https://www.dandwiki.com/w/api.php?action=feedcontributions&user=173.245.56.203&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T13:28:10ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Talk:Ring_of_Gore_(3.5e_Equipment)&diff=579999Talk:Ring of Gore (3.5e Equipment)2012-07-05T21:24:00Z<p>173.245.56.203: /* /piercing? */ new section</p>
<hr />
<div>== DR ==<br />
<br />
This item needs an exception to the DR, as well as pricing. Also, it seems that DR15 is too powerful unless it is a VERY high level item. [[User:GaaaaaH|GaaaaaH]] 01:50, 16 October 2008 (MDT)<br />
<br />
:Feel free to adopt this article and change it as you see fit. The author was an IP and, I imagine, will not be improving this article anymore. --[[User:Green Dragon|Green Dragon]] 09:29, 16 October 2008 (MDT)<br />
<br />
::I changed it a fair bit, while attempting to stay within the original idea, but the forge ring CL requirement makes me think that is is too weak now. [[User:GaaaaaH|GaaaaaH]] 06:45, 17 October 2008 (MDT)<br />
<br />
== /piercing? ==<br />
<br />
It seems to me that if this item operates by slowing the flow of blood/speeding clotting then the DR would be DR#/Bludgeoning as the crushing injuries would be more effective than either slashing or piercing. Just sayin' - Bek</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Spartan-II_(D20_Modern_Template)&diff=579751Spartan-II (D20 Modern Template)2012-07-04T06:44:59Z<p>173.245.56.203: Same as before</p>
<hr />
<div>= Spartan-II =<br />
<br />
<!-- Description of creatures with this template. Feel free to include a sample creature --><br />
<br />
== Creating a Spartan-II ==<br />
[[Image:SPARTAN-II.jpg|thumb|Two SPARTAN-IIs and a SPARTAN-III]]<br />
Spartan-II is an acquired template gained during the Spartan Program. In order to be considered for the spartan program, the potential recruit must have at least a 12 in every stat except Charisma. To gain this template, the creature must pass 3 DC 20 fortitude saves. Passing only 1 or less of these saves kills the creature. Passing 2 of these saves deforms the creature (replacing the Strength, Dexterity and Constitution bonuses with -4 penalties). Passing all 3 of these saves makes the creature a spartan.<br />
<br />
<br />
=== Effects ===<br />
<br />
Appearance: Increase height to 7 ft. (recalculate weight as needed), triple the character’s recalculated weight.<br />
<br />
Speed: Changed to 40 ft. (+10 ft. if it was higher then 30 ft. originally)<br />
<br />
Attacks: Same as character<br />
<br />
Special Qualities: A Spartan II retains all the special qualities of the character and gains the additional special qualities listed below.<br />
<br />
Low-light Vision (Ex): Spartan II’s have low-light vision out to 60 ft.<br />
<br />
Carbide Skeleton: Character receives +3 Massive Damage Save and –1 die to all falling damage (minimum of zero).<br />
<br />
Enlarged Form: The Spartan II counts as being size Large whenever it is advantageous to him (ex. Carrying Capacity, Wielding Large Weapons, etc.) excluding Reach and Space. He still counts as being size Medium for all other purposes (ex. for Hide checks).<br />
<br />
Saves: Same as character<br />
<br />
Ability Scores: +6 Str, +6 Dex, +6 Con, +4 Int, +4 Wis, -2 Cha.<br />
<br />
Skills: Same as character, +8 species bonus on Spot checks.<br />
<br />
Bonus Feats: Spartans receive the following feats upon completion of the Spartan project, if a Spartan already possesses a given feat they gain no additional benefits. The Spartan must possess all prerequisites to gain the bonus feat...<br />
<br />
-Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Powered), Combat Martial Arts, Cybertaker (x4), Endurance, Improved Initiative, Lightning Reflexes, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Point Blank Shot, Precise Shot, Quick reload, Run, Two Weapon Fighting, <br />
<br />
Bonus Equipment: A Spartan receives the following equipment for free: Anti-Shock Implant, Identity Chip, Stabilizer, Anti-Stun Implant, Body Repair Weave, Data Archive, and Fortified Skeleton.<br />
<br />
<br />
The above scores represent a condensed version of the template. The flavor text below describes which processes gift the Spartan II’s with their superhuman abilities. Also, even though several of the augmentations below are cybernetics, they are an intrinsic part of the Spartan II and therefore do not count against his maximum number of allotted cyberware augmentations.<br />
<br />
1. Carbide ceramic ossification: Advanced material grafting onto skeletal structure to make bones virtually unbreakable. Recommended coverage not to exceed 3 percent total bone mass because of significant white blood cell necrosis. Specific risk for pre- and near-post pubescent adolescents: skeletal growth spurts may cause irreparable bone pulverization.<br />
<br />
Benefit: Subject’s weight triples and gains the benefit of +3 MDS, and –1 to all falling damage die (minimum of zero).<br />
<br />
2. Muscular enhancement injections: Protein complex is injected intramuscularly to increase tissue density and decrease lactase recovery time. Risk: 5 percent of test subjects experience a fatal cardiac volume increase.<br />
<br />
Benefit: Subject receives a +6 bonus to Strength and Constitution. It is with conjunction of the catalytic thyroid implant that the subject receives similar benefits to those provided by the Enlarged Form mutation; only that the Spartan II counts as being size Large whenever it is advantageous to him (ex. Carrying Capacity, Wielding Larger Weapons, etc) excluding Reach and Space. He still counts as being size Medium for all other purposes (ex. for Hide checks).<br />
<br />
3. Catalytic thyroid implant: platinum pellet containing human growth hormone catalyst is implanted in the thyroid to boost growth of skeletal and muscle tissues. Risk: rare instances or elephantiasis. Suppressed sexual drive.<br />
<br />
Benefit: Subject grows to a massive 7 feet in height, and his increased muscular strength improves his speed to 40 ft. (+10 ft. if it was higher). Weight is recalculated as needed. This augmentation acts in tandem with the muscular enhancement injections to provide most of the Spartan II template’s benefits.<br />
<br />
4. Occipital capillary reversal: submergence and boosted blood vessel flow beneath the rods and cones of subject’s retina. Produces a marked visual perception increase. Risk: retinal rejection and detachment. Permanent blindness.<br />
<br />
Benefit: Subject receives low-light vision 60 ft. and a +8 species bonus on Spot checks.<br />
<br />
5. Superconducting fabrication of neural dendrites: alteration of bioelectrical nerve transduction to shielded electronic transduction. Three hundred percent increase in subject’s reflexes. Anecdotal evidence of marked increase in intelligence, memory, and creativity. Risk: significant instances of Parkinson’s disease and Fletcher’s syndrome. In all cases it causes the person some minor social malfunctions or incompatibility.<br />
<br />
Benefit: Subject receives +6 Dexterity and +4 Intelligence +4 Wisdom.<br />
<br />
Negative: Subject receives -2 Charisma.<br />
<br />
<br />
=== Organization ===<br />
<br />
Spartans follow typical military organization.<br />
<br />
=== Challenge Rating ===<br />
<br />
+4<br />
<br />
=== Alignment ===<br />
<br />
The creature matches the alignment of the military he/she belongs to.<br />
<br />
=== Advancement ===<br />
<br />
By character class.<br />
<br />
=== Level Adjustment ===<br />
<br />
+6<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[D20 Modern]] &rarr; [[D20 Modern Creatures|Creatures]] &rarr; [[D20 Modern Races]] &rarr; [[D20M User Races]].<br><br />
Back to [[Main Page]] &rarr; [[D20 Modern]] &rarr; [[D20 Modern Campaign Settings|Campaign Settings]] &rarr; [[Halo (D20 Modern Campaign Setting)|Halo]] &rarr; [[Races (Halo Supplement)|Races]]. <br />
{{Template:Copyright Disclaimer}}<br />
[[Category:D20M]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Template]]<br />
[[Category:Halo Setting]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Spartan-II_(D20_Modern_Template)&diff=579750Spartan-II (D20 Modern Template)2012-07-04T06:40:13Z<p>173.245.56.203: 25 saves is absurd, even for cannon... the program has a 46% success rate</p>
<hr />
<div>= Spartan-II =<br />
<br />
<!-- Description of creatures with this template. Feel free to include a sample creature --><br />
<br />
== Creating a Spartan-II ==<br />
[[Image:SPARTAN-II.jpg|thumb|Two SPARTAN-IIs and a SPARTAN-III]]<br />
Spartan-II is an acquired template gained during the Spartan Program. In order to be considered for the spartan program, the potential recruit must have at least a 12 in every stat except Charisma. To gain this template, the creature must pass 5 DC 20 fortitude saves. Passing only 1 or less of these saves kills the creature. Passing 2-4 of these saves deforms the creature (replacing the Strength, Dexterity and Constitution bonuses with -4 penalties). Passing all 5 of these saves makes the creature a spartan.<br />
<br />
<br />
=== Effects ===<br />
<br />
Appearance: Increase height to 7 ft. (recalculate weight as needed), triple the character’s recalculated weight.<br />
<br />
Speed: Changed to 40 ft. (+10 ft. if it was higher then 30 ft. originally)<br />
<br />
Attacks: Same as character<br />
<br />
Special Qualities: A Spartan II retains all the special qualities of the character and gains the additional special qualities listed below.<br />
<br />
Low-light Vision (Ex): Spartan II’s have low-light vision out to 60 ft.<br />
<br />
Carbide Skeleton: Character receives +3 Massive Damage Save and –1 die to all falling damage (minimum of zero).<br />
<br />
Enlarged Form: The Spartan II counts as being size Large whenever it is advantageous to him (ex. Carrying Capacity, Wielding Large Weapons, etc.) excluding Reach and Space. He still counts as being size Medium for all other purposes (ex. for Hide checks).<br />
<br />
Saves: Same as character<br />
<br />
Ability Scores: +6 Str, +6 Dex, +6 Con, +4 Int, +4 Wis, -2 Cha.<br />
<br />
Skills: Same as character, +8 species bonus on Spot checks.<br />
<br />
Bonus Feats: Spartans receive the following feats upon completion of the Spartan project, if a Spartan already possesses a given feat they gain no additional benefits. The Spartan must possess all prerequisites to gain the bonus feat...<br />
<br />
-Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Powered), Combat Martial Arts, Cybertaker (x4), Endurance, Improved Initiative, Lightning Reflexes, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Point Blank Shot, Precise Shot, Quick reload, Run, Two Weapon Fighting, <br />
<br />
Bonus Equipment: A Spartan receives the following equipment for free: Anti-Shock Implant, Identity Chip, Stabilizer, Anti-Stun Implant, Body Repair Weave, Data Archive, and Fortified Skeleton.<br />
<br />
<br />
The above scores represent a condensed version of the template. The flavor text below describes which processes gift the Spartan II’s with their superhuman abilities. Also, even though several of the augmentations below are cybernetics, they are an intrinsic part of the Spartan II and therefore do not count against his maximum number of allotted cyberware augmentations.<br />
<br />
1. Carbide ceramic ossification: Advanced material grafting onto skeletal structure to make bones virtually unbreakable. Recommended coverage not to exceed 3 percent total bone mass because of significant white blood cell necrosis. Specific risk for pre- and near-post pubescent adolescents: skeletal growth spurts may cause irreparable bone pulverization.<br />
<br />
Benefit: Subject’s weight triples and gains the benefit of +3 MDS, and –1 to all falling damage die (minimum of zero).<br />
<br />
2. Muscular enhancement injections: Protein complex is injected intramuscularly to increase tissue density and decrease lactase recovery time. Risk: 5 percent of test subjects experience a fatal cardiac volume increase.<br />
<br />
Benefit: Subject receives a +6 bonus to Strength and Constitution. It is with conjunction of the catalytic thyroid implant that the subject receives similar benefits to those provided by the Enlarged Form mutation; only that the Spartan II counts as being size Large whenever it is advantageous to him (ex. Carrying Capacity, Wielding Larger Weapons, etc) excluding Reach and Space. He still counts as being size Medium for all other purposes (ex. for Hide checks).<br />
<br />
3. Catalytic thyroid implant: platinum pellet containing human growth hormone catalyst is implanted in the thyroid to boost growth of skeletal and muscle tissues. Risk: rare instances or elephantiasis. Suppressed sexual drive.<br />
<br />
Benefit: Subject grows to a massive 7 feet in height, and his increased muscular strength improves his speed to 40 ft. (+10 ft. if it was higher). Weight is recalculated as needed. This augmentation acts in tandem with the muscular enhancement injections to provide most of the Spartan II template’s benefits.<br />
<br />
4. Occipital capillary reversal: submergence and boosted blood vessel flow beneath the rods and cones of subject’s retina. Produces a marked visual perception increase. Risk: retinal rejection and detachment. Permanent blindness.<br />
<br />
Benefit: Subject receives low-light vision 60 ft. and a +8 species bonus on Spot checks.<br />
<br />
5. Superconducting fabrication of neural dendrites: alteration of bioelectrical nerve transduction to shielded electronic transduction. Three hundred percent increase in subject’s reflexes. Anecdotal evidence of marked increase in intelligence, memory, and creativity. Risk: significant instances of Parkinson’s disease and Fletcher’s syndrome. In all cases it causes the person some minor social malfunctions or incompatibility.<br />
<br />
Benefit: Subject receives +6 Dexterity and +4 Intelligence +4 Wisdom.<br />
<br />
Negative: Subject receives -2 Charisma.<br />
<br />
<br />
=== Organization ===<br />
<br />
Spartans follow typical military organization.<br />
<br />
=== Challenge Rating ===<br />
<br />
+4<br />
<br />
=== Alignment ===<br />
<br />
The creature matches the alignment of the military he/she belongs to.<br />
<br />
=== Advancement ===<br />
<br />
By character class.<br />
<br />
=== Level Adjustment ===<br />
<br />
+6<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[D20 Modern]] &rarr; [[D20 Modern Creatures|Creatures]] &rarr; [[D20 Modern Races]] &rarr; [[D20M User Races]].<br><br />
Back to [[Main Page]] &rarr; [[D20 Modern]] &rarr; [[D20 Modern Campaign Settings|Campaign Settings]] &rarr; [[Halo (D20 Modern Campaign Setting)|Halo]] &rarr; [[Races (Halo Supplement)|Races]]. <br />
{{Template:Copyright Disclaimer}}<br />
[[Category:D20M]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Template]]<br />
[[Category:Halo Setting]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Ancients,_Variant_(3.5e_Race)&diff=578222Ancients, Variant (3.5e Race)2012-06-19T03:22:08Z<p>173.245.56.203: /* Racial Traits */</p>
<hr />
<div>{{x0<br />
|la=0<br />
|ecl=1<br />
|type=Outsider (Native)<br />
|ability_adjust=+2 Str, +2 Dex, +2 Con, -2 Int, +2 Wis, -4 Cha<br />
|size=Medium<br />
|favored_class=Monk<br />
|desc=Ancients are one of the first beings to emerge from the primordial stages of the world.<br />
}}<br />
<br />
= Ancients =<br />
<br />
== Personality ==<br />
<br />
Ancients are stoic race that have taken residence in ruined temples on a number of planes. They tend to bask in the history which has passed them by.<br />
<br />
== Physical Description ==<br />
<br />
How an Ancient looks physically varies from individual to individual, however, they are usually healthy and fit. Although, such features as hair color and eye color vary immensely due to their origins. Due to their long lifespans, their physical features do not change much over the course of what may be centuries.<br />
<br />
== Relations ==<br />
<br />
The social skills of Ancients are sub par to say the least. They act as they see fit without regards to any culture's norms. One may say that those who know of Ancients may call them a loner race.<br />
<br />
== Alignment ==<br />
<br />
Ancients come in a variety of alignments depending on the energies of which they originated from.<br />
<br />
== Lands ==<br />
<br />
Forgotten temples on the material plane serve as homes for many Ancients, however, they do take refuge on other planes.<br />
<br />
== Religion ==<br />
<br />
Ancients do not worship any Gods or such. They may view them with disdain in some cases.<br />
<br />
== Language ==<br />
<br />
Common and one other language (Infernal, Abyssal, Celestial).<br />
<br />
== Names ==<br />
<br />
Ancients are traditionally named after virtues and sins.<br />
<br />
== Racial Traits ==<br />
<br />
* +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom, -4 Charisma<br />
* Outsider (Native)<br />
* Medium<br />
* Ancient [[base land speed]] is 30 feet<br />
* Channel Quintessence (Sp): An Ancient may choose one spell from the cleric or sorcerer/wizard list level 2 or lower. The Ancient can cast the spell a number of times per day equal to 3 minus the spell's level. The Ancient's caster level is equal to their hit dice.<br />
* Energy Variant (Ex): When an Ancient comes into existence, they associate themselves with an energy type and dissociate themselves with others. For every energy vulnerability they gain, they may choose an energy type to which they gain immunity to; they may choose to enhance their association with an energy type they have already chosen. If they do this, that specific energy type is treated as positive energy is to normal humans. (e.g. An Ancient is vulnerable to cold and fire, but has the ability to absorb electricity damage. This feature must be chosen at character creation and may not be changed thereafter.)<br />
* Ambiguous Aura (Su): An Ancient gives off an aura of both an evil and good cleric of a level equal to his total hit dice. If the Ancient is more good than evil, their aura will seem to be more blue than red and vice-versa.<br />
* [[Automatic Languages]]: Common and Infernal/Celestial/Abyssal (Choose one). [[Bonus Languages]]: Infernal, Celestial, Abyssal, Terran, Aquan, Ignana, Auran.<br />
* [[Favored Class]]: Monk.<br />
* [[Level Adjustment]]: 0<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Ancients Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 250 years || +5d10x10 || +10d10x10 || +20d10x10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 500 years || 1000 years || 1500 years || 5000 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, +1 to Str, Dex, Con and Wis.<br />
# At old age, +2 to Str, Dex, Con and Wis.<br />
# At venerable age, +3 to Str, Dex, Con and Wis.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Ancient Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' 6" || +2d6 || 125 lb. || &times; (4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5' 3" || +2d4 || 100 lb. || &times; (2) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Native Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Ancients,_Variant_(3.5e_Race)&diff=578221Ancients, Variant (3.5e Race)2012-06-19T03:21:43Z<p>173.245.56.203: /* Racial Traits */</p>
<hr />
<div>{{x0<br />
|la=0<br />
|ecl=1<br />
|type=Outsider (Native)<br />
|ability_adjust=+2 Str, +2 Dex, +2 Con, -2 Int, +2 Wis, -4 Cha<br />
|size=Medium<br />
|favored_class=Monk<br />
|desc=Ancients are one of the first beings to emerge from the primordial stages of the world.<br />
}}<br />
<br />
= Ancients =<br />
<br />
== Personality ==<br />
<br />
Ancients are stoic race that have taken residence in ruined temples on a number of planes. They tend to bask in the history which has passed them by.<br />
<br />
== Physical Description ==<br />
<br />
How an Ancient looks physically varies from individual to individual, however, they are usually healthy and fit. Although, such features as hair color and eye color vary immensely due to their origins. Due to their long lifespans, their physical features do not change much over the course of what may be centuries.<br />
<br />
== Relations ==<br />
<br />
The social skills of Ancients are sub par to say the least. They act as they see fit without regards to any culture's norms. One may say that those who know of Ancients may call them a loner race.<br />
<br />
== Alignment ==<br />
<br />
Ancients come in a variety of alignments depending on the energies of which they originated from.<br />
<br />
== Lands ==<br />
<br />
Forgotten temples on the material plane serve as homes for many Ancients, however, they do take refuge on other planes.<br />
<br />
== Religion ==<br />
<br />
Ancients do not worship any Gods or such. They may view them with disdain in some cases.<br />
<br />
== Language ==<br />
<br />
Common and one other language (Infernal, Abyssal, Celestial).<br />
<br />
== Names ==<br />
<br />
Ancients are traditionally named after virtues and sins.<br />
<br />
== Racial Traits ==<br />
<br />
* +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence,+2 Wisdom -4 Charisma<br />
* Outsider (Native)<br />
* Medium<br />
* Ancient [[base land speed]] is 30 feet<br />
* Channel Quintessence (Sp): An Ancient may choose one spell from the cleric or sorcerer/wizard list level 2 or lower. The Ancient can cast the spell a number of times per day equal to 3 minus the spell's level. The Ancient's caster level is equal to their hit dice.<br />
* Energy Variant (Ex): When an Ancient comes into existence, they associate themselves with an energy type and dissociate themselves with others. For every energy vulnerability they gain, they may choose an energy type to which they gain immunity to; they may choose to enhance their association with an energy type they have already chosen. If they do this, that specific energy type is treated as positive energy is to normal humans. (e.g. An Ancient is vulnerable to cold and fire, but has the ability to absorb electricity damage. This feature must be chosen at character creation and may not be changed thereafter.)<br />
* Ambiguous Aura (Su): An Ancient gives off an aura of both an evil and good cleric of a level equal to his total hit dice. If the Ancient is more good than evil, their aura will seem to be more blue than red and vice-versa.<br />
* [[Automatic Languages]]: Common and Infernal/Celestial/Abyssal (Choose one). [[Bonus Languages]]: Infernal, Celestial, Abyssal, Terran, Aquan, Ignana, Auran.<br />
* [[Favored Class]]: Monk.<br />
* [[Level Adjustment]]: 0<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Ancients Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 250 years || +5d10x10 || +10d10x10 || +20d10x10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 500 years || 1000 years || 1500 years || 5000 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, +1 to Str, Dex, Con and Wis.<br />
# At old age, +2 to Str, Dex, Con and Wis.<br />
# At venerable age, +3 to Str, Dex, Con and Wis.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Ancient Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' 6" || +2d6 || 125 lb. || &times; (4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5' 3" || +2d4 || 100 lb. || &times; (2) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Native Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=MyTemplate_(4e_Template)&diff=577432MyTemplate (4e Template)2012-06-13T22:49:54Z<p>173.245.56.203: </p>
<hr />
<div> <br />
Roi goblin</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Shade_(3.5e_Template)&diff=576350Shade (3.5e Template)2012-06-04T23:05:16Z<p>173.245.56.203: </p>
<hr />
<div>{{NeedsBalance|LA0 despite having no real drawback needs more or a more potent weakness - this is similar to one in Races of Faerun}}<br />
<br />
<br />
<br />
== Shade ==<br />
<br />
{{ImageNeeded|align=left}}<br />
<br />
[[3e Summary::A shade borders the realm of death. Neither alive nor undead, a shade merely exists, calling upon shadowstuff for its existence.]]<br />
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=== Creating a Shade ===<br />
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Any base creature who can be Neutral on the Good-Evil alignment axis can acquire this template. For example, demons, devils, and celestials cannot be shades.<br />
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==== Size and Type ====<br />
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Size remains unchanged. Add the augmented subtype to base creature's type<br />
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==== Hit Dice ====<br />
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No change<br />
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==== Speed ====<br />
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In shadows, increase base speed by 50% of the original base speed. For example, a human shade has a base speed of 45 ft in shadows, while a halfling shade has a base speed of 30 ft in shadows. Calculate after changes due to a medium or heavy load or for restrictive armor. for example, a human wearing a full plate would have a base speed of 30 ft in shadows. Round down to the nearest 5 if necessary.<br />
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==== Armor Class ====<br />
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The shade gains a Deflection Bonus to AC equal to the base creature's HD/4 (minimum +1, round down) while in shadows.<br />
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==== Attack ====<br />
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The shade, while in shadows, gains a bonus to all attack rolls equal to the base creature's HD/4 (minimum +1, round down).<br />
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==== Special Attacks ====<br />
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All existing Extraordinary, Supernatural, and Spell-like abilities remain unchanged. Add the following to the base creature's Spell like abilities:<br />
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'''[[SRD:Darkness|Darkness]]:''' 2/day, caster level equal to 1/2 the Base creature's HD (round down)<br />
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==== Special Qualities ====<br />
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Add the following to the base creature's special qualities:<br />
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'''No Metabolism(Ex):'''a shade doesn't have a metabolism and doesn't need to eat, sleep, or breathe, nor does it age. A shade gains all the appropriate immunities one would have for not having a metabolism, such as immunity to fatigue, exhaustion, ingested poisons, death from aging, etc.<br />
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'''[[SRD:Fast Healing|Fast Healing]](Ex):''' The shade gains fast healing equal to the base creature's HD/4 (minimum +1, round down). This fast healing only applies when the shade is in a shadowy area.<br />
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'''Shadow Jump(Ex):''' The shade can travel through the essence of shadow, pulling him through an entirely different dimension to instantaneously arrive at its destination. While in a shadowy area, the shade may teleport, with nothing more than a thought, to another shadowy area it sees within 120 ft of its current location. The Shade must have line of sight to the destination to use this ability, and it is activated as a free action. This can be used once per day per three HD of the base creature (Minimum 1, round down)<br />
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'''Darkvision(Ex):'''The shade gains 120 ft darkvision. Needless to say, this only works while the shade is in a shadowy or darker area.<br />
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'''Flight(Ex):'''A shade can fly at its base land speed (newly adjusted one if in shadows) with perfect maneuverability. The shade can fly even in the brightest light, as the shadowstuff it is created from is not affected by gravity.<br />
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'''Light Sensitivity(Ex):'''The shade, a being melded of the essence of shadow, does not react well to being placed in light. It takes a -2 penalty to its Strength, Dexterity, and Constitution while in lighting conditions brighter than shadowy. Also, The shade has a vision range limited to 120 ft under these lighting conditions. The shade cannot see anything past 120 ft while in bright light, and instead of seeing the sky or horizon, as one normally would, the shade sees nothing but black beyond this vision border. However, if a shade is capable of casting Wish (or Miracle), it can wish for this ability to be removed. This wish costs the shade experience pints sufficient to lower its HD by two and put its experience total at the minimum for its current level. For example, a 17th level shade casts the wish to remove this flaw, and it loses Exp sufficient enough to place its total at the minimum required for 15th level. A shade must do this for himself, he cannot cast wish out of a scroll or other item, nor can it have another creature cast wish for it. A shade may still make other wishes, but for most shades, their primary goal in their pursuit of power is to remove this burden from themselves.<br />
