 +2 +2 Trained Constitution
8th +6 +6 +2 +2 True Sight, Bonus Feat
9th +6 +6 +3 +3 Magical Breakdown
10th +7 +7 +3 +3 Fast Healing 2
11th +8 +7 +3 +3 Greater Armor Optimization
12th +9 +8 +4 +4 Bonus Feat
13th +9 +8 +4 +4 Anti magic channel
14th +10 +9 +4 +4 Evasion
15th +11 +9 +5 +5 Trained Constitution, Fast Healing 3
16th +12 +10 +5 +5 Bonus Feat
17th +12 +10 +5 +5 Armor Specialization
18th +13 +11 +6 +6 Improved Evasion
19th +14 +11 +6 +6 Fast Healing 4
20th +15 +12 +6 +6 Magical Destruction, Bonus Feat

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Class Skills: Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope.

Class Features[edit]

All of the following are class features of the Untainted.

Weapon and Armor Proficiency: Proficient with all simple weapons and all light and medium armor but not shields.

Untainted Resistance: At level 1 An Untainted is resistant to all magic both positive and negative. An Untainted is treated as having spell resistance of 20 + Untainted level. The Untainted has no control over this ability and hence cannot drop his spell resistance at will. In addition an Untainted automatically attempts to resist all friendly spells.

Trapfinding: As the rogue ability.

Battle Fortitude: At level 2 An Untainted becomes familiar with battle and adapts to the stress from it. An Untainted receives a competence bonus of + 2 to Fortitude Saves and + 2 to Initiative rolls. An Untainted loses this if he is wearing heavy armor or using a shield.

Untainted Touch: At 3rd level, Magic Items an Untainted come in contact with are treated as though they have entered an anti magic field, to include potions, scrolls, wands, and rods.

Untainted Constitution: At 3rd level, an Untainted can use his Constitution modifier in place of a skill's ability modifier, Untainted can do this number of times per day equal to Class level

Bonus Feat: At 4th level, and every four levels there-after(8,12,16,20), an Untainted receives a bonus feat. This feat can be any feat that affects a skill check (i.e. Skill Focus), even if they don't meet the prerequisite for the feat.

Fast Healing: Due to an Untainted pure constitution they are able to heal faster than the normal person. At 5th level an Untainted can activate fast healing +1, 2 times per 1/2 class level per day for 1 hour. This bonus increases to +2 at level 10, +3 at level 15, and +4 at level 19

Armor Optimization: At 6th Level, choose either light or medium armor. From now on, when wearing armor of the chosen type increase the AC by 1 and reduce the Armor Check penalty by 1.

Trained Constitution: Because an Untainted is constantly using their constitution they gain an additional point in constitution permanently at 7th and 15th level. An Untainted gets this point even if it takes them above their racial max.

True Sight: At 8th level an Untainted gains True sight as per the spell. An Untainted is able to see everything as the world truly is regardless of what the magics of the world attempt to make the world would like to make you believe.

Magical Breakdown: An Untainted hones his ability to repel magic onto others. At 9th level an Untainted can make a touch attack that does not provoke attacks of opportunity, if the Untainted succeeds the person touched is treated as though they were in an anti magic field for 1D4 rounds. If Magical Breakdown is used on a magical beast or anything with the sub-race “magical” this works as a finger of death spell where the dc is 10 + Untainted Constitution modifier +1/2 class level

Greater Armor Optimization: When wearing the armor type chosen for Armor Optimization, increase the AC by 1 and reduce the Armor Check penalty by 2. (These benefits stack with those of Armor Optimization, for a total increase in AC of 2 and a total reduction of Armor Check penalty of 3.)

Anti Magic Channeling: Anything an Untainted uses becomes a tool to spread his Magical Breakdown. At 13th level 3 times per day, as an immediate action, an Untainted can imbue a weapon or his armor with Magical Breakdown, anyone who successfully attacks or is successfully struck by an Untainted must make a Will Save vs. 10 + Untainted’s Constitution modifier + Untainted’s level or be under the affect of Magical Breakdown.

Evasion: Realizing that he is still vulnerable to some magic an Untainted learns to get out of the way of things that would potentially hurt him. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the Untainted is wearing light or medium armor. A helpless Untainted (such as one who is unconscious or paralyzed) does not gain the benefit of evasion

Armor Specialization: At 17th Level, When wearing the armor type chosen for Armor Optimization, you gain Damage Reduction 4 / —. Does not apply when you loose your Dexterity bonus to AC.

Improved Evasion: At level 18 an Untainted Improves on his Evasion. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth he takes only half damage on a failed save. A helpless Untainted (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion

Magic Destruction: At level 20 Three times per day an Untainted can use his Magical Breakdown to permanently destroy a magical item of his choice visually worn or carried by the target of the Magical Breakdown (does not apply to items in the opponents bags).

Ex-Untainted's[edit]

Any Untainted who attempts to cross class into a magic using magic loses all abilities gained.

Playing a Untainted[edit]

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Religion: Untainted do not worship gods. Those that are unaware of magic do not know their influence and those who wish to become Untainted must swear off all allegiances with any god. They do accept the existence of gods. Some may choose to agree with or even view some gods as role models, but they do not accept their help in any way..

Other Classes: Untainted often get along well with monks, barbarians, and Fighters as their use of magic tends towards their items. They can get along with base class rogues as they use their cunning to get around in the world, but a rogues love for the mysterious often turns an Untainted off to them. Untainted dislike Clerics and Druids, but can understand their need and use of the divine, but view it as a weakness of character rather than strength. Finally Untainted completely refuse to associate with wizards and sorcerers as their indulgence in the arcane make them weeks in an Untainted's eyes.

Combat: An Untainted is often used as a substitute as a rogue, as their ability to see through magical traps and disguises is invaluable to a party who is missing such an asset. Untainted with high Strength and or Dexterity scores can be valuable combatants as well but do not receive the bonuses of that of a fighter or ranger.

Advancement: Untaited may pick up a class in fighter, monk, or barbarian for some more combat effectivness. The sometimes cross class into rogues for sneak attack.

Untainted's in the World[edit]

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"Real Magic is believing in yourself"
—<-NPC name->, <-race-> <-class->

An Untainted views the world as it would be if magic never existed. They usually don't accomplish much in the greater scheame of the world but they enjoy what they do, and make the most of each day.

Daily Life: The life of an Untainted is a simple one. They accomplish what they decide, they train in what they choose, and live life to its full extent. They are often in high spirits as they will walk away from something they don't enjoy.


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