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'''Fire Vulnerability(Ex):'''A shade takes double damage from fire attacks and spells, due to the simple fact that fire gives off light. This effect may not be removed, and any magical item that grants resistance to fire attacks grants only half its resistance to the shade (Round up if necessary). This penalty is only for the shade, as the magic item will work normally for anyone else. Also, shades able to cast Spells cast Fire Spells at -2 Caster Level.<br />
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==== Abilities ====<br />
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In shadows, the shade gains +2 to Strength, +4 to Dexterity, and +2 to Constitution. In addition, the shade gains +2 to Charisma no matter the lighting situation.<br />
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==== Skills ====<br />
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The shade gains +4 to hide and move silently while in shadows.<br />
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Also, while in lighting brighter than shadowy, a shade takes a -4 penalty to all Strength and Dexterity based Skill Checks.<br />
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==== Environment ====<br />
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Well shadowed lairs and fortresses<br />
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==== Organization ====<br />
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Solitary<br />
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==== Challenge Rating ====<br />
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No change<br />
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==== Treasure ====<br />
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Standard<br />
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==== Alignment ====<br />
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Lawful Neutral, True Neutral, or Chaotic Neutral.<br />
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==== Advancement ====<br />
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By HD or Character Class<br />
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==== Level Adjustment ====<br />
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+0. Even though it can eliminate the flaw made to balance out this template, the level loss will replace the light sensitivity as the limiter of the shade's power.<br />
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Alternatively, shades can be created without '''Light Sensitivity''' for a +3 LA.<br />
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Another variant, one without '''Light Sensitivity''' or '''Fire Vulnerability''', has a LA of +5.<br />
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----<br />
{{3.5e Creature Templates Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
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[[Category:<!--if the template changes type insert it here--> Type]]<br />
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[[Category:LA?]]0<br />
[[Category:Neutral (Good-Evil) Alignment]]<!--, example [[Category:Neutral (Law-Chaos) Alignment]], [[Category:Evil Alignment]] --></div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Boneblade_Reaper_(3.5e_Prestige_Class)&diff=565549Talk:Boneblade Reaper (3.5e Prestige Class)2012-05-20T22:36:12Z<p>173.245.56.203: /* Rating */</p>
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<div>== Comment ==<br />
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Shouldn't you edit this class to fit the alternate monk class you introduced in Dungeonomicon? Throw in some Martial styles, remove the Evasion requirement, stuff like that. {{Unsigned|71.124.225.114|16:59, 14 September 2008 (MDT)}}<br />
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:There actually is one already; I'll add it to the page shortly. Thanks for reminding me! [[User:Surgo|Surgo]] 18:06, 14 September 2008 (MDT)<br />
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::I took care of it. I'm thinking about adding a sample NPC whom I have the info for somewhere on my hard drive. [[User:Genowhirl|Genowhirl]] 13:15, 12 November 2008 (MST)<br />
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== Rating == <br />
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<s>'''Power - 0/5'''</s> Completely broken. The class have d8, Good Saves, Full Bab. That not bad in particular but the class also have full spellcasting progression! I can barely imagine a wizard getting all his spell while having the double of his hit dice, all good saves, fighter bab and class feature. The class features are barely good enough (they are strong). I feel this class deserve 0/5 in term of balance since it one of the most broken class ive seen (yes even over the Planar Shepherd). --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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:You have no idea what you're talking about. This is hardly "completely broken". You come into the class as a Spellcaster/Monk, which is quite possibly the suckiest multiclass idea in the game. Every single bonus that the class gets is necessary towards making such a character playable. [[User:Surgo|Surgo]] 21:06, 18 September 2008 (MDT)<br />
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::The result is unfortunately a Eldrith Knight on steroid, the class is better than any SRD class or any Gish-like class. They even have more spellcasting than the Knight itself, the class need working.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:09, 18 September 2008 (MDT)<br />
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:::Once again, you have no idea what you're talking about. Go run some actual combats and come back to me when you're done playing theory-without-backing. Whether or not the class is "better than any SRD prestige class" (which its not) is irrelevant anyway. The fact of the matter is that the class caters to a ''very'' specific multiclass (monk/spellcaster), where every bonus the class gives is needed. [[User:Surgo|Surgo]] 21:11, 18 September 2008 (MDT)<br />
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::::Monk doesn't have full bab. The class is the strongest gish I ever seen. Really taking the class alone make you stronger than the monk really. It like a monk, with full bab and complete spellcasting. I understand monk/mage is a difficult combo but many aspect of the class are overpowered. Again I go with the Eldrith Knight example: Gain one bonus feat at first level but no spellcasting level progression. After they gain no class feature. Okay maybe it seem irrelevant. Maybe it is but again what bug me is the full spellcasting. The class is giving excellent combat ability (only slightly below figther the base warrior class) and without any spells lost. And by the way i DMed for long enough to know what im talking about.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:21, 18 September 2008 (MDT) <br />
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:::::Taking it makes you stronger than the Monk? That's a '''good thing''', the Monk is the weakest class out of all the base classes in the SRD. If you think you know what you're talking about then go run some combats. Monk 2/Wizard whatever/Boneblade Reaper up to level 10. Does the Boneblade Reaper defeat more than, less than, or exactly 50% of opponents of CR 10? I think you'll find the number at 50%, which is exactly what one wants. In addition, to the full spellcasting: if the class does not give full spellcasting, it might as well not give any spellcasting at all. [[User:Surgo|Surgo]] 21:24, 18 September 2008 (MDT)<br />
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::::::If the wizard is 1... the wizard cast like a 11th level wizard with slightly less bab than a figther. Okay now we make it fight a wizard of equal level. The Bonedblade Reaper have good bab since 10 level, good saves since 10 level, class features (who are not broken on themselves) and similar spellcasting. Also if both have 10 con and average hp per level the Bonedblade Reaper double the wizard hp. And the only edge the wizard haves a single spell level, how can he win. The Boneblade Reaper beat him in every single way (except for spellcasting where he is slightly weaker). --[[User:Lord Dhazriel|Lord Dhazriel]] 21:32, 18 September 2008 (MDT)<br />
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:::::::"One spell level" is a ''huge'' advantage. Keep in mind that a character's cohort can cast at his level minus two. The Boneblade Reaper is casting at the same strength as the fighter's wizard girlfriend, not at the strength of a normal player character. [[User:Surgo|Surgo]] 21:41, 18 September 2008 (MDT)<br />
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::::::::He is still twice as strong in battle. He don't risk his life if an opponent catch him spelless, he can still defend himself. The fact is that he i stronger than all the Gish out here. Most base Gish barely have 4th level magic over 20 level. The class is interesting I like it but it need work, maybe giving it mid bab and half spellcasting would balance thing out.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:45, 18 September 2008 (MDT)<br />
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:::::::::Gish suck. Wizards already make better Gish than Gish (not to mention Clerics), thanks to the wonderful Spell Compendium or, hell, even just Polymorph. A few other points to make in repsonse to your post: by the time you can take your first level of Boneblade Reaper, a Wizard of the same level will never have to worry about running out of spells. Hell, you can just be Wizard 5/Incantatrix 2 and Polymorph will last ''all day'' (thus the Wizard doesn't risk his life if he's spell-less either). Half-spellcasting? Um, no. You're already casting like a cohort, any less and you're useless. In addition, the difference between medium BAB and strong BAB for most of your career in this PrC is seriously a number that's small enough you might forget you have it. [[User:Surgo|Surgo]] 21:50, 18 September 2008 (MDT)<br />
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::::::::::Hmm. I wouldn't give it a 0, since that's stating that balance couldn't get any worse. Let's say that you're a Monk/Sorcerer, considering this PrC for your next level. Since most of the prereqs are monk based, let's say our example is level 6/2. Obviously, Sorcerer has no benefit in taking another class, since there's full arcane caster progression. Even if one were a Wizard, this would be more advantegeous than the bonus feats. However, comparing at most 10 levels of this class with the next 10 potential levels of monk, we lose a large portion of the special abilities for another large portion, unarmed damage progression for Con damage conditionally (Which is a plus), AC bonus for a conditional AC bonus that is much higher, and a speed bonus for a... speed bonus. And we get a slight bump to BAB. If you cut the spellcasting progression down to at most 4 per 5 levels, I'd give it a 3 or 4, because so many of the bonuses are conditional. Right now, I'd put it at 2 or 3. Basically, I'm pretty sure that Prestige classes aren't supposed to give a "Why shouldn't I take this?" mentality, to which I think this one is close. Wow, that was a messed up edit conflict. I think it was your spacing, Dhazriel. --[[User:Chaiyo Kaldor|<font color="maroon">''Chaiyo Kaldor''</font>]] 21:31, 18 September 2008 (MDT)<br />
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:::::::::::Again, "why shouldn't I take this" is hardly a bad thing in that case, considering how much the Monk sucks and how continuing with Monk would make your spellcasting levels pointless. [[User:Surgo|Surgo]] 21:42, 18 September 2008 (MDT)<br />
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::::::::::::Because you must make sacrifice to gain spellcasting. The Eldrith Knight does, the Duskblade does and any gish does. The monk/wizard shouldn't be a better monk and a wizard. Seriously even without spellcasting I would take this class instead of monk. Imagine if the Eldrith Knight was stronger than the fighter, d12, 2 good saves (will and fort) and a bunch of abilities, and full spellcasting. This one can beat the Monk or the Wizard, even if it not a equal caster (if they do as spell duel the wizard will not win considering the superior saves and the superior hp of the Boneblade reaper.). Seriously we are taking all the page ''':D''' --[[User:Lord Dhazriel|Lord Dhazriel]] 21:58, 18 September 2008 (MDT)<br />
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:::::::::::::Except it's not a better wizard. Its wizardness is restricted ''cohort spellcasting''. And being better than a Monk is irrelevant. Everything should be better than a Monk. And it most certainly cannot beat the Wizard. As has been previously mentioned, the Wizard has an entire level of spells on this guy. That is a huge advantage that you seem to be underestimating to a ridiculous degree. [[User:Surgo|Surgo]] 22:04, 18 September 2008 (MDT)<br />
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{{Discussion Indentation Revert}}<br />
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:Really im getting tired of arguing, the saves on this class and the prerequise evasion even ashame a wizard. In a spell duel the wizard may win, the spell level doesn't equal all the hp, the saves, the bab the Boneblade Reaper gain. Yes it a new spell level, but it mean nothing since he have the saves to halves or negate the effect, the hp to survive the backfire. And no I don't underestimate a spell level I know how powerful caster are but you are underestimating the save, the bab, the hp and the class feature. Even if one isn't equalling a spell level and some extra spells. On a bright side I noticed the class isn't that unbalanced and is pretty respectable when combining with a divine class. But still the class is clearly not perfect and need work. --[[User:Lord Dhazriel|Lord Dhazriel]] 22:18, 18 September 2008 (MDT)<br />
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::I'm increasing my rating, thought about it and it not seriously overpowered. I mean nothing compare to the shepherd or the Frenzied Berserker. Rating is now 3/5.--[[User:Lord Dhazriel|Lord Dhazriel]] 13:05, 8 November 2008 (MST)<br />
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'''Wording - 4/5''' The wording is good, while not excellent I feel it deserve a 4/5. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4/5''' It formatted good enough, however since the page isn't complete (some section are missing) I give to this page a 3/5 for formatting. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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:This is a pet peeve of mine, actually -- the missing sections are really not necessary. For about half or more of 3.5's lifetime, the sections didn't even exist -- they're actually the '''new''' PrC format, while this follows the old PrC format (which is basically the new format while taking up fewer pages). Most of those sections are totally useless anyway -- "X in the world" is the only thing that's worth writing, and ''even then'' it's so campaign specific that you might as well not. [[User:Surgo|Surgo]] 21:14, 18 September 2008 (MDT)<br />
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::I understand that, normally I am more like "no fluff is needed". Thy need to be done but it not worth a 3 so I revise my ranking to 4. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:34, 18 September 2008 (MDT)<br />
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'''Flavor - 4/5''' I like the flavor, it not bad at all. So i think it deserve at least a 4/5. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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== Boneblade what? ==<br />
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My problem isn't with the PrC itself - I think it's horrifically overpowered, wouldn't allow one in any game I'm running, and that's the extent of my willingness to discuss ''that'' part - but rather with the ''Boneblade Master'' Feat required to get in. What exactly is "boneblade" (I haven't managed to find it, as all references in the Wiki appear to merely redirect to the same page, where it is not described)? I assume it's some kind of magically hardened bone useful for making weapons out of it. Without a definition of this material, this pleasant little Feat appears to give you a buffet of Feats in one shot. An effective universal weapon proficiency, specialized crafting ability, effectively universal Improved Critical use, and a bonus to initiative. Granted, the silly rules regarding Craft: Alchemy (why would you need to be a spellcaster to create substances that are not magical, do not require magic, and are actually intended to replace magic? /rant) prevent an Int 10 Fighter from dumping eight starting skill points into two Crafts in order to pick up this Feat at third level, but it won't stop any other front line combatant class with spell casting from doing so - like a Cleric scrimshawing himself a shiny new necromantic great sword that he gets free proficiency with. [[User:Atypicaloracle|Atypicaloracle]] 12:54, 25 May 2010 (UTC)<br />
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:''Boneblades:'' Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons. Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property.. Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties. Cost: 1,000 gp per lb. <br />
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:From here: [[Tome_of_Necromancy (3.5e Sourcebook)]]--read through and take a long look. The class itself is enterable pretty much only as a Monk/Spellcaster, meaning you take second place in one-on-one melee combat and your spellcasting is at at most that of a cohort--so you'd be keeping up with the Fighter's wizard girlfriend. Long story short: It only ''looks'' horrifically overpowered. But it doesn't exist in a vacuuum. Which is why the chassis and class features are pretty rockin'--this character's going to need some serious chops to stay in the game. --[[User:Genowhirl|Genowhirl]] 17:34, 25 May 2010 (UTC)<br />
::"Oh look, it's my thirtieth birthday... those aging penalties are coming up... whelp... time to throw myself off the tallest structure I can until it kills me so that I can fight an undead missing its most dangerous attack form... *yawn* Man, being an immortal killing machine is tough." [[User:Atypicaloracle|Atypicaloracle]] 22:39, 31 May 2010 (UTC)<br />
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:::Wow, the people you play with must be pretty awful if that's what you immediately think of upon seeing that ability. --[[User:Genowhirl|Genowhirl]] 01:04, 1 June 2010 (UTC)<br />
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::::Meh, the monk gets Timeless Body one level earlier, and doesn't have to literally fistfight death to get it. I would think of the two portions of Dance with the Dark Reaper that you would be more worried about is the part that gives you a chance to true res every time you die.<br />
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::::And if that's the kind of group you play with, there's nothing stopping you from using an advanced Dark Reaper. After all, he gains experience every time he fights as well :) [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 01:27, 1 June 2010 (UTC)<br />
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:::::And holds a grudge. --[[User:Genowhirl|Genowhirl]] 01:39, 1 June 2010 (UTC)<br />
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== Rating == <br />
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'''Power - 0/5''' I give this class a 0 out of 5 because it is absurdly powerful --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
:No it's not. You're going into this as a Monk/Wizard (or sorceror). Congratulations, you have more MAD and less synergistic class features than any other pair of classes in the game. It's a cool flavor, but the mechanics as-written don't give you much help. So the power of these abilities are there to help a Monk/Necromancer wizard make up ''some'' of that ground you lose because you didn't single-class monk or wizard. --[[Special:Contributions/173.245.56.158|173.245.56.158]] 20:02, 24 August 2011 (MDT)<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because it is written fairly well --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because it fails to provide a DC for its abilities with saves --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
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'''Flavor - 4/5''' I give this class a 4 out of 5 because it has pretty good flavor --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
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== Rating == <br />
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'''Power - 1/5''' I give this class a 1 out of 5 because fighter base attack bonus, 1:1 spell progression, all good saves, and powerful abilities like being healed by both negative and positive energys, a free armor with no penalty of +8 at first level going up to +17, move speed increase going up to +60 makes this class beyond the power level of just about any other prestige class available to players that im aware of. Before you even say "youre going into this as a monk/wizard" what exactly prevents me from taking this class as a rogue5/wizard1 or rogue2/wizard4? Even a ranger9 could pick it up without even multiclassing. Weapon finesse and your super boneblade feat both benefit rogues and rangers really well, so all hes giving up is one feat to gain all this power. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
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:You can actually take this class by level 3 if you use the rogue progression and take skill focus as your level 3 feat. 1 wizard or sorcerer 2 rogue and the feat give you a max skill rank of 9 with enough points to make sure you qualify. And that is with old school feats not the kind that F&K routinely came up with making this thing absurdly easy and powerful. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]]) 20:18, 18 May 2012 (MDT)<br />
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:Disregard I stand corrected. With the three feats required the character still needs to be sixth level. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]]) 20:19, 18 May 2012 (MDT)<br />
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::Skill focus doesn't give you ranks, it gives you a bonus. A class with prerequisite of 9 ranks in a skill can't be entered into earlier than 7th level, no matter what. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 13:48, 19 May 2012 (MDT)<br />
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:::Max ranks is level +3 so 6th. That is completely beside the point anyways as the three feat requirement for the class ensures you won't make it until 6th. However this thing is able to be taken by a wide range of different things that would find it very valuable, so I am fairly certain it needs to be tweaked. Hell 1 sor/5 rogue would make it pretty disturbing and high AC for a combat variant. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]]) 14:56, 19 May 2012 (MDT)<br />
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'''Wording - 5/5''' I give this class a 5 out of 5 because all the abilities and what they do are easily understandable. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4/5''' I give this class a 4 out of 5 because the progression of the armor bonus is not marked in the chart, which some people might overlook. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
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'''Flavor - 3/5''' I give this class a 3 out of 5 because at the end of the day its just a guy who uses bone swords. He gets some related powers like his wraith strike, but its mostly unrelated abilities like scarring himself for an armor bonus or being unable to resurrect unless he defeats a strong monster. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
:Ignore above. On further review im giving this class flavor a 0/5. The requirements for the class as a decent dexterity, improved unarmed strike, and the evasion quality, and its been said multiple times here that its intended for Monks. Why then is there nothing in the class that benefits anything a monk has? In fact, it actively discourages you from using your monk abilities since boneblade weapons can only be made with slashing and piercing weapons. It doesnt have a single power that synergies with the monks signature move, ki strike,and only one that works with stunning fist so why if I wanted to be a monk wizard would I pick up a prestige class that ignores the powers of a monk? Furthermore the class is called Boneblade "Reaper" and multiple powers remind you that you are in fact in the service of the grim reaper, yet nothing requires you to actually use his favored weapon the scythe. In fact once again you are actively discouraged by the class from using a scythe since you have to have weapon finesse and improved unarmed strike to take the class, neither of which are compatible. All in all this is a jumbled class that looks like it wants to be all that looked cool to the author with no real sense of theme.[[Special:Contributions/173.245.56.203|173.245.56.203]] 16:36, 20 May 2012 (MDT)</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Boneblade_Reaper_(3.5e_Prestige_Class)&diff=565548Talk:Boneblade Reaper (3.5e Prestige Class)2012-05-20T22:35:20Z<p>173.245.56.203: /* Rating */</p>
<hr />
<div>== Comment ==<br />
<br />
Shouldn't you edit this class to fit the alternate monk class you introduced in Dungeonomicon? Throw in some Martial styles, remove the Evasion requirement, stuff like that. {{Unsigned|71.124.225.114|16:59, 14 September 2008 (MDT)}}<br />
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:There actually is one already; I'll add it to the page shortly. Thanks for reminding me! [[User:Surgo|Surgo]] 18:06, 14 September 2008 (MDT)<br />
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::I took care of it. I'm thinking about adding a sample NPC whom I have the info for somewhere on my hard drive. [[User:Genowhirl|Genowhirl]] 13:15, 12 November 2008 (MST)<br />
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== Rating == <br />
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<s>'''Power - 0/5'''</s> Completely broken. The class have d8, Good Saves, Full Bab. That not bad in particular but the class also have full spellcasting progression! I can barely imagine a wizard getting all his spell while having the double of his hit dice, all good saves, fighter bab and class feature. The class features are barely good enough (they are strong). I feel this class deserve 0/5 in term of balance since it one of the most broken class ive seen (yes even over the Planar Shepherd). --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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:You have no idea what you're talking about. This is hardly "completely broken". You come into the class as a Spellcaster/Monk, which is quite possibly the suckiest multiclass idea in the game. Every single bonus that the class gets is necessary towards making such a character playable. [[User:Surgo|Surgo]] 21:06, 18 September 2008 (MDT)<br />
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::The result is unfortunately a Eldrith Knight on steroid, the class is better than any SRD class or any Gish-like class. They even have more spellcasting than the Knight itself, the class need working.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:09, 18 September 2008 (MDT)<br />
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:::Once again, you have no idea what you're talking about. Go run some actual combats and come back to me when you're done playing theory-without-backing. Whether or not the class is "better than any SRD prestige class" (which its not) is irrelevant anyway. The fact of the matter is that the class caters to a ''very'' specific multiclass (monk/spellcaster), where every bonus the class gives is needed. [[User:Surgo|Surgo]] 21:11, 18 September 2008 (MDT)<br />
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::::Monk doesn't have full bab. The class is the strongest gish I ever seen. Really taking the class alone make you stronger than the monk really. It like a monk, with full bab and complete spellcasting. I understand monk/mage is a difficult combo but many aspect of the class are overpowered. Again I go with the Eldrith Knight example: Gain one bonus feat at first level but no spellcasting level progression. After they gain no class feature. Okay maybe it seem irrelevant. Maybe it is but again what bug me is the full spellcasting. The class is giving excellent combat ability (only slightly below figther the base warrior class) and without any spells lost. And by the way i DMed for long enough to know what im talking about.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:21, 18 September 2008 (MDT) <br />
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:::::Taking it makes you stronger than the Monk? That's a '''good thing''', the Monk is the weakest class out of all the base classes in the SRD. If you think you know what you're talking about then go run some combats. Monk 2/Wizard whatever/Boneblade Reaper up to level 10. Does the Boneblade Reaper defeat more than, less than, or exactly 50% of opponents of CR 10? I think you'll find the number at 50%, which is exactly what one wants. In addition, to the full spellcasting: if the class does not give full spellcasting, it might as well not give any spellcasting at all. [[User:Surgo|Surgo]] 21:24, 18 September 2008 (MDT)<br />
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::::::If the wizard is 1... the wizard cast like a 11th level wizard with slightly less bab than a figther. Okay now we make it fight a wizard of equal level. The Bonedblade Reaper have good bab since 10 level, good saves since 10 level, class features (who are not broken on themselves) and similar spellcasting. Also if both have 10 con and average hp per level the Bonedblade Reaper double the wizard hp. And the only edge the wizard haves a single spell level, how can he win. The Boneblade Reaper beat him in every single way (except for spellcasting where he is slightly weaker). --[[User:Lord Dhazriel|Lord Dhazriel]] 21:32, 18 September 2008 (MDT)<br />
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:::::::"One spell level" is a ''huge'' advantage. Keep in mind that a character's cohort can cast at his level minus two. The Boneblade Reaper is casting at the same strength as the fighter's wizard girlfriend, not at the strength of a normal player character. [[User:Surgo|Surgo]] 21:41, 18 September 2008 (MDT)<br />
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::::::::He is still twice as strong in battle. He don't risk his life if an opponent catch him spelless, he can still defend himself. The fact is that he i stronger than all the Gish out here. Most base Gish barely have 4th level magic over 20 level. The class is interesting I like it but it need work, maybe giving it mid bab and half spellcasting would balance thing out.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:45, 18 September 2008 (MDT)<br />
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:::::::::Gish suck. Wizards already make better Gish than Gish (not to mention Clerics), thanks to the wonderful Spell Compendium or, hell, even just Polymorph. A few other points to make in repsonse to your post: by the time you can take your first level of Boneblade Reaper, a Wizard of the same level will never have to worry about running out of spells. Hell, you can just be Wizard 5/Incantatrix 2 and Polymorph will last ''all day'' (thus the Wizard doesn't risk his life if he's spell-less either). Half-spellcasting? Um, no. You're already casting like a cohort, any less and you're useless. In addition, the difference between medium BAB and strong BAB for most of your career in this PrC is seriously a number that's small enough you might forget you have it. [[User:Surgo|Surgo]] 21:50, 18 September 2008 (MDT)<br />
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::::::::::Hmm. I wouldn't give it a 0, since that's stating that balance couldn't get any worse. Let's say that you're a Monk/Sorcerer, considering this PrC for your next level. Since most of the prereqs are monk based, let's say our example is level 6/2. Obviously, Sorcerer has no benefit in taking another class, since there's full arcane caster progression. Even if one were a Wizard, this would be more advantegeous than the bonus feats. However, comparing at most 10 levels of this class with the next 10 potential levels of monk, we lose a large portion of the special abilities for another large portion, unarmed damage progression for Con damage conditionally (Which is a plus), AC bonus for a conditional AC bonus that is much higher, and a speed bonus for a... speed bonus. And we get a slight bump to BAB. If you cut the spellcasting progression down to at most 4 per 5 levels, I'd give it a 3 or 4, because so many of the bonuses are conditional. Right now, I'd put it at 2 or 3. Basically, I'm pretty sure that Prestige classes aren't supposed to give a "Why shouldn't I take this?" mentality, to which I think this one is close. Wow, that was a messed up edit conflict. I think it was your spacing, Dhazriel. --[[User:Chaiyo Kaldor|<font color="maroon">''Chaiyo Kaldor''</font>]] 21:31, 18 September 2008 (MDT)<br />
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:::::::::::Again, "why shouldn't I take this" is hardly a bad thing in that case, considering how much the Monk sucks and how continuing with Monk would make your spellcasting levels pointless. [[User:Surgo|Surgo]] 21:42, 18 September 2008 (MDT)<br />
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::::::::::::Because you must make sacrifice to gain spellcasting. The Eldrith Knight does, the Duskblade does and any gish does. The monk/wizard shouldn't be a better monk and a wizard. Seriously even without spellcasting I would take this class instead of monk. Imagine if the Eldrith Knight was stronger than the fighter, d12, 2 good saves (will and fort) and a bunch of abilities, and full spellcasting. This one can beat the Monk or the Wizard, even if it not a equal caster (if they do as spell duel the wizard will not win considering the superior saves and the superior hp of the Boneblade reaper.). Seriously we are taking all the page ''':D''' --[[User:Lord Dhazriel|Lord Dhazriel]] 21:58, 18 September 2008 (MDT)<br />
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:::::::::::::Except it's not a better wizard. Its wizardness is restricted ''cohort spellcasting''. And being better than a Monk is irrelevant. Everything should be better than a Monk. And it most certainly cannot beat the Wizard. As has been previously mentioned, the Wizard has an entire level of spells on this guy. That is a huge advantage that you seem to be underestimating to a ridiculous degree. [[User:Surgo|Surgo]] 22:04, 18 September 2008 (MDT)<br />
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{{Discussion Indentation Revert}}<br />
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:Really im getting tired of arguing, the saves on this class and the prerequise evasion even ashame a wizard. In a spell duel the wizard may win, the spell level doesn't equal all the hp, the saves, the bab the Boneblade Reaper gain. Yes it a new spell level, but it mean nothing since he have the saves to halves or negate the effect, the hp to survive the backfire. And no I don't underestimate a spell level I know how powerful caster are but you are underestimating the save, the bab, the hp and the class feature. Even if one isn't equalling a spell level and some extra spells. On a bright side I noticed the class isn't that unbalanced and is pretty respectable when combining with a divine class. But still the class is clearly not perfect and need work. --[[User:Lord Dhazriel|Lord Dhazriel]] 22:18, 18 September 2008 (MDT)<br />
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::I'm increasing my rating, thought about it and it not seriously overpowered. I mean nothing compare to the shepherd or the Frenzied Berserker. Rating is now 3/5.--[[User:Lord Dhazriel|Lord Dhazriel]] 13:05, 8 November 2008 (MST)<br />
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'''Wording - 4/5''' The wording is good, while not excellent I feel it deserve a 4/5. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4/5''' It formatted good enough, however since the page isn't complete (some section are missing) I give to this page a 3/5 for formatting. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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:This is a pet peeve of mine, actually -- the missing sections are really not necessary. For about half or more of 3.5's lifetime, the sections didn't even exist -- they're actually the '''new''' PrC format, while this follows the old PrC format (which is basically the new format while taking up fewer pages). Most of those sections are totally useless anyway -- "X in the world" is the only thing that's worth writing, and ''even then'' it's so campaign specific that you might as well not. [[User:Surgo|Surgo]] 21:14, 18 September 2008 (MDT)<br />
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::I understand that, normally I am more like "no fluff is needed". Thy need to be done but it not worth a 3 so I revise my ranking to 4. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:34, 18 September 2008 (MDT)<br />
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'''Flavor - 4/5''' I like the flavor, it not bad at all. So i think it deserve at least a 4/5. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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== Boneblade what? ==<br />
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My problem isn't with the PrC itself - I think it's horrifically overpowered, wouldn't allow one in any game I'm running, and that's the extent of my willingness to discuss ''that'' part - but rather with the ''Boneblade Master'' Feat required to get in. What exactly is "boneblade" (I haven't managed to find it, as all references in the Wiki appear to merely redirect to the same page, where it is not described)? I assume it's some kind of magically hardened bone useful for making weapons out of it. Without a definition of this material, this pleasant little Feat appears to give you a buffet of Feats in one shot. An effective universal weapon proficiency, specialized crafting ability, effectively universal Improved Critical use, and a bonus to initiative. Granted, the silly rules regarding Craft: Alchemy (why would you need to be a spellcaster to create substances that are not magical, do not require magic, and are actually intended to replace magic? /rant) prevent an Int 10 Fighter from dumping eight starting skill points into two Crafts in order to pick up this Feat at third level, but it won't stop any other front line combatant class with spell casting from doing so - like a Cleric scrimshawing himself a shiny new necromantic great sword that he gets free proficiency with. [[User:Atypicaloracle|Atypicaloracle]] 12:54, 25 May 2010 (UTC)<br />
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:''Boneblades:'' Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons. Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property.. Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties. Cost: 1,000 gp per lb. <br />
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:From here: [[Tome_of_Necromancy (3.5e Sourcebook)]]--read through and take a long look. The class itself is enterable pretty much only as a Monk/Spellcaster, meaning you take second place in one-on-one melee combat and your spellcasting is at at most that of a cohort--so you'd be keeping up with the Fighter's wizard girlfriend. Long story short: It only ''looks'' horrifically overpowered. But it doesn't exist in a vacuuum. Which is why the chassis and class features are pretty rockin'--this character's going to need some serious chops to stay in the game. --[[User:Genowhirl|Genowhirl]] 17:34, 25 May 2010 (UTC)<br />
::"Oh look, it's my thirtieth birthday... those aging penalties are coming up... whelp... time to throw myself off the tallest structure I can until it kills me so that I can fight an undead missing its most dangerous attack form... *yawn* Man, being an immortal killing machine is tough." [[User:Atypicaloracle|Atypicaloracle]] 22:39, 31 May 2010 (UTC)<br />
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:::Wow, the people you play with must be pretty awful if that's what you immediately think of upon seeing that ability. --[[User:Genowhirl|Genowhirl]] 01:04, 1 June 2010 (UTC)<br />
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::::Meh, the monk gets Timeless Body one level earlier, and doesn't have to literally fistfight death to get it. I would think of the two portions of Dance with the Dark Reaper that you would be more worried about is the part that gives you a chance to true res every time you die.<br />
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::::And if that's the kind of group you play with, there's nothing stopping you from using an advanced Dark Reaper. After all, he gains experience every time he fights as well :) [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 01:27, 1 June 2010 (UTC)<br />
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:::::And holds a grudge. --[[User:Genowhirl|Genowhirl]] 01:39, 1 June 2010 (UTC)<br />
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== Rating == <br />
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'''Power - 0/5''' I give this class a 0 out of 5 because it is absurdly powerful --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
:No it's not. You're going into this as a Monk/Wizard (or sorceror). Congratulations, you have more MAD and less synergistic class features than any other pair of classes in the game. It's a cool flavor, but the mechanics as-written don't give you much help. So the power of these abilities are there to help a Monk/Necromancer wizard make up ''some'' of that ground you lose because you didn't single-class monk or wizard. --[[Special:Contributions/173.245.56.158|173.245.56.158]] 20:02, 24 August 2011 (MDT)<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because it is written fairly well --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because it fails to provide a DC for its abilities with saves --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
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'''Flavor - 4/5''' I give this class a 4 out of 5 because it has pretty good flavor --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
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== Rating == <br />
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'''Power - 1/5''' I give this class a 1 out of 5 because fighter base attack bonus, 1:1 spell progression, all good saves, and powerful abilities like being healed by both negative and positive energys, a free armor with no penalty of +8 at first level going up to +17, move speed increase going up to +60 makes this class beyond the power level of just about any other prestige class available to players that im aware of. Before you even say "youre going into this as a monk/wizard" what exactly prevents me from taking this class as a rogue5/wizard1 or rogue2/wizard4? Even a ranger9 could pick it up without even multiclassing. Weapon finesse and your super boneblade feat both benefit rogues and rangers really well, so all hes giving up is one feat to gain all this power. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
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:You can actually take this class by level 3 if you use the rogue progression and take skill focus as your level 3 feat. 1 wizard or sorcerer 2 rogue and the feat give you a max skill rank of 9 with enough points to make sure you qualify. And that is with old school feats not the kind that F&K routinely came up with making this thing absurdly easy and powerful. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]]) 20:18, 18 May 2012 (MDT)<br />
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:Disregard I stand corrected. With the three feats required the character still needs to be sixth level. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]]) 20:19, 18 May 2012 (MDT)<br />
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::Skill focus doesn't give you ranks, it gives you a bonus. A class with prerequisite of 9 ranks in a skill can't be entered into earlier than 7th level, no matter what. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 13:48, 19 May 2012 (MDT)<br />
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:::Max ranks is level +3 so 6th. That is completely beside the point anyways as the three feat requirement for the class ensures you won't make it until 6th. However this thing is able to be taken by a wide range of different things that would find it very valuable, so I am fairly certain it needs to be tweaked. Hell 1 sor/5 rogue would make it pretty disturbing and high AC for a combat variant. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]]) 14:56, 19 May 2012 (MDT)<br />
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'''Wording - 5/5''' I give this class a 5 out of 5 because all the abilities and what they do are easily understandable. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4/5''' I give this class a 4 out of 5 because the progression of the armor bonus is not marked in the chart, which some people might overlook. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
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'''Flavor - 3/5''' I give this class a 3 out of 5 because at the end of the day its just a guy who uses bone swords. He gets some related powers like his wraith strike, but its mostly unrelated abilities like scarring himself for an armor bonus or being unable to resurrect unless he defeats a strong monster. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
:Ignore above. On further review im giving this class flavor a 0/5. The requirements for the class as a decent dexterity, improved unarmed strike, and the evasion quality, and its been said multiple times here that its intended for Monks. Why then is there nothing in the class that benefits anything a monk has? In fact, it actively discourages you from using your monk abilities since boneblade weapons can only be made with slashing and piercing weapons. It doesnt have a single power that synergies with the monks signature move, ki strike,and only one that works with stunning fist so why if I wanted to be a monk wizard would I pick up a prestige class that ignores the powers of a monk? Furthermore the class is called Boneblade "Reaper" and multiple powers remind you that you are in fact in the service of the grim reaper, yet nothing requires you to actually use his favored weapon the scythe. In fact once again you are actively discouraged by the class from using a scythe since you have to have weapon finesse and improved unarmed strike to take the class, neither of which are compatible. All in all this is a jumbled class that looks like it wants to be all that looked cool to the author with no real sense of theme.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Boneblade_Reaper_(3.5e_Prestige_Class)&diff=564167Talk:Boneblade Reaper (3.5e Prestige Class)2012-05-19T01:40:04Z<p>173.245.56.203: /* Rating */</p>
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<div>== Comment ==<br />
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Shouldn't you edit this class to fit the alternate monk class you introduced in Dungeonomicon? Throw in some Martial styles, remove the Evasion requirement, stuff like that. {{Unsigned|71.124.225.114|16:59, 14 September 2008 (MDT)}}<br />
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:There actually is one already; I'll add it to the page shortly. Thanks for reminding me! [[User:Surgo|Surgo]] 18:06, 14 September 2008 (MDT)<br />
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::I took care of it. I'm thinking about adding a sample NPC whom I have the info for somewhere on my hard drive. [[User:Genowhirl|Genowhirl]] 13:15, 12 November 2008 (MST)<br />
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== Rating == <br />
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<s>'''Power - 0/5'''</s> Completely broken. The class have d8, Good Saves, Full Bab. That not bad in particular but the class also have full spellcasting progression! I can barely imagine a wizard getting all his spell while having the double of his hit dice, all good saves, fighter bab and class feature. The class features are barely good enough (they are strong). I feel this class deserve 0/5 in term of balance since it one of the most broken class ive seen (yes even over the Planar Shepherd). --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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:You have no idea what you're talking about. This is hardly "completely broken". You come into the class as a Spellcaster/Monk, which is quite possibly the suckiest multiclass idea in the game. Every single bonus that the class gets is necessary towards making such a character playable. [[User:Surgo|Surgo]] 21:06, 18 September 2008 (MDT)<br />
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::The result is unfortunately a Eldrith Knight on steroid, the class is better than any SRD class or any Gish-like class. They even have more spellcasting than the Knight itself, the class need working.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:09, 18 September 2008 (MDT)<br />
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:::Once again, you have no idea what you're talking about. Go run some actual combats and come back to me when you're done playing theory-without-backing. Whether or not the class is "better than any SRD prestige class" (which its not) is irrelevant anyway. The fact of the matter is that the class caters to a ''very'' specific multiclass (monk/spellcaster), where every bonus the class gives is needed. [[User:Surgo|Surgo]] 21:11, 18 September 2008 (MDT)<br />
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::::Monk doesn't have full bab. The class is the strongest gish I ever seen. Really taking the class alone make you stronger than the monk really. It like a monk, with full bab and complete spellcasting. I understand monk/mage is a difficult combo but many aspect of the class are overpowered. Again I go with the Eldrith Knight example: Gain one bonus feat at first level but no spellcasting level progression. After they gain no class feature. Okay maybe it seem irrelevant. Maybe it is but again what bug me is the full spellcasting. The class is giving excellent combat ability (only slightly below figther the base warrior class) and without any spells lost. And by the way i DMed for long enough to know what im talking about.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:21, 18 September 2008 (MDT) <br />
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:::::Taking it makes you stronger than the Monk? That's a '''good thing''', the Monk is the weakest class out of all the base classes in the SRD. If you think you know what you're talking about then go run some combats. Monk 2/Wizard whatever/Boneblade Reaper up to level 10. Does the Boneblade Reaper defeat more than, less than, or exactly 50% of opponents of CR 10? I think you'll find the number at 50%, which is exactly what one wants. In addition, to the full spellcasting: if the class does not give full spellcasting, it might as well not give any spellcasting at all. [[User:Surgo|Surgo]] 21:24, 18 September 2008 (MDT)<br />
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::::::If the wizard is 1... the wizard cast like a 11th level wizard with slightly less bab than a figther. Okay now we make it fight a wizard of equal level. The Bonedblade Reaper have good bab since 10 level, good saves since 10 level, class features (who are not broken on themselves) and similar spellcasting. Also if both have 10 con and average hp per level the Bonedblade Reaper double the wizard hp. And the only edge the wizard haves a single spell level, how can he win. The Boneblade Reaper beat him in every single way (except for spellcasting where he is slightly weaker). --[[User:Lord Dhazriel|Lord Dhazriel]] 21:32, 18 September 2008 (MDT)<br />
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:::::::"One spell level" is a ''huge'' advantage. Keep in mind that a character's cohort can cast at his level minus two. The Boneblade Reaper is casting at the same strength as the fighter's wizard girlfriend, not at the strength of a normal player character. [[User:Surgo|Surgo]] 21:41, 18 September 2008 (MDT)<br />
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::::::::He is still twice as strong in battle. He don't risk his life if an opponent catch him spelless, he can still defend himself. The fact is that he i stronger than all the Gish out here. Most base Gish barely have 4th level magic over 20 level. The class is interesting I like it but it need work, maybe giving it mid bab and half spellcasting would balance thing out.--[[User:Lord Dhazriel|Lord Dhazriel]] 21:45, 18 September 2008 (MDT)<br />
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:::::::::Gish suck. Wizards already make better Gish than Gish (not to mention Clerics), thanks to the wonderful Spell Compendium or, hell, even just Polymorph. A few other points to make in repsonse to your post: by the time you can take your first level of Boneblade Reaper, a Wizard of the same level will never have to worry about running out of spells. Hell, you can just be Wizard 5/Incantatrix 2 and Polymorph will last ''all day'' (thus the Wizard doesn't risk his life if he's spell-less either). Half-spellcasting? Um, no. You're already casting like a cohort, any less and you're useless. In addition, the difference between medium BAB and strong BAB for most of your career in this PrC is seriously a number that's small enough you might forget you have it. [[User:Surgo|Surgo]] 21:50, 18 September 2008 (MDT)<br />
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::::::::::Hmm. I wouldn't give it a 0, since that's stating that balance couldn't get any worse. Let's say that you're a Monk/Sorcerer, considering this PrC for your next level. Since most of the prereqs are monk based, let's say our example is level 6/2. Obviously, Sorcerer has no benefit in taking another class, since there's full arcane caster progression. Even if one were a Wizard, this would be more advantegeous than the bonus feats. However, comparing at most 10 levels of this class with the next 10 potential levels of monk, we lose a large portion of the special abilities for another large portion, unarmed damage progression for Con damage conditionally (Which is a plus), AC bonus for a conditional AC bonus that is much higher, and a speed bonus for a... speed bonus. And we get a slight bump to BAB. If you cut the spellcasting progression down to at most 4 per 5 levels, I'd give it a 3 or 4, because so many of the bonuses are conditional. Right now, I'd put it at 2 or 3. Basically, I'm pretty sure that Prestige classes aren't supposed to give a "Why shouldn't I take this?" mentality, to which I think this one is close. Wow, that was a messed up edit conflict. I think it was your spacing, Dhazriel. --[[User:Chaiyo Kaldor|<font color="maroon">''Chaiyo Kaldor''</font>]] 21:31, 18 September 2008 (MDT)<br />
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:::::::::::Again, "why shouldn't I take this" is hardly a bad thing in that case, considering how much the Monk sucks and how continuing with Monk would make your spellcasting levels pointless. [[User:Surgo|Surgo]] 21:42, 18 September 2008 (MDT)<br />
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::::::::::::Because you must make sacrifice to gain spellcasting. The Eldrith Knight does, the Duskblade does and any gish does. The monk/wizard shouldn't be a better monk and a wizard. Seriously even without spellcasting I would take this class instead of monk. Imagine if the Eldrith Knight was stronger than the fighter, d12, 2 good saves (will and fort) and a bunch of abilities, and full spellcasting. This one can beat the Monk or the Wizard, even if it not a equal caster (if they do as spell duel the wizard will not win considering the superior saves and the superior hp of the Boneblade reaper.). Seriously we are taking all the page ''':D''' --[[User:Lord Dhazriel|Lord Dhazriel]] 21:58, 18 September 2008 (MDT)<br />
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:::::::::::::Except it's not a better wizard. Its wizardness is restricted ''cohort spellcasting''. And being better than a Monk is irrelevant. Everything should be better than a Monk. And it most certainly cannot beat the Wizard. As has been previously mentioned, the Wizard has an entire level of spells on this guy. That is a huge advantage that you seem to be underestimating to a ridiculous degree. [[User:Surgo|Surgo]] 22:04, 18 September 2008 (MDT)<br />
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{{Discussion Indentation Revert}}<br />
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:Really im getting tired of arguing, the saves on this class and the prerequise evasion even ashame a wizard. In a spell duel the wizard may win, the spell level doesn't equal all the hp, the saves, the bab the Boneblade Reaper gain. Yes it a new spell level, but it mean nothing since he have the saves to halves or negate the effect, the hp to survive the backfire. And no I don't underestimate a spell level I know how powerful caster are but you are underestimating the save, the bab, the hp and the class feature. Even if one isn't equalling a spell level and some extra spells. On a bright side I noticed the class isn't that unbalanced and is pretty respectable when combining with a divine class. But still the class is clearly not perfect and need work. --[[User:Lord Dhazriel|Lord Dhazriel]] 22:18, 18 September 2008 (MDT)<br />
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::I'm increasing my rating, thought about it and it not seriously overpowered. I mean nothing compare to the shepherd or the Frenzied Berserker. Rating is now 3/5.--[[User:Lord Dhazriel|Lord Dhazriel]] 13:05, 8 November 2008 (MST)<br />
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'''Wording - 4/5''' The wording is good, while not excellent I feel it deserve a 4/5. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4/5''' It formatted good enough, however since the page isn't complete (some section are missing) I give to this page a 3/5 for formatting. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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:This is a pet peeve of mine, actually -- the missing sections are really not necessary. For about half or more of 3.5's lifetime, the sections didn't even exist -- they're actually the '''new''' PrC format, while this follows the old PrC format (which is basically the new format while taking up fewer pages). Most of those sections are totally useless anyway -- "X in the world" is the only thing that's worth writing, and ''even then'' it's so campaign specific that you might as well not. [[User:Surgo|Surgo]] 21:14, 18 September 2008 (MDT)<br />
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::I understand that, normally I am more like "no fluff is needed". Thy need to be done but it not worth a 3 so I revise my ranking to 4. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:34, 18 September 2008 (MDT)<br />
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'''Flavor - 4/5''' I like the flavor, it not bad at all. So i think it deserve at least a 4/5. --[[User:Lord Dhazriel|Lord Dhazriel]] 21:02, 18 September 2008 (MDT)<br />
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== Boneblade what? ==<br />
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My problem isn't with the PrC itself - I think it's horrifically overpowered, wouldn't allow one in any game I'm running, and that's the extent of my willingness to discuss ''that'' part - but rather with the ''Boneblade Master'' Feat required to get in. What exactly is "boneblade" (I haven't managed to find it, as all references in the Wiki appear to merely redirect to the same page, where it is not described)? I assume it's some kind of magically hardened bone useful for making weapons out of it. Without a definition of this material, this pleasant little Feat appears to give you a buffet of Feats in one shot. An effective universal weapon proficiency, specialized crafting ability, effectively universal Improved Critical use, and a bonus to initiative. Granted, the silly rules regarding Craft: Alchemy (why would you need to be a spellcaster to create substances that are not magical, do not require magic, and are actually intended to replace magic? /rant) prevent an Int 10 Fighter from dumping eight starting skill points into two Crafts in order to pick up this Feat at third level, but it won't stop any other front line combatant class with spell casting from doing so - like a Cleric scrimshawing himself a shiny new necromantic great sword that he gets free proficiency with. [[User:Atypicaloracle|Atypicaloracle]] 12:54, 25 May 2010 (UTC)<br />
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:''Boneblades:'' Boneblades are alchemically and necromantically hardened blades made from the bones of intelligent creatures, and the material can only be created by craftsmen with the Boneblade Master feat. For an unknown reason, they only retain their special properties if they are made into light slashing or piercing weapons. Boneblades used in melee combat ignore the damage reduction of any undead creature and can hit incorporeal creatures as if they were magic weapons with the ghost touch property.. Boneblades made from dragon bones can be combined with the Dragoncrafter feat to produce items with both properties. Cost: 1,000 gp per lb. <br />
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:From here: [[Tome_of_Necromancy (3.5e Sourcebook)]]--read through and take a long look. The class itself is enterable pretty much only as a Monk/Spellcaster, meaning you take second place in one-on-one melee combat and your spellcasting is at at most that of a cohort--so you'd be keeping up with the Fighter's wizard girlfriend. Long story short: It only ''looks'' horrifically overpowered. But it doesn't exist in a vacuuum. Which is why the chassis and class features are pretty rockin'--this character's going to need some serious chops to stay in the game. --[[User:Genowhirl|Genowhirl]] 17:34, 25 May 2010 (UTC)<br />
::"Oh look, it's my thirtieth birthday... those aging penalties are coming up... whelp... time to throw myself off the tallest structure I can until it kills me so that I can fight an undead missing its most dangerous attack form... *yawn* Man, being an immortal killing machine is tough." [[User:Atypicaloracle|Atypicaloracle]] 22:39, 31 May 2010 (UTC)<br />
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:::Wow, the people you play with must be pretty awful if that's what you immediately think of upon seeing that ability. --[[User:Genowhirl|Genowhirl]] 01:04, 1 June 2010 (UTC)<br />
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::::Meh, the monk gets Timeless Body one level earlier, and doesn't have to literally fistfight death to get it. I would think of the two portions of Dance with the Dark Reaper that you would be more worried about is the part that gives you a chance to true res every time you die.<br />
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::::And if that's the kind of group you play with, there's nothing stopping you from using an advanced Dark Reaper. After all, he gains experience every time he fights as well :) [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 01:27, 1 June 2010 (UTC)<br />
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:::::And holds a grudge. --[[User:Genowhirl|Genowhirl]] 01:39, 1 June 2010 (UTC)<br />
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== Rating == <br />
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'''Power - 0/5''' I give this class a 0 out of 5 because it is absurdly powerful --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
:No it's not. You're going into this as a Monk/Wizard (or sorceror). Congratulations, you have more MAD and less synergistic class features than any other pair of classes in the game. It's a cool flavor, but the mechanics as-written don't give you much help. So the power of these abilities are there to help a Monk/Necromancer wizard make up ''some'' of that ground you lose because you didn't single-class monk or wizard. --[[Special:Contributions/173.245.56.158|173.245.56.158]] 20:02, 24 August 2011 (MDT)<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because it is written fairly well --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because it fails to provide a DC for its abilities with saves --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
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'''Flavor - 4/5''' I give this class a 4 out of 5 because it has pretty good flavor --[[Special:Contributions/173.245.56.152|173.245.56.152]] 15:10, 24 August 2011 (MDT)<br />
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== Rating == <br />
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'''Power - 1/5''' I give this class a 1 out of 5 because fighter base attack bonus, 1:1 spell progression, all good saves, and powerful abilities like being healed by both negative and positive energys, a free armor with no penalty of +8 at first level going up to +17, move speed increase going up to +60 makes this class beyond the power level of just about any other prestige class available to players that im aware of. Before you even say "youre going into this as a monk/wizard" what exactly prevents me from taking this class as a rogue5/wizard1 or rogue2/wizard4? Even a ranger could pick it up at level 9 without even multiclassing. Weapon finesse and your super boneblade feat both benefit rogues and rangers really well, so all hes giving up is one feat to gain all this power. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
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'''Wording - 5/5''' I give this class a 5 out of 5 because all the abilities and what they do are easily understandable. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4/5''' I give this class a 4 out of 5 because the progression of the armor bonus is not marked in the chart, which some people might overlook. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)<br />
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'''Flavor - 3/5''' I give this class a 3 out of 5 because at the end of the day its just a guy who uses bone swords. He gets some related powers like his wraith strike, but its mostly unrelated abilities like scarring himself for an armor bonus or being unable to resurrect unless he defeats a strong monster. --[[Special:Contributions/173.245.52.121|173.245.52.121]] 19:17, 18 May 2012 (MDT)</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Tome_of_Necromancy_(3.5e_Sourcebook)/Necromancy_with_Class&diff=564164Talk:Tome of Necromancy (3.5e Sourcebook)/Necromancy with Class2012-05-19T00:51:45Z<p>173.245.56.203: /* Overpowered */</p>
<hr />
<div>==Problems Here==<br />
The classes are all missing, and the one class linked here ISN'T A TOME CLASS! For reference, the following classes should be linked:<br />
<br />
*http://www.dandwiki.com/wiki/Corpselight_Whisperer_%28DnD_Prestige_Class%29<br />
*Uttercold Assualt Necromancer (tome version, which I can't find)<br />
*http://www.dandwiki.com/wiki/Boneblade_Reaper_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Death_King_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Skindancer_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Stranger_with_the_Burning_Eyes_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Widow_Queen_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Master_of_the_Seven_Necromantic_Mysteries_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Bone_Rider_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Thief_of_Souls_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Soul_Merchant_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Lurker_in_the_Swarm_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Heartless_Mage_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Speaker_for_the_Dead_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Lord_of_the_Damned_%28DnD_Prestige_Class%29<br />
<br />
[[User:Dragon Child|Dragon Child]] 21:48, 4 July 2009 (MDT)<br />
<br />
:This should be fixed with a general redesign of the page to make it more like the Races of War page, with the classes included like templates are included. [[User:Surgo|Surgo]] 22:36, 4 July 2009 (MDT)<br />
<br />
==Overpowered==<br />
The boneblade reaper seems incredibly imbalanced. Fighter BAB, all good saves with a +2 bump at first level, 1:1 spell progression, decent hp and skill progression, and some incredibly strong powers. [[Special:Contributions/173.245.56.203|173.245.56.203]] 18:50, 18 May 2012 (MDT)</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Tome_of_Necromancy_(3.5e_Sourcebook)/Necromancy_with_Class&diff=564163Talk:Tome of Necromancy (3.5e Sourcebook)/Necromancy with Class2012-05-19T00:50:58Z<p>173.245.56.203: /* Problems Here */</p>
<hr />
<div>==Problems Here==<br />
The classes are all missing, and the one class linked here ISN'T A TOME CLASS! For reference, the following classes should be linked:<br />
<br />
*http://www.dandwiki.com/wiki/Corpselight_Whisperer_%28DnD_Prestige_Class%29<br />
*Uttercold Assualt Necromancer (tome version, which I can't find)<br />
*http://www.dandwiki.com/wiki/Boneblade_Reaper_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Death_King_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Skindancer_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Stranger_with_the_Burning_Eyes_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Widow_Queen_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Master_of_the_Seven_Necromantic_Mysteries_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Bone_Rider_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Thief_of_Souls_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Soul_Merchant_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Lurker_in_the_Swarm_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Heartless_Mage_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Speaker_for_the_Dead_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Lord_of_the_Damned_%28DnD_Prestige_Class%29<br />
<br />
[[User:Dragon Child|Dragon Child]] 21:48, 4 July 2009 (MDT)<br />
<br />
:This should be fixed with a general redesign of the page to make it more like the Races of War page, with the classes included like templates are included. [[User:Surgo|Surgo]] 22:36, 4 July 2009 (MDT)<br />
<br />
==Overpowered==<br />
The boneblade reaper seems incredibly imbalanced. Fighter BAB, all good saves, 1:1 spell progression, decent hp and skill progression, and some incredibly strong powers. [[Special:Contributions/173.245.56.203|173.245.56.203]] 18:50, 18 May 2012 (MDT)</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Tome_of_Necromancy_(3.5e_Sourcebook)/Necromancy_with_Class&diff=564162Talk:Tome of Necromancy (3.5e Sourcebook)/Necromancy with Class2012-05-19T00:50:06Z<p>173.245.56.203: </p>
<hr />
<div>==Problems Here==<br />
The classes are all missing, and the one class linked here ISN'T A TOME CLASS! For reference, the following classes should be linked:<br />
<br />
*http://www.dandwiki.com/wiki/Corpselight_Whisperer_%28DnD_Prestige_Class%29<br />
*Uttercold Assualt Necromancer (tome version, which I can't find)<br />
*http://www.dandwiki.com/wiki/Boneblade_Reaper_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Death_King_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Skindancer_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Stranger_with_the_Burning_Eyes_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Widow_Queen_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Master_of_the_Seven_Necromantic_Mysteries_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Bone_Rider_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Thief_of_Souls_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Soul_Merchant_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Lurker_in_the_Swarm_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Heartless_Mage_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Speaker_for_the_Dead_%28DnD_Prestige_Class%29<br />
*http://www.dandwiki.com/wiki/Lord_of_the_Damned_%28DnD_Prestige_Class%29<br />
<br />
[[User:Dragon Child|Dragon Child]] 21:48, 4 July 2009 (MDT)<br />
<br />
:This should be fixed with a general redesign of the page to make it more like the Races of War page, with the classes included like templates are included. [[User:Surgo|Surgo]] 22:36, 4 July 2009 (MDT)<br />
<br />
<br />
The boneblade reaper seems incredibly imbalanced. Fighter BAB, all good saves, 1:1 spell progression, and some incredibly strong powers. [[Special:Contributions/173.245.56.203|173.245.56.203]] 18:50, 18 May 2012 (MDT)</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Warforged_Colossus_(3.5e_Creature)&diff=563642Warforged Colossus (3.5e Creature)2012-05-14T01:25:52Z<p>173.245.56.203: </p>
<hr />
<div>[[Image:E01.jpg|thumb|Berserker!]]<br />
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{{3.5e Creature<br />
|creature=Warforged Colossus<br />
|size=Colossal |type=Construct (Living Construct, Augmented Outsider, Abomination)<br />
|hd=60d12+1200 |hp=1920<br />
|init=+0<br />
|speed=80 ft.<br />
|ac= 58 (size -8, natural 32, deflection 24) |touch=16 |flat=58<br />
|bab=+40 |grapple=+80 (+40+16+24)<br />
|at=Unarmed Strike melee +64 (8d6+24, 20/x2) or Sonic Knife melee +65 (3d6+24 Slashing or Piercing +4d8 Sonic/19-20/x3) or Spike Launcher +64 ranged (4d6/20/x2)<br />
|full_at=Unarmed Strike melee +64/+59/+44/+39 (8d6+24, 20/x2) or Sonic Knife melee +65/+60/+55/+50 or Spike Launcher up to 14 times +64<br />
|space=30 ft. |reach=30 ft.<br />
|sa=Spacial Tear, Frightful Presence, Impact Crater, Absorb Pilot<br />
|sq=Living Construct Traits, Abomination Traits, Divine Rank 0, Synchronization, Spacial Field, Regeneration 20, SR 72, DR 30/epic, DR 20/-, Fire Resistance 40, Immune to Cold, Limited Lifespan, Sonic Knife, Berserker, 25% Fortification<br />
|fort=+63 plus Pilot's [[Fort]] |ref=+38 plus Pilot's [[Dex]] |will=+38 plus Pilot's [[Wis]]<br />
|str=58 |dex=10 or As Pilot |con=48 |int=- or As Pilot |wis=11 or As Pilot +11 |cha=11 or As Pilot +11<br />
|skills=As Pilot<br />
|feats=As Pilot, and Improved Toughness, Improved Unarmed Strike, Superior Unarmed Strike, Run, Great Fortitude, Lightning Reflexes, Iron Will, Great Strength, Great Constitution x20, Damage Reduction, Energy Resistance Fire x2<br />
|env=Any<br />
|org=Solitary<br />
|cr=60<br />
|treas=Sonic Knife<br />
|align=True Neutral, or As Pilot<br />
|adv=61+ HD (Colossal)<br />
}}<br />
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''Clad in armor is a giant, massive, and strangely humanoid. It's body is artificial, but its gait is terribly organic. With a primal roar, it leaps at you, and the impact on the ground shatters the ground like an earthquake.''<br />
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At the peak of the Age of War, even the gods became involved. As the war spread across the planes, ambitious humans took advantage. Discovering a wounded god stuck in the mortal realm, they tried to manipulate it. For that hubris, the nation involved vanished off the map in a huge explosion. But those with ambition would not be set back by something as simple as the loss of millions. It is said they discovered pieces of the diefic flesh from the wounded god, and using the most powerful magic spells they imbued the power of the gods into artificial flesh and blood, a warforged so massive and powerful that a single one could conquer the world.<br />
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Thus an abomination was born. The creature had no mind, instead it possessed implants to control it, and a throne to pilot it. Those inside were protected, and became as the god-forged construct. They brought massive power upon their enemies, fighting other gods and destroying them. Flawed as it was, only able to persist as a deity for 5 minutes before it had to rest, it still was mortal's greatest achievement. But their creation may not be their's entirely to control, and it happens to have a habit of driving its pilots to depression and madness.<br />
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Its uncertain how many were made, reports speak anywhere from 1 to 13 models. It's confirmed that at least the first 5 models all possessed strange defects, physically and mentally. In the case of the first 3, all of them ended up absorbing one of their pilots. Several cases of a berserker occurred as well, and causalities were high. Where these abominations exist now is a mystery.<br />
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=== Combat ===<br />
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Controlled by its pilot, a Warforged Colossus fights as well as its pilot. Living, but not aware, it requires a being who can successfully synchronize with it before activating. In case of a berserker, the warforged colossus fights like a wild beast possessed in insufferable rage, never letting up until the source of its rage is destroyed. It even denies death to obtain its desire.<br />
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'''Spacial Tear ([[Su]]):''' A warforged colossus is able to warp the very fabric of space. It may use this offensively, releasing a serrated wave of invisible blades with a slash of its hand. Within a 120 ft. cone, all targets take 15d12 force damage, with a Will save DC 20 + [[Cha]] modifier. The spacial tear is capable of tearing down other warforged colossi's spacial fields. A warforged colossus may perform this once every 2d4 rounds.<br />
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'''Frightful Presence ([[Su]]):''' A warforged colossus projects a frightful presence to all that can see it, in 120 ft. The saving throw varies by the pilot, as it is [[Charisma]] based. It is 40 + [[Cha]]. When without a pilot, the frightful presence functions to a lesser extent, causing targets to be shaken instead of frightened, at DC 40.<br />
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'''Impact Crater ([[Ex]]):''' A warforged colossus is heavy, its footsteps rattle the earth. As such, when it jumps at least 80 ft. and lands, it lands with tremendous force, duplicating the effects of an [[SRD:Earthquake|Earthquake]] spell, DC 42. The DC is [[Strength]] based.<br />
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'''Absorb Pilot:''' A warforged colossus possesses a special cockpit hidden within the folds of its upper back and spine. Here, encased in liquid and mentally linked to the colossus, the pilot controls everything with his synchronization ratio (see below). A high sync ratio is generally good, but once it exceeds 400% the warforged colossus apparently turns on its pilot, and an Ego battle occurs. The pilot must make a DC 40 Will save, or be dissolved within the liquid blood of the warforged colossus, vanishing from this world. For all purposes, the subject is dead, and their soul trapped inside. Only destroying the colossus, deity intervention, a [[SRD:Wish|wish]] or [[SRD:Miracle|miracle]] spell, or circumstances that have not yet been entirely identified, seemingly related to the soul(s) inside the Warforged Colossus, can restore the soul now. However, after such an event occurs once, the warforged colossus begins to act strangely, and during its berserk times it will display personality quirks of the lost soul. In addition it may have a better or worse synchronization ratio to people the lost soul knew, including self-activating at completely random times.<br />
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'''Living Construct and Abomination Traits:''' The Warforged Colossus is a construct, but due to the materials used it has some outsider and abomination traits. A warforged colossus has a constitution score, unlike other constructs. It does not have low-light or darkvision, and is not immune to mind affecting effects.<br />
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A warforged colossus is immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, energy drain, polymorphing, petrification, ability drain, ability damage, and immune to cold. It is under a continuous [[SRD:Nondetection|nondetection]] effect with a caster level of 60.<br />
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A warforged colossus cannot heal lethal damage naturally, and is subject to critical hits, nonlethal damage, stunning, death effects, and necromancy effects. It is fully healed by the Repair series of spells, and partially healed by Cure spells. It does not eat, sleep, or breath, but can benefit from consumed items such as potions. As a living creature, a warforged colossus dies at -10 hp. It has 25% fortification, is not subject to death from massive damage, and maximum hit points per hit die. They may choose both epic and non-epic feats as part of their feat selection.<br />
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It has an effective divine rank of 0, for any deific effects which reference it.<br />
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'''Sonic Knife:''' Generally, a Warforged Colossus is equipped with a weapon known as a Sonic Knife. This weapon functions as a [[SRD:Masterwork_Weapons|Masterwork]] [[SRD:Dagger]], but has the size-based damage increment of a [[SRD:Spiked_Gauntlet|Spiked Gauntlet]] and does an additional This weapon is typically stored in the distinctive fins on its shoulders and can be drawn or sheathed as any other weapon, typically as a move action. If the knife is [[SRD:Sunder|Sundered]], certain units may push a button on the remaining hilt and deploy a second blade as an action equivalent to drawing a weapon.<br />
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'''Spike Launcher''': In some cases, a Warforged Colossus is armed with a spike launcher in one of its shoulders, holding 14 spikes. These can be fired from its shoulder as a ranged weapon with a range increment of 30 feet. Because this weapon is concealed, unless the enemy has seen this move used before, it is counted as Flat-Footed. Once a spike has been fired, it cannot be reloaded except with 100 lbs. of gunpowder and either a successful Profession(Gunsmith) check at DC 30, or a successful Profession(Maintain Warforged Colossus) check at DC 20. If the Warforged Colossus takes a full-round action to attack, it can launch any number of spikes, up to the amount it has remaining in its magazine. Not all Warforged Colossi are equipped with this weapon; in fact, it is a nonstandard feature.<br />
<br />
If a target is successfully hit with a spike, then it suffers a -1 penalty to its AC as long as the spike is stuck in it, unless the spike was used for a called shot to a limb, in which case the limb is disabled; the penalty is cumulative for multiple spikes. (If taking a full-round action to fire multiple spikes, apply the penalty after the end of the Warforged Colossus's turn.) The spikes can be removed by a Gargantuan or larger creature or equivalent thereof at a rate of one spike for each appendage available to remove them per round as a move-equivalent action.<br />
<br />
If fired against a target of Huge or smaller size, rather than making an attack roll and inflicting damage, the target must make a Reflex save or be instantly killed. The save DC is 35 minus 2 for each Range increment that the spike is fired over.<br />
<br />
'''Synchronization:''' A warforged colossus is a god on earth, but without a pilot it is little more than inert god-flesh in composite plating. When a pilot enters a warforged colossus, they gain total cover and concealment, and the cockpit floods with a breathable liquid which enables communication between pilot and colossus. The pilot much make a special opposed [[Charisma]] check against the colossus, and if they win, they roll 1d100 + HD + ten times the pilot's [[charisma]] bonus. A result over 100 results in activation, and the pilot is now linked to the machine, adding his mental scores to the scores of the colossus and overriding its Dexterity score, and adjusting save DCs, saving throws, and other modifiers accordingly. If the Warforged Colossus successfully makes an attack against an enemy in any given round, the Synchronization Ratio is increased by 1d8-1 at the end of the round. If the Colossus made multiple melee attacks as a full-round action, the SR will increase by 1d8-1 for the first, 1d8 for the second, 1d8+1 for the third, and so on. Any time the Warforged Colossus is damaged, however, the Sync Ratio decreases by 1d6-1 for the first 75 points of damage inflicted by the attack, 1d6 for the second 75 points, and so on.<br />
<br />
If 200% synchronization is achieved, the pilot feels even more comfortable inside this artificial body than before. The colossus gains a +4 bonus to [[Strength]], [[Dexterity]], and [[Wisdom]]. If 300% synchronization is achieved, the bonuses rise to +8. If 400% synchronization is achieved the pilot risked being absorbed, but the pattern continues to +12, +16, and so forth.<br />
<br />
The synchronization comes with a downside. The pilot feels the pain taken by the warforged colossus when synchronized, and while the colossus does not die from massive damage, the pilot may die for any damage over 250 points in one blow. In addition any mind affecting spells are funnels direct to the pilot, although they gain a +20 circumstance bonus to their saving throw due to the shielding effects of the fluid.<br />
<br />
'''Spacial Field ([[Su]]):''' A warforged colossus is able to warp the very fabric of space. It may use this defensively, forming a barrier that none may pass. Only the presence of another spacial field, an spacial attack such as spacial tear, or epic weapons can bypass this field. While in effect, the warforged colossus gains DR/epic equal to its current synchronization ratio. This can quickly make a warforged colossus nigh invincible. It is a move action to unfold the spacial field into action.<br />
<br />
As a standard action which requires concentration, the warforged colossus can solidify his spacial field into a [[SRD:Wall of Force|Wall of Force]] with a caster level of 60. Another warforged colossus may destroy this wall by erecting one of his own in the same space, the result cancels out both attempts and causes the spacial fields of both colossi to deactivate.<br />
<br />
'''Regeneration ([[Ex]]):''' A warforged colossus regenerates at an alarming rate. Only weapons of deific origin, artifacts, or epic weapons of +10 or above deal lethal damage to a warforged colossus.<br />
<br />
'''Limited Lifespan:''' Animating the flesh of a dead god is no easy task. The core of the warforged colossus seems to be nothing other than a 1 ft. sphere of [[Proteum (3.5e Equipment)|Proteum]], encased in ruby crystal. It animates the entire thing. And yet even with this, it only serves as a hub for its power, the magical battery discharges alarmingly quick when the warforged colossus is activated, with a lifespan of 16 hours normally, and 5 minutes if engaging in stressful situations, such as combat. The creators at the time developed a way to "plug" the warforged into another [[Proteum Generator (DnD Equipment)|Proteum Generator]] or electrical power source providing power, which worked but limited its range. Alternatively, it is possible to attach additional battery packs on the shoulders of the unit, tripling the duration of its lifespan. There is rumor that one warforged colossus did manage to activate its core completely. and no longer needs a second power source to keep its core recharged.<br />
<br />
'''Berserker:''' The warforged colossus is a mentally unstable beast. If its pilot is rendered nonfunctional from shock, the battery has run out of power, the pilot has been absorbed, or even sometimes in a fit of rage or fear, the warforged colossus becomes a berserker! Its eyes glow, its mouth agape in primal roar, and it enters a state of frenzy, gaining +16 to [[Strength]] and [[Constitution]], it ignores any lack of power, and continues to fight deep into the negatives. As long as its frenzy continues it is not treated as disabled at 0 hp, nor dying at -1 to -9. Even if reduced to -10 or less, it keeps fighting normally until the frenzy ends. At that point any wounds which have not been healed by this time apply normally. This ability does not prevent death from spell effects such as disintegrate and other effects which destroy the body.<br />
<br />
Its regeneration doubles to 40 during berserker, and it behaves in a very primitive manner, though it sometimes shows the traits of any being it has previously absorbed. It may frenzy in this berserk state equal to 3 + [[Con]] modifier in rounds, resulting in several minutes of massive destruction before it finally cools down. Its pilot rarely seems to remember clearly what occurs during these fits of madness.<br />
<br />
While Berserker, treat the Warforged Colossus's mental scores (Intelligence, Wisdom, Charisma), skills, and feats as if it were being piloted by a pilot that was previously absorbed.<br />
<br />
A berserker typically only occurs 5% of the time. Roll a d% when the warforged colossus encounters one of these situations to see if the colossus goes berserk. The Warforged Colossus can, with a Charisma check (without the pilot's bonus), increase this chance by the result of that Charisma check. The pilot can increase or decrease the chance with a similar Charisma check; however multiply the end result of the pilot's roll by the Sync ratio as a percentage, that is, 0% is 0, 100% is 1, et cetera, before rolling the d%.<br />
<br />
<br />
----<br />
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[[Category:Colossal_Size]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=563253Breath Weapon Adept (3.5e Prestige Class)2012-05-09T23:45:23Z<p>173.245.56.203: </p>
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<div>{{DnD Prestige Class Infobox<br />
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|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
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<br />
===Breath Weapon Adept===<br />
Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, Breath Weapon Adepts are imposing figures who command the magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, Breath Weapon Adepts learn more and more powerful methods that allow them to access different abilities with their breath weapon. Cunning, hearty, and learned, Breath Weapon Adepts can be warleaders or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others, seeking to control land, build strongholds, and amass vast treasures. Good Breath Weapon Adepts are champions of justice and freedom, using their powers to aid others. Like a sorcerer, a Breath Weapon Adept gains new powers automatically as she rises in level, tapping ever deeper into the magic in her soul. Like a sorcerer, a Breath Weapon Adept manifests this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 13 ranks<br />
|-<br />
! Feats:<br />
| Endurance<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
The ability to substitute breath weapon energy types through Spells, Abilities, or Feats.<br />
<br />
Must have the Dragon Blood Sub-type<br />
|} <br />
<p>Hit Die: d4</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | +1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +1 || +0 || +3<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | +1 caster level, 3rd Level Spell Adaptation, Alter Breath, Spell Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +2 || +2 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +2 || +2 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Alter Breath, Bonus Feat, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +2 || +3 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +3 || +4 || +2 || +5<br />
| class="left" |+1 caster level, 7th Level Spell Adaptation, Alter Breath, Spell Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +3 || +5 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +4 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +5 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)<br />
<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
'''Note:''' Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(Ex)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been changed with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or sphere from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape and/or effect also changes the shape and/or effects of the spell accordingly although the casting time of the spell remains the same as listed in the spells description.<br />
<br />
When using this ability to change a spell with target one creature to an area effect spell, because of the breath weapons shape, lowers the effective caster level of the spell by -2 levels. The spell functions normally effecting each target in the area as if targeted by the spell, Where as, using this ability to change an area of effect spell type to a single target spell by changing the breath weapon shape, increases the effective caster level of the spell by +2 levels and only effects the targeted creature. Any spell used as a breath weapon energy type, that is not a ray and normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the spell by +3 levels. Other than changing the spells effective caster level, spell functions as normal for that spell, except as noted, (to include Max dice). <br />
<br />
Because of the difficulties in manipulating the arcane energies into breath weapon effects, whenever a Breath Weapon Adept uses Alter Breath, she requires a Constitution check to avoid becoming Fatigued. The DC is 10 + the level of the spell the breath weapons energy type was changed to+ the levels of spells added to previous breath weapons in the same encounter. This means that if the Breath Weapon Adept used her ability to change the breath weapon type or effect with a 4th-level spell, she would need to make a Constitution check DC 14If during another round in the same encounter, she changes the breath weapons effect or type with a 2nd-level spell, her Constitution check would be DC 16. The prerequisite feat Endurance dose apply to this Constitution check. Failure would mean she is now fatigued, and any sequential Constitution check failures in the same encounter would mean she becomes exhausted. Which can be removed through normal and magical means<br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat from the list below.<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Bonus Feats List}}<br />
|-<br />
|-<br />
! Ability Focus (Monster Manuel pg 303)<br />
Armor of Scales (Dragon Magic pg 15)<br />
<br />
Armor Proficiency (light) (PhB pg 80)<br />
<br />
Armor Proficiency (medium) (PhB pg 80)<br />
<br />
Armor Proficiency (heavy) (PhB pg 80)<br />
<br />
Combat Casting (PhB pg 92)<br />
<br />
Diligent (PhB pg 93)<br />
<br />
Double Draconic Aura (Dragon magic pg 16)<br />
<br />
Draconic Aura (Dragon Magic pg 16)<br />
<br />
Draconic Senses (Dragon Magic pg 17)<br />
<br />
Dragonfire Assault (Dragon Magic pg 17)<br />
<br />
! Great Fortitude (PhB pg 82)<br />
<br />
Improved Initiative (PhB pg 83)<br />
<br />
Iron Will (PhB pg 83)<br />
<br />
<br />
Lightning reflexes (PhB pg 83)<br />
Run (PhB pg 84)<br />
<br />
Spell Penetration (PhB pg 85)<br />
<br />
Toughness (PhB pg 85)<br />
<br />
Spectral Skirmisher (PhB2 pg 83)<br />
<br />
Steadfast Determination (PhB2 pg 83)<br />
<br />
Words of Draconic Power (Dragon Magic pg 22)<br />
<br />
|}<br />
<br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SA)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (ray), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall.<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (*), Neutralize Poison, Poison, , Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Raise Dead(*), Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass, Restoration Greater(*), Resurrection(*).<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance, True Resurrection(*).<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, Cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person.<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (*), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind.<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow.<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape.<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue.<br />
<br />
6th&mdash;'' Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass.<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion.<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Gate, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain.<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 2 || 2|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 3 || 2|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 3|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 5|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 5|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 6|| 5|| 5|| 5 || 4|| 4|| 3|| 2|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 7|| 6|| 5|| 5|| 5|| 4|| 4|| 3|| 3<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=563252Breath Weapon Adept (3.5e Prestige Class)2012-05-09T23:43:54Z<p>173.245.56.203: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, Breath Weapon Adepts are imposing figures who command the magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, Breath Weapon Adepts learn more and more powerful methods that allow them to access different abilities with their breath weapon. Cunning, hearty, and learned, Breath Weapon Adepts can be warleaders or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others, seeking to control land, build strongholds, and amass vast treasures. Good Breath Weapon Adepts are champions of justice and freedom, using their powers to aid others. Like a sorcerer, a Breath Weapon Adept gains new powers automatically as she rises in level, tapping ever deeper into the magic in her soul. Like a sorcerer, a Breath Weapon Adept manifests this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 13 ranks<br />
|-<br />
! Feats:<br />
| Endurance<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
The ability to substitute breath weapon energy types through Spells, Abilities, or Feats.<br />
<br />
Must have the Dragon Blood Sub-type<br />
|} <br />
<p>Hit Die: d4</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | +1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +1 || +0 || +3<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | +1 caster level, 3rd Level Spell Adaptation, Alter Breath, Spell Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +2 || +2 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +2 || +2 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Alter Breath, Bonus Feat, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +2 || +3 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +3 || +4 || +2 || +5<br />
| class="left" |+1 caster level, 7th Level Spell Adaptation, Alter Breath, Spell Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +3 || +5 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +4 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +5 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)<br />
<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
'''Note:''' Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(Ex)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been changed with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or sphere from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape and/or effect also changes the shape and/or effects of the spell accordingly although the casting time of the spell remains the same as listed in the spells description.<br />
<br />
When using this ability to change a spell with target one creature to an area effect spell, because of the breath weapons shape, lowers the effective caster level of the spell by -2 levels. The spell functions normally effecting each target in the area as if targeted by the spell, Where as, using this ability to change an area of effect spell type to a single target spell by changing the breath weapon shape, increases the effective caster level of the spell by +2 levels and only effects the targeted creature. Any spell used as a breath weapon energy type, that is not a ray and normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the spell by +3 levels. Other than changing the spells effective caster level, spell functions as normal for that spell, except as noted, (to include Max dice). <br />
<br />
Because of the difficulties in manipulating the arcane energies into breath weapon effects, whenever a Breath Weapon Adept uses Alter Breath, she requires a Constitution check to avoid becoming Fatigued. The DC is 10 + the level of the spell the breath weapons energy type was changed to+ the levels of spells added to previous breath weapons in the same encounter. This means that if the Breath Weapon Adept used her ability to change the breath weapon type or effect with a 4th-level spell, she would need to make a Constitution check DC 14If during another round in the same encounter, she changes the breath weapons effect or type with a 2nd-level spell, her Constitution check would be DC 16. The prerequisite feat Endurance dose apply to this Constitution check. Failure would mean she is now fatigued, and any sequential Constitution check failures in the same encounter would mean she becomes exhausted. Which can be removed through normal and magical means<br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat from the list below.<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Bonus Feats List}}<br />
|-<br />
! rowspan="2" !! colspan="2"<br />
|-<br />
! Ability Focus (Monster Manuel pg 303)<br />
Armor of Scales (Dragon Magic pg 15)<br />
<br />
Armor Proficiency (light) (PhB pg 80)<br />
<br />
Armor Proficiency (medium) (PhB pg 80)<br />
<br />
Armor Proficiency (heavy) (PhB pg 80)<br />
<br />
Combat Casting (PhB pg 92)<br />
<br />
Diligent (PhB pg 93)<br />
<br />
Double Draconic Aura (Dragon magic pg 16)<br />
<br />
Draconic Aura (Dragon Magic pg 16)<br />
<br />
Draconic Senses (Dragon Magic pg 17)<br />
<br />
Dragonfire Assault (Dragon Magic pg 17)<br />
|-<br />
! Great Fortitude (PhB pg 82)<br />
<br />
Improved Initiative (PhB pg 83)<br />
<br />
Iron Will (PhB pg 83)<br />
<br />
<br />
Lightning reflexes (PhB pg 83)<br />
Run (PhB pg 84)<br />
<br />
Spell Penetration (PhB pg 85)<br />
<br />
Toughness (PhB pg 85)<br />
<br />
Spectral Skirmisher (PhB2 pg 83)<br />
<br />
Steadfast Determination (PhB2 pg 83)<br />
<br />
Words of Draconic Power (Dragon Magic pg 22)<br />
<br />
|}<br />
<br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SA)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (ray), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall.<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (*), Neutralize Poison, Poison, , Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Raise Dead(*), Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass, Restoration Greater(*), Resurrection(*).<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance, True Resurrection(*).<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, Cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person.<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (*), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind.<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow.<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape.<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue.<br />
<br />
6th&mdash;'' Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass.<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion.<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Gate, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain.<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 2 || 2|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 3 || 2|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 3|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 5|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 5|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 6|| 5|| 5|| 5 || 4|| 4|| 3|| 2|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 7|| 6|| 5|| 5|| 5|| 4|| 4|| 3|| 3<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=563251Breath Weapon Adept (3.5e Prestige Class)2012-05-09T23:38:29Z<p>173.245.56.203: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, Breath Weapon Adepts are imposing figures who command the magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, Breath Weapon Adepts learn more and more powerful methods that allow them to access different abilities with their breath weapon. Cunning, hearty, and learned, Breath Weapon Adepts can be warleaders or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others, seeking to control land, build strongholds, and amass vast treasures. Good Breath Weapon Adepts are champions of justice and freedom, using their powers to aid others. Like a sorcerer, a Breath Weapon Adept gains new powers automatically as she rises in level, tapping ever deeper into the magic in her soul. Like a sorcerer, a Breath Weapon Adept manifests this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 13 ranks<br />
|-<br />
! Feats:<br />
| Endurance<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
The ability to substitute breath weapon energy types through Spells, Abilities, or Feats.<br />
<br />
Must have the Dragon Blood Sub-type<br />
|} <br />
<p>Hit Die: d4</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | +1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +1 || +0 || +3<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | +1 caster level, 3rd Level Spell Adaptation, Alter Breath, Spell Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +2 || +2 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +2 || +2 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Alter Breath, Bonus Feat, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +2 || +3 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +3 || +4 || +2 || +5<br />
| class="left" |+1 caster level, 7th Level Spell Adaptation, Alter Breath, Spell Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +3 || +5 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +4 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +5 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)<br />
<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
'''Note:''' Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(Ex)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been changed with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or sphere from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape and/or effect also changes the shape and/or effects of the spell accordingly although the casting time of the spell remains the same as listed in the spells description.<br />
<br />
When using this ability to change a spell with target one creature to an area effect spell, because of the breath weapons shape, lowers the effective caster level of the spell by -2 levels. The spell functions normally effecting each target in the area as if targeted by the spell, Where as, using this ability to change an area of effect spell type to a single target spell by changing the breath weapon shape, increases the effective caster level of the spell by +2 levels and only effects the targeted creature. Any spell used as a breath weapon energy type, that is not a ray and normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the spell by +3 levels. Other than changing the spells effective caster level, spell functions as normal for that spell, except as noted, (to include Max dice). <br />
<br />
Because of the difficulties in manipulating the arcane energies into breath weapon effects, whenever a Breath Weapon Adept uses Alter Breath, she requires a Constitution check to avoid becoming Fatigued. The DC is 10 + the level of the spell the breath weapons energy type was changed to+ the levels of spells added to previous breath weapons in the same encounter. This means that if the Breath Weapon Adept used her ability to change the breath weapon type or effect with a 4th-level spell, she would need to make a Constitution check DC 14If during another round in the same encounter, she changes the breath weapons effect or type with a 2nd-level spell, her Constitution check would be DC 16. The prerequisite feat Endurance dose apply to this Constitution check. Failure would mean she is now fatigued, and any sequential Constitution check failures in the same encounter would mean she becomes exhausted. Which can be removed through normal and magical means<br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat from the list below.<br />
Ability Focus (Monster Manuel pg 303)<br />
<br />
Armor of Scales (Dragon Magic pg 15)<br />
<br />
Armor Proficiency (light) (PhB pg 80)<br />
<br />
Armor Proficiency (medium) (PhB pg 80)<br />
<br />
Armor Proficiency (heavy) (PhB pg 80)<br />
<br />
Combat Casting (PhB pg 92)<br />
<br />
Diligent (PhB pg 93)<br />
<br />
Double Draconic Aura (Dragon magic pg 16)<br />
<br />
Draconic Aura (Dragon Magic pg 16)<br />
<br />
Draconic Senses (Dragon Magic pg 17)<br />
<br />
Dragonfire Assault (Dragon Magic pg 17)<br />
Great Fortitude (PhB pg 82)<br />
Improved Initiative (PhB pg 83)<br />
Iron Will (PhB pg 83)<br />
Lightning reflexes (PhB pg 83)<br />
Run (PhB pg 84)<br />
Spell Penetration (PhB pg 85)<br />
Toughness (PhB pg 85)<br />
Spectral Skirmisher (PhB2 pg 83)<br />
Steadfast Determination (PhB2 pg 83)<br />
Words of Draconic Power (Dragon Magic pg 22)<br />
<br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SA)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (ray), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall.<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (*), Neutralize Poison, Poison, , Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Raise Dead(*), Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass, Restoration Greater(*), Resurrection(*).<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance, True Resurrection(*).<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, Cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person.<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (*), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind.<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow.<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape.<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue.<br />
<br />
6th&mdash;'' Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass.<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion.<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Gate, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain.<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 2 || 2|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 3 || 2|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 3|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 5|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 5|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 6|| 5|| 5|| 5 || 4|| 4|| 3|| 2|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 7|| 6|| 5|| 5|| 5|| 4|| 4|| 3|| 3<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=563231Breath Weapon Adept (3.5e Prestige Class)2012-05-09T22:09:04Z<p>173.245.56.203: /* Breath Weapon Adept */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, Breath Weapon Adepts are imposing figures who command the magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, Breath Weapon Adepts learn more and more powerful methods that allow them to access different abilities with their breath weapon. Cunning, hearty, and learned, Breath Weapon Adepts can be warleaders or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others, seeking to control land, build strongholds, and amass vast treasures. Good Breath Weapon Adepts are champions of justice and freedom, using their powers to aid others. Like a sorcerer, a Breath Weapon Adept gains new powers automatically as she rises in level, tapping ever deeper into the magic in her soul. Like a sorcerer, a Breath Weapon Adept manifests this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks,<br />
|-<br />
! Feats:<br />
| Endurance<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|The ability to substitute breath weapon energy types through Spells, Abilities, or Feats.<br />
|Must have the Dragon Blood Sub-type<br />
|} <br />
<p>Hit Die: d4</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | +1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, 3rd Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Bonus Feat, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, 7th Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SA)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels. . <br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SA)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (ray), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall.<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (*), Neutralize Poison, Poison, , Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Raise Dead(*), Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass, Restoration Greater(*), Resurrection(*).<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance, True Resurrection(*).<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, Cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person.<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (*), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind.<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow.<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape.<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue.<br />
<br />
6th&mdash;'' Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass.<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion.<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Gate, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain.<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 2 || 2|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 3 || 2|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 3|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 5|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 5|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 6|| 5|| 5|| 5 || 4|| 4|| 3|| 2|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 7|| 6|| 5|| 5|| 5|| 4|| 4|| 3|| 3<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=563230Breath Weapon Adept (3.5e Prestige Class)2012-05-09T22:08:02Z<p>173.245.56.203: /* Breath Weapon Adept */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
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|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
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|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, Breath Weapon Adepts are imposing figures who command the magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, Breath Weapon Adepts learn more and more powerful methods that allow them to access different abilities with their breath weapon. Cunning, hearty, and learned, Breath Weapon Adepts can be warleaders or sages with equal ease.<br />
A Breath Weapon Adept is a student devoted to understanding the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others, seeking to control land, build strongholds, and amass vast treasures. Good Breath Weapon Adepts are champions of justice and freedom, using their powers to aid others. Like a sorcerer, a Breath Weapon Adept gains new powers automatically as she rises in level, tapping ever deeper into the magic in her soul. Like a sorcerer, a Breath Weapon Adept manifests this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks,<br />
|-<br />
! Feats:<br />
| Endurance<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|The ability to substitute breath weapon energy types through Spells, Abilities, or Feats.<br />
|Must have the Dragon Blood Sub-type<br />
|} <br />
<p>Hit Die: d4</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | +1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, 3rd Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Bonus Feat, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, 7th Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SA)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels. . <br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SA)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (ray), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall.<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (*), Neutralize Poison, Poison, , Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Raise Dead(*), Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass, Restoration Greater(*), Resurrection(*).<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance, True Resurrection(*).<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, Cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person.<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (*), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind.<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow.<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape.<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue.<br />
<br />
6th&mdash;'' Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass.<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion.<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Gate, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain.<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 2 || 2|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 3 || 2|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 3|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 5|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 5|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 6|| 5|| 5|| 5 || 4|| 4|| 3|| 2|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 7|| 6|| 5|| 5|| 5|| 4|| 4|| 3|| 3<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=562994Breath Weapon Adept (3.5e Prestige Class)2012-05-08T01:55:13Z<p>173.245.56.203: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
<br />
Whether they are bold champions defending the weak and<br />
downtrodden, or merciless raiders seeking might and riches,<br />
Breath Weapon Adepts are imposing figures who command the<br />
magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath<br />
and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a<br />
direct link with the nature of draconic existence, infusing<br />
their soul with the raw magic of dragons. The most obvious<br />
incarnation of this link is their breath weapon, but as they<br />
gain experience, Breath Weapon Adepts learn more and more powerful methods <br />
that allow them to access different abilities with their breath weapon. Cunning,<br />
hearty, and learned, Breath Weapon Adepts can be warleaders<br />
or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding<br />
the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others,<br />
seeking to control land, build strongholds, and amass vast<br />
treasures. Good Breath Weapon Adepts are champions of justice<br />
and freedom, using their powers to aid others. Like a sorcerer,<br />
a Breath Weapon Adept gains new powers automatically as she rises<br />
in level, tapping ever deeper into the magic in her<br />
soul. Like a sorcerer, a Breath Weapon Adept manifests<br />
this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, or Knowledge (Religion) 12 ranks.<br />
|-<br />
! Feats:<br />
| Energy Substitution Breath Weapon or the ability to substitute breath weapon energy types, and any Metamagic Feat<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|} <br />
<p>Hit Die: d8</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | +1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, 3rd Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Bonus Feat, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, 7th Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SA)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels. . <br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SA)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (ray), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall.<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (*), Neutralize Poison, Poison, , Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Raise Dead(*), Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass, Restoration Greater(*), Resurrection(*).<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance, True Resurrection(*).<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, Cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person.<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (*), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind.<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow.<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape.<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue.<br />
<br />
6th&mdash;'' Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass.<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion.<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Gate, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain.<br />
<br />
(*) These spells may only be adapted to breath weapons in the shape of a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 2 || 2|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 3 || 2|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 3|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 5|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 5|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 6|| 5|| 5|| 5 || 4|| 4|| 3|| 2|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 7|| 6|| 5|| 5|| 5|| 4|| 4|| 3|| 3<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=562993Breath Weapon Adept (3.5e Prestige Class)2012-05-08T01:49:24Z<p>173.245.56.203: /* Breath Weapon Adept */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
<br />
Whether they are bold champions defending the weak and<br />
downtrodden, or merciless raiders seeking might and riches,<br />
Breath Weapon Adepts are imposing figures who command the<br />
magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath<br />
and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a<br />
direct link with the nature of draconic existence, infusing<br />
their soul with the raw magic of dragons. The most obvious<br />
incarnation of this link is their breath weapon, but as they<br />
gain experience, Breath Weapon Adepts learn more and more powerful methods <br />
that allow them to access different abilities with their breath weapon. Cunning,<br />
hearty, and learned, Breath Weapon Adepts can be warleaders<br />
or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding<br />
the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others,<br />
seeking to control land, build strongholds, and amass vast<br />
treasures. Good Breath Weapon Adepts are champions of justice<br />
and freedom, using their powers to aid others. Like a sorcerer,<br />
a Breath Weapon Adept gains new powers automatically as she rises<br />
in level, tapping ever deeper into the magic in her<br />
soul. Like a sorcerer, a Breath Weapon Adept manifests<br />
this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, or Knowledge (Religion) 12 ranks.<br />
|-<br />
! Feats:<br />
| Energy Substitution Breath Weapon or the ability to substitute breath weapon energy types, and any Metamagic Feat<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|} <br />
<p>Hit Die: d8</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | +1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, 3rd Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Bonus Feat, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, 7th Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SA)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels. . <br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SA)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (ray), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall.<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (*), Neutralize Poison, Poison, , Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Raise Dead(*), Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass, Restoration Greater(*), Resurrection(*).<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance, True Resurrection(*).<br />
<br />
(*) These spells may only be adapted to breath weapons that are in the shape of a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, Cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person.<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (*), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind.<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow.<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape.<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue.<br />
<br />
6th&mdash;'' Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass.<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion.<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Gate, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain.<br />
<br />
(*) These spells may only be adapted to breath weapons that are in the shape of a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 2 || 2|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 3 || 2|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 3|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 5|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 5|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 5|| 5|| 5|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 6|| 5|| 5|| 5 || 4|| 4|| 3|| 2|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 7|| 6|| 5|| 5|| 5|| 4|| 4|| 3|| 3<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=562991Breath Weapon Adept (3.5e Prestige Class)2012-05-07T23:45:19Z<p>173.245.56.203: /* Breath Weapon Adept */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
<br />
Whether they are bold champions defending the weak and<br />
downtrodden, or merciless raiders seeking might and riches,<br />
Breath Weapon Adepts are imposing figures who command the<br />
magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath<br />
and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a<br />
direct link with the nature of draconic existence, infusing<br />
their soul with the raw magic of dragons. The most obvious<br />
incarnation of this link is their breath weapon, but as they<br />
gain experience, Breath Weapon Adepts learn more and more powerful methods <br />
that allow them to access different abilities with their breath weapon. Cunning,<br />
hearty, and learned, Breath Weapon Adepts can be warleaders<br />
or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding<br />
the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others,<br />
seeking to control land, build strongholds, and amass vast<br />
treasures. Good Breath Weapon Adepts are champions of justice<br />
and freedom, using their powers to aid others. Like a sorcerer,<br />
a Breath Weapon Adept gains new powers automatically as she rises<br />
in level, tapping ever deeper into the magic in her<br />
soul. Like a sorcerer, a Breath Weapon Adept manifests<br />
this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, or Knowledge (Religion) 12 ranks.<br />
|-<br />
! Feats:<br />
| Energy Substitution Breath Weapon or the ability to substitute breath weapon energy types, and any Metamagic Feat<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|} <br />
<p>Hit Die: d8</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | +1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, 3rd Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Bonus Feat, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, 7th Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana(Int), Listen(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SQ)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels. <br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SQ)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (*), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (ray), Neutralize Poison, Poison, Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass.<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance.<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (ray), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue, .<br />
<br />
6th&mdash;''Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain, .<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 1 || —|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 1|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 2|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 4|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 4|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 3|| 3|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=562985Breath Weapon Adept (3.5e Prestige Class)2012-05-07T23:29:11Z<p>173.245.56.203: /* Breath Weapon Adept */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
<br />
Whether they are bold champions defending the weak and<br />
downtrodden, or merciless raiders seeking might and riches,<br />
Breath Weapon Adepts are imposing figures who command the<br />
magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath<br />
and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a<br />
direct link with the nature of draconic existence, infusing<br />
their soul with the raw magic of dragons. The most obvious<br />
incarnation of this link is their breath weapon, but as they<br />
gain experience, Breath Weapon Adepts learn powerful invocations<br />
that allow them to access different abilities. Cunning,<br />
hearty, and learned, Breath Weapon Adepts can be warleaders<br />
or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding<br />
the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others,<br />
seeking to control land, build strongholds, and amass vast<br />
treasures. Good Breath Weapon Adepts are champions of justice<br />
and freedom, using their powers to aid others. Like a sorcerer,<br />
a Breath Weapon Adept gains new powers automatically as she rises<br />
in level, tapping ever deeper into the magic in her<br />
soul. Like a sorcerer, a Breath Weapon Adept manifests<br />
this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, or Knowledge (Religion) 12 ranks.<br />
|-<br />
! Feats:<br />
| Energy Substitution Breath Weapon or the ability to substitute breath weapon energy types, and any Metamagic Feat<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|} <br />
<p>Hit Die: d8</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | +1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, 3rd Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Bonus Feat, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, 7th Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana(Int), Listen(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SQ)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels. <br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SQ)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (*), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (ray), Neutralize Poison, Poison, Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass.<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance.<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (ray), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue, .<br />
<br />
6th&mdash;''Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain, .<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 1 || —|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 1|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 2|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 4|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 4|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 3|| 3|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=562984Breath Weapon Adept (3.5e Prestige Class)2012-05-07T23:28:14Z<p>173.245.56.203: /* Breath Weapon Adept */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
<br />
Whether they are bold champions defending the weak and<br />
downtrodden, or merciless raiders seeking might and riches,<br />
Breath Weapon Adepts are imposing figures who command the<br />
magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath<br />
and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a<br />
direct link with the nature of draconic existence, infusing<br />
their soul with the raw magic of dragons. The most obvious<br />
incarnation of this link is their breath weapon, but as they<br />
gain experience, Breath Weapon Adepts learn powerful invocations<br />
that allow them to access different abilities. Cunning,<br />
hearty, and learned, Breath Weapon Adepts can be warleaders<br />
or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding<br />
the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others,<br />
seeking to control land, build strongholds, and amass vast<br />
treasures. Good Breath Weapon Adepts are champions of justice<br />
and freedom, using their powers to aid others. Like a sorcerer,<br />
a Breath Weapon Adept gains new powers automatically as she rises<br />
in level, tapping ever deeper into the magic in her<br />
soul. Like a sorcerer, a Breath Weapon Adept manifests<br />
this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, or Knowledge (Religion) 12 ranks.<br />
|-<br />
! Feats:<br />
| Energy Substitution Breath Weapon or the ability to substitute breath weapon energy types, and any Metamagic Feat<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|} <br />
<p>Hit Die: d8</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | +1 caster level, 0-1st Level Adaptation, Bonus Feat, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, 3rd Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Bonus Feat, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, 7th Level Spell Adaptation, Spell Breath, Alter Breath, <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana(Int), Listen(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SQ)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels. <br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SQ)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (*), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (ray), Neutralize Poison, Poison, Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass.<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance.<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (ray), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue, .<br />
<br />
6th&mdash;''Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain, .<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 1 || —|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 1|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 2|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 4|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 4|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 3|| 3|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=562981Breath Weapon Adept (3.5e Prestige Class)2012-05-07T23:19:52Z<p>173.245.56.203: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
<br />
Whether they are bold champions defending the weak and<br />
downtrodden, or merciless raiders seeking might and riches,<br />
Breath Weapon Adepts are imposing figures who command the<br />
magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath<br />
and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a<br />
direct link with the nature of draconic existence, infusing<br />
their soul with the raw magic of dragons. The most obvious<br />
incarnation of this link is their breath weapon, but as they<br />
gain experience, Breath Weapon Adepts learn powerful invocations<br />
that allow them to access different abilities. Cunning,<br />
hearty, and learned, Breath Weapon Adepts can be warleaders<br />
or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding<br />
the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others,<br />
seeking to control land, build strongholds, and amass vast<br />
treasures. Good Breath Weapon Adepts are champions of justice<br />
and freedom, using their powers to aid others. Like a sorcerer,<br />
a Breath Weapon Adept gains new powers automatically as she rises<br />
in level, tapping ever deeper into the magic in her<br />
soul. Like a sorcerer, a Breath Weapon Adept manifests<br />
this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, or Knowledge (Religion) 12 ranks.<br />
|-<br />
! Feats:<br />
| Energy Substitution Breath Weapon or the ability to substitute breath weapon energy types, and any Metamagic Feat<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|} <br />
<p>Hit Die: d8</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" |Bonus Feat, Spell Breath, +1 caster level, 0-1st Level Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, Spell Breath, Alter Breath, 3rd Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, , Alter Breath 5th Level Spell Adaptation, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, Spell Breath, Alter Breath, 7th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana(Int), Listen(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SQ)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels. <br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SQ)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (levels 3,7 & 9) by 2+ Constitution score Modifier. These are regained at a rate of X per hour of rest, where X is the total uses per day divided by 8. If at any time the uses per day become 0 the character is considered to be under the effects of exhaustion, until taking a full 8 hours of rest. ** the Constitution score modifier is added an additional time each time Spell Breath is gained (i.e A character with a Constitution score of 18 would have 26 uses per day at level 9). <br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (*), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (ray), Neutralize Poison, Poison, Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass.<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance.<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (ray), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue, .<br />
<br />
6th&mdash;''Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Freedom, Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain, .<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 1 || —|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 1|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 2|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 4|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 4|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 3|| 3|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=562976Breath Weapon Adept (3.5e Prestige Class)2012-05-07T22:19:42Z<p>173.245.56.203: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
<br />
Whether they are bold champions defending the weak and<br />
downtrodden, or merciless raiders seeking might and riches,<br />
Breath Weapon Adepts are imposing figures who command the<br />
magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath<br />
and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a<br />
direct link with the nature of draconic existence, infusing<br />
their soul with the raw magic of dragons. The most obvious<br />
incarnation of this link is their breath weapon, but as they<br />
gain experience, Breath Weapon Adepts learn powerful invocations<br />
that allow them to access different abilities. Cunning,<br />
hearty, and learned, Breath Weapon Adepts can be warleaders<br />
or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding<br />
the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others,<br />
seeking to control land, build strongholds, and amass vast<br />
treasures. Good Breath Weapon Adepts are champions of justice<br />
and freedom, using their powers to aid others. Like a sorcerer,<br />
a Breath Weapon Adept gains new powers automatically as she rises<br />
in level, tapping ever deeper into the magic in her<br />
soul. Like a sorcerer, a Breath Weapon Adept manifests<br />
this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, or Knowledge (Religion) 12 ranks.<br />
|-<br />
! Feats:<br />
| Energy Substitution Breath Weapon or the ability to substitute breath weapon energy types, and any Metamagic Feat<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|} <br />
<p>Hit Die: d8</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" |Bonus Feat, Spell Breath, +1 caster level, 0-1st Level Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, Spell Breath, Alter Breath, 3rd Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, , Alter Breath 5th Level Spell Adaptation, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, Spell Breath, Alter Breath, 7th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana(Int), Listen(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SQ)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels. <br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
'''{{#anc:Spell Breath(SQ)}}:'''Number of times per day the Breath Weapon Adept is allowed to Alter Breath. This starts at 4+ Constitution score Modifier and is increased each time Spell Breath is gained (level 3,7 & 9) by 2+ Constitution score Modifier. ** the Constitution score modifier is added an additional time each time Spell Breath is gained<br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (*), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (ray), Neutralize Poison, Poison, Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass.<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance.<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (ray), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue, .<br />
<br />
6th&mdash;''Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain, .<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 1 || —|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 1|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 2|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 4|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 4|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 3|| 3|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=562974Breath Weapon Adept (3.5e Prestige Class)2012-05-07T22:13:03Z<p>173.245.56.203: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
<br />
Whether they are bold champions defending the weak and<br />
downtrodden, or merciless raiders seeking might and riches,<br />
Breath Weapon Adepts are imposing figures who command the<br />
magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath<br />
and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a<br />
direct link with the nature of draconic existence, infusing<br />
their soul with the raw magic of dragons. The most obvious<br />
incarnation of this link is their breath weapon, but as they<br />
gain experience, Breath Weapon Adepts learn powerful invocations<br />
that allow them to access different abilities. Cunning,<br />
hearty, and learned, Breath Weapon Adepts can be warleaders<br />
or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding<br />
the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others,<br />
seeking to control land, build strongholds, and amass vast<br />
treasures. Good Breath Weapon Adepts are champions of justice<br />
and freedom, using their powers to aid others. Like a sorcerer,<br />
a Breath Weapon Adept gains new powers automatically as she rises<br />
in level, tapping ever deeper into the magic in her<br />
soul. Like a sorcerer, a Breath Weapon Adept manifests<br />
this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, or Knowledge (Religion) 12 ranks.<br />
|-<br />
! Feats:<br />
| Energy Substitution Breath Weapon or the ability to substitute breath weapon energy types, and any Metamagic Feat<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|} <br />
<p>Hit Die: d8</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" |Bonus Feat, Spell Breath, +1 caster level, 0-1st Level Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, Spell Breath, Alter Breath, 3rd Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, , Alter Breath 5th Level Spell Adaptation, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, Spell Breath, Alter Breath, 7th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana(Int), Listen(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SQ)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. One new shape is chosen each level Alter Breath is gained (levels 3, 5, 7, & 9). Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels. <br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (*), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (ray), Neutralize Poison, Poison, Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass.<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance.<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (ray), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue, .<br />
<br />
6th&mdash;''Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain, .<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 1 || —|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 1|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 2|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 4|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 4|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 3|| 3|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4<br />
<br />
|}<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=562972Breath Weapon Adept (3.5e Prestige Class)2012-05-07T22:11:25Z<p>173.245.56.203: /* Breath Weapon Adept */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
<br />
Whether they are bold champions defending the weak and<br />
downtrodden, or merciless raiders seeking might and riches,<br />
Breath Weapon Adepts are imposing figures who command the<br />
magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath<br />
and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a<br />
direct link with the nature of draconic existence, infusing<br />
their soul with the raw magic of dragons. The most obvious<br />
incarnation of this link is their breath weapon, but as they<br />
gain experience, Breath Weapon Adepts learn powerful invocations<br />
that allow them to access different abilities. Cunning,<br />
hearty, and learned, Breath Weapon Adepts can be warleaders<br />
or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding<br />
the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others,<br />
seeking to control land, build strongholds, and amass vast<br />
treasures. Good Breath Weapon Adepts are champions of justice<br />
and freedom, using their powers to aid others. Like a sorcerer,<br />
a Breath Weapon Adept gains new powers automatically as she rises<br />
in level, tapping ever deeper into the magic in her<br />
soul. Like a sorcerer, a Breath Weapon Adept manifests<br />
this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, or Knowledge (Religion) 12 ranks.<br />
|-<br />
! Feats:<br />
| Energy Substitution Breath Weapon or the ability to substitute breath weapon energy types, and any Metamagic Feat<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|} <br />
<p>Hit Die: d8</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" |Bonus Feat, Spell Breath, +1 caster level, 0-1st Level Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, Spell Breath, Alter Breath, 3rd Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, , Alter Breath 5th Level Spell Adaptation, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, Spell Breath, Alter Breath, 7th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana(Int), Listen(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SQ)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels.<br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (*), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (ray), Neutralize Poison, Poison, Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass.<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance.<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (ray), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue, .<br />
<br />
6th&mdash;''Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain, .<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 1 || —|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 1|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 2|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 4|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 4|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 3|| 3|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4<br />
<br />
|}<br />
<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Breath_Weapon_Adept_(3.5e_Prestige_Class)&diff=562971Breath Weapon Adept (3.5e Prestige Class)2012-05-07T22:02:29Z<p>173.245.56.203: /* Breath Weapon Adept */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Breath Weapon Adepts change the energy type or their breath weapon with spells known--><br />
|len=<!--10--><br />
|minlvl=<!-- 9 --><br />
}}<br />
<br />
===Breath Weapon Adept===<br />
<br />
Whether they are bold champions defending the weak and<br />
downtrodden, or merciless raiders seeking might and riches,<br />
Breath Weapon Adepts are imposing figures who command the<br />
magic of dragonkind and that of the arcane and divine. Able to call upon a dragon’s fiery breath<br />
and augment themselves with spell-like abilities, changing out their burning breath weapon for a more useful arcane or divine spell, Breath Weapon Adepts have access to powers normally beyond the reach of most others.<br />
<br />
Breath Weapon Adepts carry the terrifying breath weapon of dragons ans manipulate arcane or divine magic, as they master martial prowess. They draw upon a<br />
direct link with the nature of draconic existence, infusing<br />
their soul with the raw magic of dragons. The most obvious<br />
incarnation of this link is their breath weapon, but as they<br />
gain experience, Breath Weapon Adepts learn powerful invocations<br />
that allow them to access different abilities. Cunning,<br />
hearty, and learned, Breath Weapon Adepts can be warleaders<br />
or sages with equal ease.<br />
<br />
A Breath Weapon Adept is a student devoted to understanding<br />
the ways of breath weapons and emulating or even changing them to fit their desier. Evil Breath Weapon Adepts are cruel tyrants who impose their will on others,<br />
seeking to control land, build strongholds, and amass vast<br />
treasures. Good Breath Weapon Adepts are champions of justice<br />
and freedom, using their powers to aid others. Like a sorcerer,<br />
a Breath Weapon Adept gains new powers automatically as she rises<br />
in level, tapping ever deeper into the magic in her<br />
soul. Like a sorcerer, a Breath Weapon Adept manifests<br />
this magic in the form of spells, to change the effects of her breath weapon. <br />
<br />
<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
|Any.<br />
|-<br />
! Base Attack Bonus:<br />
| Any.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Knowledge (Arcana) 12 ranks, or Knowledge (Religion) 12 ranks.<br />
|-<br />
! Feats:<br />
| Energy Substitution Breath Weapon or the ability to substitute breath weapon energy types, and any Metamagic Feat<br />
|-<br />
! Spellcasting:<br />
| 1 Caster Level<br />
|-<br />
! Patron:<br />
| Any.<br />
|-<br />
! Domains:<br />
| Any.<br />
|-<br />
! Special:<br />
| Ability to use Breath Weapon.<br />
|} <br />
<p>Hit Die: d8</p><br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Breath Weapon Adept}}</div><br />
<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" |Bonus Feat, Spell Breath, +1 caster level, 0-1st Level Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +2<br />
| class="left" | +1 caster level, 2nd Level Spell Adaptation, Damage Increase 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | +1 caster level, Spell Breath, 3rd Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | +1 caster level, 4th Level Spell Adaptation, Alter Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" |+1 caster level, 5th Level Spell Adaptation, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | +1 caster level, 6th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" |+1 caster level, Spell Breath, 7th Level Spell Adaptation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | +1 caster level, 8th Level Spell Adaptation, Damage Increase 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" |+1 caster level, 9th Level Spell Adaptation, Spell Breath<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | +1 caster level, Epic Spell Adaptation, Bonus Feat<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
The Breath Weapon Adept class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge Arcana(Int), Listen(Wis), Spellcraft(Int), Spot(Wis), Use Magic Device(Cha)<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Breath Weapon Adept.<br />
<br />
The Breath Weapon Adept does not require spellbooks to retain spells for spell adaptation. Spells adapted for use as a breath weapon effect are used in the same manner as a spontaneous casters. Each day, a Breath Weapon Adept must focus her mind on the task of adapting her spells to breath weapon effects. The Breath Weapon Adept needs 8 hours of rest, after which she spends 15 minutes concentrating. <br />
The Breath Weapon Adept may learn new spells not listed through two other methods. First, the Breath Weapon Adept must decipher the writing (DC 20+ the Spells level). Once the script is deciphered, she must make a Spellcraft check (DC15+ the spells level) to successfully learn to adapt the spell for use with her breath weapon. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion. Secondly, if the Breath Weapon Adept sees a spell being cast she may attempt a knowledge check (DC 25+ the spells level) for the appropriate school of magic. If the check is successful she must then make a Spellcraft check (DC 20+ the spells level) to be able to adapt the spells effect to be used in place of her normal breath weapon effect. For epic level spells these checks are made as if the Breath Weapon Adept were creating the spell or at the DM’s discretion.<br />
Note: Spells not listed that target self, personal, or self and others (i.e. Teleport) can not be adapted in these ways to be used in place of the Breath Weapon Adepts normal Breath normal breath weapon effect. In addition Listed spells that allow target self, personal, or self and others, can not be used to target yourself directly. If the base caster class was arcane spells known are chosen from the arcane spell list. If the base caster class was divine spells known are chosen from the divine spell list. If the character possesses both arcane and divine caster levels they may choose spells known from both the arcane spell list and the divine spell list. <br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Breath Weapon Adepts gain no additional weapon or armor proficiency.<br />
<br />
'''{{#anc:+1 Caster Level}}:''' The Breath weapon adapt no longer progresses in class levels in an existing class nor does she gain any further spell advancement in that class, although her effective caster level increases by 1. If the character possesses more than one class, this bonus only applies to one of the classes. <br />
<br />
'''{{#anc:Alter Breath(SQ)}}:''' A Breath Weapon Adepts breath weapons is no longer subject to a cool down when the breath effect has been adapted with Alter Breath. This ability also allows a Breath Weapon Adept to change the shape of her breath weapon to a cone, line, burst, ray, or cloud from its natural form. Changing the normal breath weapons shape also changes the effects of a adapted spell accordingly. Using this ability to adapt a single target spell adaptation to an area effect spell adaptation lowers the effective caster level of the adapted spell by 2. Where as, using this ability to adapt an area of effect spell adaptation to a single target spell adaptation, increases the effective caster level of the spell adapted by 2 levels. Any spell adaptation that normally does not require a touch attack that is changed to a ray, that requires a touch attack, increases the effective caster level of the adapted spell by 3 levels.<br />
<br />
'''{{#anc:Bonus Feat)}}:'''The Breath Weapon Adept may chose one additional feat that she meets the requirements for. <br />
<br />
'''{{#anc:Damage Increase}}:'''At 2nd level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon. <br />
At 8th level the Breath Weapon Adept receives an additional 1dX dice of damage to her normal breath weapon.<br />
<br />
<br />
'''{{#anc:Spell Adaptation (SA)}}:'''The Breath Weapon Adept has the ability to manipulate the arcane and/or divine spells (listed) into Spell Like Abilities through her normal breath weapon, in place of her normal breath weapons effect. The Breath Weapon Adepts breath weapon functions as normal unless altered by Alter Breath. <br />
Adapting a spell that normally takes more than 1 full round to cast, that is adapted for use through the normal breath weapon takes a full round action to use. Spells that normally take 1 full round or less to cast that are adapted through the normal breath weapon take a standard action to use. <br />
<br />
<br />
[[#Table: <-class name-> Spells Known|Table: Breath Weapon Adept Spells Known]], below, details how many spells you can learn at each level. An epic Breath Weapon Adept’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:<br />
<br />
Divine Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Clerical spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Bane, Bless, Cause Fear, Command, Cure Light Wounds, Doom, Endure Elements, Hide from Undead, Inflict Light Wounds, Magic Weapon, Remove Fear.<br />
<br />
2nd&mdash;''Aid, Align Weapon, Bear’s Endurance (*), Bull’s Strength (*), Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Eagles Splendor (*), Enthrall, Hold Person, Owls Wisdom (*), Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst.<br />
<br />
3rd&mdash;''Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestment (*), Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Wind Wall<br />
<br />
4th&mdash;''Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Giant Vermin, Inflict Critical Wounds, Magic Weapon Greater (ray), Neutralize Poison, Poison, Repel Vermin.<br />
<br />
5th&mdash;''Break Enchantment, Command Greater, Cure Light Wounds Mass, Disrupting Weapon, Flame Strike, Hallow, Inflict Light Wounds, Insect Plague, Slay Living, Spell Resistance (*), Unhallow, Wall of Stone.<br />
<br />
6th&mdash;''Antilife Shield, Banishment, Bears Endurance (*), Blade Barrier, Bull’s Strength Mass, Create Undead, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance, Harm, Heal, Inflict Moderate Wounds Mass, Owl’s Wisdom Mass, Undeath to Death.<br />
<br />
7th&mdash;''Blasphemy, Destruction, Cure Serious Wounds Mass, Destruction, Dictum, Inflict Serious Wounds Mass.<br />
<br />
8th&mdash;''Antimagic Field, Cure Critical Wounds Mass, Earthquake, Fire Storm, Inflict Critical Wounds Mass.<br />
<br />
9th&mdash;''Energy Drain, Gate, Heal Mass, Implosion, Storm of Vengeance.<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray. <br />
<br />
<br />
Arcane Spell List<br />
<br />
0&mdash;''The Breath Weapon Adept may select any 0 level spells from the Arcane spell list that are not target self or channeled.<br />
<br />
1st&mdash;''Endure Elements, Hold Portal, Grease, Obscuring Mist, Charm Person, Hypnotism, Sleep, Magic Missile, Color Spray, Ventriloquism, cause Fear, Chill Touch, Ray of Enfeeblement, Magic Weapon (*), Reduce Person<br />
<br />
2nd&mdash;''Arcane Lock, Protection from Arrows (*), Resist Energy (*), Fog Cloud, Glitter Dust, Melf’s Acid Arrow, Web, Daze Monster, Tasha’s Hideous laughter, Touch of Idiocy, Gust of Wind, Scorching Ray, Shatter, Hypnotic Pattern, Blindness Deafness, Command Undead, Ghoul Touch, Scare, Bear’s Endurance (ray), Bull’s Strength (*), Cat’s Grace (*), Eagle’s Splendor (*), Fox’s Cunning (*), Knock, Levitate, Owl’s Wisdom (*), Whispering Wind<br />
<br />
3rd&mdash;''Protection from Energy, Sleet Storm, Stinking Cloud, Deep Slumber, Heroism (*), Hold Person, Rage (*), Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Halt Undead, Ray of Exhaustion, Flame Arrow, Fly (*), Gaseous Form (*), Haste (*), Keen Edge (*), Magic Weapon Greater (*), Shrink Item (*), Slow<br />
<br />
4th&mdash;''Remove Curse (*), Solid Fog, Charm Monster, Confusion, Crushing Despair, Ice Storm, Shout, Wall of Fire, Wall of Ice, Hallucinatory Terrain, Illusory Wall, Invisibility Greater (*), Phantasmal Killer, Rainbow Pattern, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape<br />
<br />
5th&mdash;''Dismissal, Cloudkill, Planar Binding Lesser, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Come of Cold, Wall of Force, Blight, Waves of Fatigue, .<br />
<br />
6th&mdash;''Antimagic Field, Acid Fog, Wall of Iron, Heroism Greater (*), Chain Lightning, Otiluke’s Freezing Sphere, Circle of Death, Eye Bite, Undeath to Death, Bear’s Endurance Mass, Bull’s Strength Mass, Cat’s Grace Mass, Disintegrate, Eagle’s Grace Mass, Fleah to Stone, Fox’s Cunning Mass, Move Earth, Owl’s Wisdom Mass<br />
<br />
7th&mdash;''Banishment, Spell Turning, Hold Person Mass, Power Word Blind, Delayed Blast Fireball, Forcecage, Prismatic Spray, Finger of Death, Waves of Exhaustion<br />
<br />
8th&mdash;''Prismatic Wall, Incendiary Cloud, Binding, Charm Monster Mass, Otto’s Irresistible Dance, Power Word Stun, Bigby’s Clinched Fist, Polar ray, Shout Greater, Sunburst, Scintillating Pattern, Horrid Wilting, Polymorph Any Object.<br />
<br />
9th&mdash;'' Imprisonment, Prismatic Sphere, Dominate Monster, Hold Monster Mass, Power Word Kill, Bigby’s Crushing Hand, Meteor Swarm, Weird, Energy Drain, .<br />
<br />
(*) These spells may only be adapted to breath weapons that are a Ray.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Breath Weapon Adept Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 1 || —|| —|| —|| —|| —|| —|| —|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || 1|| — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4|| 3|| 2|| 1|| — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4|| 4|| 3|| 2|| 1|| — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5|| 4|| 4|| 3|| 2|| 1|| — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5|| 5|| 4|| 4|| 3|| 2|| 1|| — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6|| 4|| 4|| 4|| 4|| 4|| 3|| 2|| 1|| —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 3|| 3|| 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 7|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4|| 4<br />
<br />
|}<br />
<br />
<br />
====Ex-Breath Weapon Adepts====<br />
<br />
If at any time the Character fails to meet these requirements or leaves the prestige class before completing all 10 ranks in the prestige class, all benefits and abilities granted by the class are lost.</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Raging_Hulk_(3.5e_Prestige_Class)&diff=562847Raging Hulk (3.5e Prestige Class)2012-05-06T23:39:36Z<p>173.245.56.203: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=4.5<br />
|raters_wording=1<br />
|rating_formatting=4<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Under Construction, work in progress<br />
|editing=Don't touch yet<br />
|type=Combat Focused<br />
|desc=The Raging Hulk is a barbarian thats anger has reached a point where he actually increases in size when he rages.<br />
|len=10<br />
|minlvl=10<br />
}}<br />
<br />
==Raging Hulk==<br />
<br />
{{quote|You wouldn't like me when I'm angry.|orig=Bruce Banner, human raging hulk}}<br />
<br />
<br />
Sometimes a person's rage grows so much that his body cannot possibly hold his rage, and he lashes out in a fearsome fury. Sometimes, a person's body grows with his rage, and as he lashes out, he terrifies those around him. This is the rage of a raging hulk, the towering rage that grows to the size of the tree, and the mountains. You think its safe to taunt that little halfling barbarian, until he's twice your size and he's introducing his friend Mr. Tree to your head. <br />
<br />
===Becoming a Raging Hulk===<br />
<br />
The most likely candidate for raging hulk is a [[barbarian]], though a [[fighter]]/[[barbarian]] may also choose to take levels in raging hulk to add a little firepower to his already strong attacks. [[Strength]], [[Constitution]] and [[Dexterity]] are prime skills for this class. <br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +8.<br />
|-<br />
! Feats<br />
| Power attack, Improved Unarmed Strike<br />
|-<br />
! Special:<br />
| Rage 3/day.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Raging Hulk}}</div><br />
<p>Hit Die: d12</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +0 || +0<br />
| class="left" | Barbarian Abilities, Improvised Weapon Proficiency, Powerful Build<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +0 || +0<br />
| class="left" | Hulk Up<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +1 || +1<br />
| class="left" | Colossal Rage +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +1 || +1<br />
| class="left" | Colossal Stamina (DR 3/&mdash;)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +1 || +1<br />
| class="left" | Agile Fury 1/2, Greater Improvised Weapon Proficiency +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +5 || +2 || +2<br />
| class="left" | Fling, Colossal Stamina (DR 4/&mdash;)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +5 || +2 || +2<br />
| class="left" | Colossal Stamina (Fast Healing 3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +6 || +2 || +2<br />
| class="left" | Colossal Rage +2, Colossal Stamina (DR 5/&mdash;)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +6 || +3 || +3<br />
| class="left" | Agile Fury 0, Greater Improvised Weapon Proficiency +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +7 || +3 || +3<br />
| class="left" | Colossal Stamina (DR 6/&mdash;, Fast Healing 5), Hulk Smash<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str)..<br />
|}<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the raging hulk.<br />
<br />
'''{{#anc:Barbarian Abilities}}:''' A raging hulk continues to gain rage, and its benefits, as if they were leveling in [[barbarian]], including the improvements to the bonuses of rage and the number of rages per day. They may also add their raging hulk levels to their barbarian levels to determine the effectiveness of their Improved Uncanny Dodge if they possess it (it does not however grant it to a creature who lacks Improved Uncanny Dodge). A raging hulk does not gain the benefits of trap sense, a barbarian's damage reduction progression, indomitable will, or tireless rage.<br />
<br />
'''{{#anc:Improvised Weapon Proficiency}}:''' A raging hulk does not take the standard -4 penalty for wielding improvised weapons.<br />
<br />
'''{{#anc:Powerful Build}} ([[Ex]]):''' Being a raging hulk lets him function in many ways as if he were one size category larger. Whenever a raging hulk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the raging hulk is treated as one size larger if doing so is advantageous to him. A raging hulk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A raging hulk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The raging hulk gains all of the pluses ''and minuses'' of advancing one size category (''See The Monster Manual p291''). The benefits of this extraordinary ability stack with the effects of powers, abilities, and spells that change the subject’s size category. <br />
<br />
'''{{#anc:Hulk Up}} ([[Su]]):''' At 2nd level, a raging hulk can get so angry that his rage can also cause him to increase in size. He may spend an additional use of his rage ability to increase his size by one size category. Treat this as the ''[[SRD: Enlarge Person|enlarge]]'' spell for all intents and purposes except the raging hulk is treated as advancing another size category (''See The Monster Manual p291''). However, all this power comes consequences. While using the Hulk Up ability, the raging hulk trades brains for brawn. For every additional point of strength added, the raging hulk loses 1 point of intelligence and charisma, to a minimum of 5. There is no way to regain these lost points until the rage has ended. After the rage ends, the raging hulk regains lost intelligence and charisma at a rate of 2 per round. This ability stacks with ''Powerful Build''<br />
<br />
'''{{#anc:Colossal Rage}} ([[Su]]):''' At 3rd level, a raging hulk can increase his size whenever he rages. When going into any rage, a raging hulk can increase his size by one size category, and by 2 categories at 8th level. Treat this as the ''[[SRD: Enlarge Person|enlarge]]'' spell for all intents and purposes except the raging hulk is treated as advancing another size category (''See The Monster Manual p291''). This ability stacks with the raging hulks Hulk Up ability. However, for every additional point of strength added, the raging hulk loses 1 point of intelligence and charisma, to a minimum of 3. There is no way to regain these lost points until the rage has ended. After the rage ends, the raging hulk regains lost intelligence and charisma at a rate of 2 per round. The raging hulk also loses all use of feats, class skills, extraordinary, supernatural, or spell-like abilities that would require thinking (such as 'improved evasion', but not 'weapon proficiency'). When a raging hulk comes out of his colossal rage, he is treated as exhausted instead of fatigued. <br />
<br />
'''{{#anc:Colossal Stamina}} ([[Su]]):''' At 4th level, a raging hulk becomes more durable when he is in his colossal rage, he gains Damage Reduction equal to (his raging hulk levels/2 + 1) when he is using his colossal rage ability, at 7th level, he gains Fast Healing 3 as well, and at 10th level his Fast Healing increases to 5. This Damage reduction stacks with any other damage reduction the raging hulk may have.<br />
<br />
'''{{#anc:Agile Fury}} ([[Ex]]):''' At 5th level, a raging hulk in a Colossal Rage can move just as well as he could when he is his normal size. The penalty to [[Dexterity]] for increasing in size is reduced by half for a raging hulk, and disappears completely at 9th level.<br />
<br />
'''{{#anc:Greater Improvised Weapon Proficiency}}:''' At 5th level a raging hulk begins to master improvised weapons. All improvised weapons are treated as being +1 weapons. This bonus increases to +2 at 9th level.<br />
<br />
'''{{#anc:Fling}} ([[Ex]]):''' At 6th level, a raging hulk can use its fury to throw things... really far. As a Full-Round Action, a raging hulk may throw an improvised weapon at twice its range increment, adding twice his Strength modifier to his damage roll.<br />
<br />
'''{{#anc:Hulk Smash}} ([[Su]]):''' At 10th level, a raging hulks rage is so great, that he can unleash his fury in one devastating attack that can make mountains crumble. Once per encounter, as a Full Round Action, a raging hulk may slam the ground with great force, this is treated like the ''[[earthquake]]'' spell, except that the shock wave from the slam attack deals 5d6 damage per size category bigger than medium to all creatures within 20ft per size category bigger than medium (reflex half DC=18).<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Raging Hulk====<br />
<br />
'''Combat:''' The raging hulk tends to be the secret weapon, he rushes right into the fray of battle. Then, when the enemy leasts expect it, the raging hulk grows and smashs the enemy into nonexistence.<br />
<br />
'''Advancement:''' Though most characters who take levels in raging hulk keep progressing in raging hulk, they may prefer to take levels in other [[barbarian]] Prestige Classes as well.<br />
<br />
'''Resources:''' Raging hulks will find that there talents are welcome in most [[barbarian]] tribes. [[Barbarians]] see raging hulks as their secret weapon, and the more they have, the more intimidating and powerful their tribe becomes.<br />
<br />
====Raging Hulks in the World====<br />
<br />
{{quote|Why did I hit him? He was smaller, it seemed like a good idea at the time.|orig=Glurgok Gromuggon, orc warrior, speaking to the head nurse of the infirmary.}}<br />
<br />
'''NPC Reactions:''' Most NPCs that are aware of the raging hulks power are very intimidated by them. They try to be as nice as possible to them, especially while they are indoors. They also act extremely calm, for they will do anything to keep the hulk's temper from raising.<br />
<br />
====Raging Hulk Lore====<br />
<br />
Characters with ranks in [[Knowledge]] (Local) can research raging hulks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | A raging hulk is a barbarian who increases in size whenever he rages.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | A raging hulk ability to shrug off damage increases whenever he rages.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | A powerful raging hulk can wield the very trees themselves and cause massive earthquakes with his bare hands.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | At this level of success you can bring up the details of a specific raging hulk.<br />
|}<br />
<br />
====Raging Hulks in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play-><br />
<br />
'''Adaptation:''' <-Fitting this class in your campaign-><br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''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-><br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|July 2008}}<br />
{{Prestige Class Description Needed|July 2008}}<br />
{{Prestige Class Stub|July 2008}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Elemental_Bender,_True_(3.5e_Class)&diff=560669Talk:Elemental Bender, True (3.5e Class)2012-04-20T04:35:15Z<p>173.245.56.203: /* Lolipopmaster */ new section</p>
<hr />
<div>== Deletion ==<br />
<br />
Don't delete it!!! I am not done making it yet! {{Unsigned|Eonir777|13:31, 21 July 2008 (MDT)}}<br />
<br />
:When more content gets added I'll remove that template. --[[User:Green Dragon|Green Dragon]] 18:36, 22 July 2008 (MDT)<br />
<br />
==Prestige Class==<br />
I always thought that benders would make a great monk prestige class. I don't think there is enough solid stuff to make a full base class. but keep up the good work. --[[User:T G Geko|T G Geko]] 16:22, 26 July 2008 (MDT)<br />
<br />
actually, i finished out the class on microsoft word, it worked out as a base class. of course making it a prestige would work to. i really need to figure out how to get it from WORD to dndwiki tho....--[[User:Eonir777|Eonir]] 15:47, 8 October 2009 (MDT)<br />
<br />
== Helping out ==<br />
<br />
terribly sorry if i am breaking protocol or something or if i have just pressed some sort of self destruct button, but i like your idea presented here and have indeed already been designing a class like this (mine was prestigious, as discussed early both work good) but i have only just sign up to this site... long time watcher though.<br />
<br />
anyway i would like to help with this class.<br />
Signed<br />
Messah<br />
<br />
== What the hell, ==<br />
<br />
are you thinking, I appreciate you wanting to bring this class to life, but, it's not a class, it's not usable in the least, I mean, leaving some room for editing is one thing, but, there is nothing here, and until there is, it should not be here.<br />
<br />
: Agreed, there is no way any DM/GM would allow this. It is impossible. -- {{unsigned|75.108.50.5}}<br />
<br />
== I would like to take over the creation of this class ==<br />
<br />
Hello, I would like to take over the creation of this class. If any one minds or disagrees with this please let me know. I have some good ideas for this class. -[[User:Sarrow|Sarrow]] 18:45, 16 September 2008 (MDT)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 3.5/5'''</s> This class could own it own without dying, I guess it is playable yet no perfect. A bigger damages outcome would be welcome indeed. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
:The balance of this has been changed and this rating has been nullified as such. --[[User:Green Dragon|Green Dragon]] 20:21, 10 August 2011 (MDT)<br />
<br />
'''Wording - 4/5''' Rather clean, nothing needing intensive rework. Could be cleaner however. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' Some bugs in the table, otherwise nothing else. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''Flavor - 3/5''' Im not really in this element thing, the flavor is rather generic which is a good or bad thing depend on how you view the concept of a base class. Otherwise there a example NPC lacking. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 5/5'''</s> I give this class a 5 out of 5 because this class could do more than hold its own in combat, and can dish out some serious damage. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
:The balance of this has been changed and this rating has been nullified as such. --[[User:Green Dragon|Green Dragon]] 20:21, 10 August 2011 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the wording is pretty okay. Only some minor grammer errors, and the explanations only get a little bit choppy. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' I give this class a 4.5 out of 5 because the only thing wrong is the little bar under "bends per day". --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because I think its a great idea! Just wish the bending could be a little more intensive. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
== thoughts ==<br />
<br />
I always invisioned a bender class as a sort of monk type variant and as such would make use of wisdom, not charisma. An alternative would be to have each element use a different ability. Earth benders (who would have the same hit die) would be sturdier than others and use Con, while fire benders are a bit quick to anger and are headstrong and use strength, air benders are typically lithe and agile therefore use dex and waterbenders are usually quiet but very persistant and use wisdom.<br />
<br />
--[[User:Ruike|Ruike]] 03:55, 8 August 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 3/5'''</s> I give this class a 3 out of 5 because this class, while having a way to supliment damage output beyond the insubstantial monk (from which this class was supposedly modeled on) the damage output does not rival the rogue or most spellcasters, and does not have the stability and consistancy of the fighter, though it is better than any bard and most monks. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
:The balance of this has been changed and this rating has been nullified as such. --[[User:Green Dragon|Green Dragon]] 20:21, 10 August 2011 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the ideas are all well thought out and well presented. Even though there are a decent amount of typos, there are always typos so all in all everyone can understand what is meant. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because while i am uncomfortable in giving too low a score for this, as pretty much all of the formating is well done, there are a few abilities that are not on the table that instruct to reference the table (ie: the movement ability) there is also an unnecessary collumn in the table that could be placed in the description with a few words. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because this is something that i have been looking for and have begun construction of myself. I like the idea of the element bender and it fits into many types of campaigns. it is a possibility for many types of characters and doesn't fit a role that exists already, which adds to the overal flavor imo. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
== I guess making sure it's fine is more important ==<br />
<br />
The author of this page seems awfully against any edits on his article. I was just wondering if there were any objections to fixing a couple grammar and spelling mistakes I've noticed.<br><br />
I'm probably being too cautious here, but I don't want to make anyone annoyed. --[[User:SgtLion|SgtLion]] 04:41, 28 October 2009 (MDT)<br />
<br />
I have no problem with you fixing grammar and typos. Thats cool. --[[User:Eonir777|Eonir]] 17:41, 28 October 2009 (MDT)<br />
<br />
== Somethings missing ==<br />
<br />
Hey, I really like this, alot of people are being huge jerks, and that's crap. Anyway, just wanted to point out that there is no indication to what damage type a bender does before earning greater bend. Also, please don't have the greater bend of earth benders be ballistic, that doesn't exist in D&D outside of futuristic campaigns. Oh, and you don't have the increased speed amount >.> I wanna use this class, so hurry!<br />
<br />
:Lol ok. Dont worry i'll finish it up--[[User:Eonir777|Eonir]] 18:04, 1 November 2009 (MST)<br />
<br />
::Actually there is a lot missing from the bender's primary ability, no damage type, use per not indicated, no text concerning the selection of a focus/element... Also you have a table column for "bends known" that is completely unaccounted for.<br />
<br />
::Eonir I really like what you are presenting but you are going to have do something about the state of this class very soon to keep from being deleted either finish the class or let other get more involved.<br />
<br />
::Let me know if your interested in some help or cooperative work or otherwise just drop a line so we know your still around.--[[User:SomethingClever|SomethingClever]] April 25, 2010<br />
<br />
== Rating ==<br />
<br />
<s>'''Power - 1/5'''</s> I give this class a 1 out of 5 because this is basically a monk with worse saves, no flurry, lower speed, most of the goofy side abilities stripped out, and a limited use version of the warlock's Eldritch Blast. Only Bend Element doesn't have any status effects to tack on (like the real deal) or compatibility with the Full Attack action to make up for the pathetic damage (as the Tome curator). Additionally, there is practically no reason to pick anything but an earthbender, unless for some reason you really want d6 hit points and either heat or cold resistance. Channel Bend is hopelessly weak when you first get it, and you have to wait an incredibly long time to get Improved Trip (especially considering how monster BAB and Size scales with level...more so relative to ''your'' BAB). --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)<br />
<br />
:The balance of this has been changed and this rating has been nullified as such. --[[User:Green Dragon|Green Dragon]] 20:21, 10 August 2011 (MDT)<br />
<br />
'''Wording - 2/5''' I give this class a 2 out of 5 here for many little reasons. The ranges on some of these abilities are not mentioned. The airbender's flight doesn't have a mobility assigned to it. You aren't told what kind of energy/damage type your bender wields until the Elemental Resistance ability. It seems the creator doesn't understand that Damage Reduction works differently from Resistance to Energy, as "Damage Reduction to his damage type" for earth-/airbenders (which get Bludgeoning damage from their default bends) would be better represented as "DR X/Slashing or Piercing". The example encounter is all kinds of messed up and doesn't remotely follow the actual class's progression. Primal Elemental Shape is pretty vague; what features of the elemental do you take on? Also there is mention of "Racial Standard" for the starting age, which doesn't really mean anything. "Bends Known" is misleading, as it's actually an indicator of how many bends you can use per day. Is the airbender's Death Bend useless against creatures who need not breathe? Finally, none of the class features have those little markers in parentheses that tell you if an ability is Extraordinary, Supernatural, Psi-Like, or Spell-Like, and it's not clear what exactly you lose when you become an Ex-bender. --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because some things in the class features list are not listed in the table at all (Increase Speed, Unarmed Strike) or listed at incorrect levels (Channel Bend (full attack)). Otherwise it's good enough. --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)<br />
<br />
'''Flavor - 3/5''' U give this class a 3 out of 5 because while the flavor sections are mostly filled out (if a bit sparse and generic), the class really misses the mark in realizing the different styles of bending, such as Water's tendency towards healing and defense or Fire's more aggressive bent. --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 4/5'''</s> I give this class a <<<4>>> out of 5 because <<<if a creature is immune to what ever element the bender uses then it should take no damage, you could change it so that half of the damage is always force>>> --[[User:Oghmios|Oghmios]] 04:43, 3 February 2011 (MST)<br />
<br />
:The balance of this has been changed and this rating has been nullified as such. --[[User:Green Dragon|Green Dragon]] 20:21, 10 August 2011 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a <<<4>>> out of 5 because <<<it is easy to read and follow>>> --[[User:Oghmios|Oghmios]] 04:43, 3 February 2011 (MST)<br />
<br />
'''Flavor - 3/5''' I give this class a <<<3>>> out of 5 because I would recommend switching the alignment restrictions for the waterbenders and the earthbenders --[[User:Oghmios|Oghmios]] 04:43, 3 February 2011 (MST)<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because It is a powerful character but not overpowered --[[Special:Contributions/141.101.70.112|141.101.70.112]] 18:43, 10 February 2012 (MST)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because Clear, exept for HP which was v. difficult to find --[[Special:Contributions/141.101.70.112|141.101.70.112]] 18:43, 10 February 2012 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because It is a very good class, fits D&D well --[[Special:Contributions/141.101.70.112|141.101.70.112]] 18:43, 10 February 2012 (MST)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because You could have some real fun with this class --[[Special:Contributions/141.101.70.112|141.101.70.112]] 18:43, 10 February 2012 (MST)<br />
<br />
<nowiki><!-- !!!REMOVE THIS FIRST LINE OF THIS PAGE BEFORE YOU SAVE!!! (i.e. the "nowiki" tag) --><br />
<br />
== Rating == <br />
<br />
'''Power - 3.5/5''' I give this class a 3.5 out of 5 because Egalitarian enough strength to fight Elemental Master --~~~~<br />
<br />
'''Wording - 4.5/5''' I give this class a 4.5 out of 5 because very good joob --~~~~<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because --~~~~<br />
<br />
'''Flavor - 4/5''' I give this class a 3 out of 5 because --~~~~<br />
<br />
== Lolipopmaster ==<br />
<br />
<nowiki><!-- !!!REMOVE THIS FIRST LINE OF THIS PAGE BEFORE YOU SAVE!!! (i.e. the "nowiki" tag) --><br />
<br />
== Rating == <br />
<br />
'''Power - 3.5/5''' I give this class a 3.5 out of 5 because Egalitarian enough strength to fight Elemental Master --~~~~<br />
<br />
'''Wording - 4.5/5''' I give this class a 4.5 out of 5 because very good joob --~~~~<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because --~~~~<br />
<br />
'''Flavor - 4/5''' I give this class a 3 out of 5 because --~~~~</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Elemental_Bender,_True_(3.5e_Class)&diff=560668Talk:Elemental Bender, True (3.5e Class)2012-04-20T04:33:13Z<p>173.245.56.203: </p>
<hr />
<div>== Deletion ==<br />
<br />
Don't delete it!!! I am not done making it yet! {{Unsigned|Eonir777|13:31, 21 July 2008 (MDT)}}<br />
<br />
:When more content gets added I'll remove that template. --[[User:Green Dragon|Green Dragon]] 18:36, 22 July 2008 (MDT)<br />
<br />
==Prestige Class==<br />
I always thought that benders would make a great monk prestige class. I don't think there is enough solid stuff to make a full base class. but keep up the good work. --[[User:T G Geko|T G Geko]] 16:22, 26 July 2008 (MDT)<br />
<br />
actually, i finished out the class on microsoft word, it worked out as a base class. of course making it a prestige would work to. i really need to figure out how to get it from WORD to dndwiki tho....--[[User:Eonir777|Eonir]] 15:47, 8 October 2009 (MDT)<br />
<br />
== Helping out ==<br />
<br />
terribly sorry if i am breaking protocol or something or if i have just pressed some sort of self destruct button, but i like your idea presented here and have indeed already been designing a class like this (mine was prestigious, as discussed early both work good) but i have only just sign up to this site... long time watcher though.<br />
<br />
anyway i would like to help with this class.<br />
Signed<br />
Messah<br />
<br />
== What the hell, ==<br />
<br />
are you thinking, I appreciate you wanting to bring this class to life, but, it's not a class, it's not usable in the least, I mean, leaving some room for editing is one thing, but, there is nothing here, and until there is, it should not be here.<br />
<br />
: Agreed, there is no way any DM/GM would allow this. It is impossible. -- {{unsigned|75.108.50.5}}<br />
<br />
== I would like to take over the creation of this class ==<br />
<br />
Hello, I would like to take over the creation of this class. If any one minds or disagrees with this please let me know. I have some good ideas for this class. -[[User:Sarrow|Sarrow]] 18:45, 16 September 2008 (MDT)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 3.5/5'''</s> This class could own it own without dying, I guess it is playable yet no perfect. A bigger damages outcome would be welcome indeed. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
:The balance of this has been changed and this rating has been nullified as such. --[[User:Green Dragon|Green Dragon]] 20:21, 10 August 2011 (MDT)<br />
<br />
'''Wording - 4/5''' Rather clean, nothing needing intensive rework. Could be cleaner however. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' Some bugs in the table, otherwise nothing else. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''Flavor - 3/5''' Im not really in this element thing, the flavor is rather generic which is a good or bad thing depend on how you view the concept of a base class. Otherwise there a example NPC lacking. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 5/5'''</s> I give this class a 5 out of 5 because this class could do more than hold its own in combat, and can dish out some serious damage. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
:The balance of this has been changed and this rating has been nullified as such. --[[User:Green Dragon|Green Dragon]] 20:21, 10 August 2011 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the wording is pretty okay. Only some minor grammer errors, and the explanations only get a little bit choppy. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' I give this class a 4.5 out of 5 because the only thing wrong is the little bar under "bends per day". --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because I think its a great idea! Just wish the bending could be a little more intensive. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
== thoughts ==<br />
<br />
I always invisioned a bender class as a sort of monk type variant and as such would make use of wisdom, not charisma. An alternative would be to have each element use a different ability. Earth benders (who would have the same hit die) would be sturdier than others and use Con, while fire benders are a bit quick to anger and are headstrong and use strength, air benders are typically lithe and agile therefore use dex and waterbenders are usually quiet but very persistant and use wisdom.<br />
<br />
--[[User:Ruike|Ruike]] 03:55, 8 August 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 3/5'''</s> I give this class a 3 out of 5 because this class, while having a way to supliment damage output beyond the insubstantial monk (from which this class was supposedly modeled on) the damage output does not rival the rogue or most spellcasters, and does not have the stability and consistancy of the fighter, though it is better than any bard and most monks. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
:The balance of this has been changed and this rating has been nullified as such. --[[User:Green Dragon|Green Dragon]] 20:21, 10 August 2011 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the ideas are all well thought out and well presented. Even though there are a decent amount of typos, there are always typos so all in all everyone can understand what is meant. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because while i am uncomfortable in giving too low a score for this, as pretty much all of the formating is well done, there are a few abilities that are not on the table that instruct to reference the table (ie: the movement ability) there is also an unnecessary collumn in the table that could be placed in the description with a few words. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because this is something that i have been looking for and have begun construction of myself. I like the idea of the element bender and it fits into many types of campaigns. it is a possibility for many types of characters and doesn't fit a role that exists already, which adds to the overal flavor imo. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
== I guess making sure it's fine is more important ==<br />
<br />
The author of this page seems awfully against any edits on his article. I was just wondering if there were any objections to fixing a couple grammar and spelling mistakes I've noticed.<br><br />
I'm probably being too cautious here, but I don't want to make anyone annoyed. --[[User:SgtLion|SgtLion]] 04:41, 28 October 2009 (MDT)<br />
<br />
I have no problem with you fixing grammar and typos. Thats cool. --[[User:Eonir777|Eonir]] 17:41, 28 October 2009 (MDT)<br />
<br />
== Somethings missing ==<br />
<br />
Hey, I really like this, alot of people are being huge jerks, and that's crap. Anyway, just wanted to point out that there is no indication to what damage type a bender does before earning greater bend. Also, please don't have the greater bend of earth benders be ballistic, that doesn't exist in D&D outside of futuristic campaigns. Oh, and you don't have the increased speed amount >.> I wanna use this class, so hurry!<br />
<br />
:Lol ok. Dont worry i'll finish it up--[[User:Eonir777|Eonir]] 18:04, 1 November 2009 (MST)<br />
<br />
::Actually there is a lot missing from the bender's primary ability, no damage type, use per not indicated, no text concerning the selection of a focus/element... Also you have a table column for "bends known" that is completely unaccounted for.<br />
<br />
::Eonir I really like what you are presenting but you are going to have do something about the state of this class very soon to keep from being deleted either finish the class or let other get more involved.<br />
<br />
::Let me know if your interested in some help or cooperative work or otherwise just drop a line so we know your still around.--[[User:SomethingClever|SomethingClever]] April 25, 2010<br />
<br />
== Rating ==<br />
<br />
<s>'''Power - 1/5'''</s> I give this class a 1 out of 5 because this is basically a monk with worse saves, no flurry, lower speed, most of the goofy side abilities stripped out, and a limited use version of the warlock's Eldritch Blast. Only Bend Element doesn't have any status effects to tack on (like the real deal) or compatibility with the Full Attack action to make up for the pathetic damage (as the Tome curator). Additionally, there is practically no reason to pick anything but an earthbender, unless for some reason you really want d6 hit points and either heat or cold resistance. Channel Bend is hopelessly weak when you first get it, and you have to wait an incredibly long time to get Improved Trip (especially considering how monster BAB and Size scales with level...more so relative to ''your'' BAB). --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)<br />
<br />
:The balance of this has been changed and this rating has been nullified as such. --[[User:Green Dragon|Green Dragon]] 20:21, 10 August 2011 (MDT)<br />
<br />
'''Wording - 2/5''' I give this class a 2 out of 5 here for many little reasons. The ranges on some of these abilities are not mentioned. The airbender's flight doesn't have a mobility assigned to it. You aren't told what kind of energy/damage type your bender wields until the Elemental Resistance ability. It seems the creator doesn't understand that Damage Reduction works differently from Resistance to Energy, as "Damage Reduction to his damage type" for earth-/airbenders (which get Bludgeoning damage from their default bends) would be better represented as "DR X/Slashing or Piercing". The example encounter is all kinds of messed up and doesn't remotely follow the actual class's progression. Primal Elemental Shape is pretty vague; what features of the elemental do you take on? Also there is mention of "Racial Standard" for the starting age, which doesn't really mean anything. "Bends Known" is misleading, as it's actually an indicator of how many bends you can use per day. Is the airbender's Death Bend useless against creatures who need not breathe? Finally, none of the class features have those little markers in parentheses that tell you if an ability is Extraordinary, Supernatural, Psi-Like, or Spell-Like, and it's not clear what exactly you lose when you become an Ex-bender. --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because some things in the class features list are not listed in the table at all (Increase Speed, Unarmed Strike) or listed at incorrect levels (Channel Bend (full attack)). Otherwise it's good enough. --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)<br />
<br />
'''Flavor - 3/5''' U give this class a 3 out of 5 because while the flavor sections are mostly filled out (if a bit sparse and generic), the class really misses the mark in realizing the different styles of bending, such as Water's tendency towards healing and defense or Fire's more aggressive bent. --[[User:Finfreeze|Finfreeze]] 10:19, 22 March 2010 (UTC)<br />
<br />
== Rating == <br />
<br />
<s>'''Power - 4/5'''</s> I give this class a <<<4>>> out of 5 because <<<if a creature is immune to what ever element the bender uses then it should take no damage, you could change it so that half of the damage is always force>>> --[[User:Oghmios|Oghmios]] 04:43, 3 February 2011 (MST)<br />
<br />
:The balance of this has been changed and this rating has been nullified as such. --[[User:Green Dragon|Green Dragon]] 20:21, 10 August 2011 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a <<<4>>> out of 5 because <<<it is easy to read and follow>>> --[[User:Oghmios|Oghmios]] 04:43, 3 February 2011 (MST)<br />
<br />
'''Flavor - 3/5''' I give this class a <<<3>>> out of 5 because I would recommend switching the alignment restrictions for the waterbenders and the earthbenders --[[User:Oghmios|Oghmios]] 04:43, 3 February 2011 (MST)<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because It is a powerful character but not overpowered --[[Special:Contributions/141.101.70.112|141.101.70.112]] 18:43, 10 February 2012 (MST)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because Clear, exept for HP which was v. difficult to find --[[Special:Contributions/141.101.70.112|141.101.70.112]] 18:43, 10 February 2012 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because It is a very good class, fits D&D well --[[Special:Contributions/141.101.70.112|141.101.70.112]] 18:43, 10 February 2012 (MST)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because You could have some real fun with this class --[[Special:Contributions/141.101.70.112|141.101.70.112]] 18:43, 10 February 2012 (MST)<br />
<br />
<nowiki><!-- !!!REMOVE THIS FIRST LINE OF THIS PAGE BEFORE YOU SAVE!!! (i.e. the "nowiki" tag) --><br />
<br />
== Rating == <br />
<br />
'''Power - 3.5/5''' I give this class a 3.5 out of 5 because Egalitarian enough strength to fight Elemental Master --~~~~<br />
<br />
'''Wording - 4.5/5''' I give this class a 4.5 out of 5 because very good joob --~~~~<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because --~~~~<br />
<br />
'''Flavor - 4/5''' I give this class a 3 out of 5 because --~~~~</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Flame_Fetish_(4e_Optimized_Character_Build)&diff=559531Talk:Flame Fetish (4e Optimized Character Build)2012-04-13T00:40:08Z<p>173.245.56.203: </p>
<hr />
<div>If you look in ''Heroes of the Fallen Lands'', there's a new Wizard variant (the Mage) that's focused on spells of a particular type. In this case, take the Pyromancer. Even at 1st level, you get to completely ignore fire resistance! Now combine that with ''Burn Everything,'' and then you really CAN burn everything, even red dragons and fire elementals!<br />
<br />
Incidentally, if you take ''Staff Expertise'' (same book), your area and ranged spells don't provoke opportunity attacks, and you get a +1 bonus to hit, to boot!<br />
<br />
At the Paragon tier, you should take a serious look at the ''Master of Fire'' from Dragon Magazine #388, which gives you the ability to increase the size of any burst or blast spell with the fire descriptor by 1.<br />
<br />
HINT: You should also take ''Expand Spell,'' ''Arcane Admixture (Thunder),'' and ''Resounding Thunder'' to push ''Scorching Burst'' to the point where it covers most of the battlefield!<br />
<br />
<br />
<br />
<br />
Just my two coppers,<br />
<br />
Radimon the Red</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Flame_Fetish_(4e_Optimized_Character_Build)&diff=559528Talk:Flame Fetish (4e Optimized Character Build)2012-04-13T00:35:42Z<p>173.245.56.203: Created page with "If you look in ''Heroes of fallen Lands'', there's a new Wizard variant (the Mage) that's focused on spells of a particular type. In this case, take the Pyromancer. At 1st level,..."</p>
<hr />
<div>If you look in ''Heroes of fallen Lands'', there's a new Wizard variant (the Mage) that's focused on spells of a particular type. In this case, take the Pyromancer. At 1st level, you get to completely ignore fire resistance. Now combine that with ''Burn Everything,'' and then you really CAN burn everything, even red dragons and fire elementals!<br />
<br />
Incidentally, if you take ''Staff Expertise'' (same book), your area and ranged spells don't provoke opportunity attacks, and you get a +1 bonus to hit, to boot!<br />
<br />
At the Paragon tier, you take a serious look at the ''Master of Fire'' from Dragon Magazine #388, which gives you the ability to increase the size of fire burst or blast spells by 1.<br />
<br />
<br />
<br />
HINT: You should also take ''Expand Spell,'' ''Arcane Admixture (Thunder),'' and ''Resounding Thunder'' to push ''Scorching Burst'' to the point where it covers most of the battlefield!<br />
<br />
Just my two copper pieces.<br />
<br />
Radimon Firemane</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Shadow_Illusion_(3.5e_Feat)&diff=558463Shadow Illusion (3.5e Feat)2012-04-06T05:07:50Z<p>173.245.56.203: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Shadow Illusion<br />
|types=General<br />
|summary=Your images are imbued with material from the Plane of Shadow, making them partially real.<br />
|prereqs=Illusionist 8<br />
|benefit=The "Image" line of spells (as listed on the SRD) can gain the "shadow" sub-type and become partially real. They affect the sense of touch in addition to any other senses as applicable to the particular image spell being used. The percentage of reality is the effective spell level times ten. <br />
|normal=Silent image, minor image, major image, persistent image, and programmed image all work as it says they do in their spell descriptions.<br />
|special=It is not possible for anything over 100% reality to take place unless it is only extraordinarily detailed or some sort of force effect (ie. mimic of Magic Missiles), if applicable. Your 'summoned' monsters cannot become more powerful than the original versions, and you cannot 'summon' a monster if its Challenge Rating is higher than your Effective Level +2.<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
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[[Category:DnD]]<br />
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--></div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Shadow_Enhancement_(3.5e_Feat)&diff=558462Shadow Enhancement (3.5e Feat)2012-04-06T05:01:57Z<p>173.245.56.203: Created page with "{{3.5e Feat |name=Shadow Enhancement |types=General |summary=<!-- A short summary of the feat --> |prereqs=Illusionist 3 |benefit=Your Shadow spells are 20% more real because it ..."</p>
<hr />
<div>{{3.5e Feat<br />
|name=Shadow Enhancement<br />
|types=General<br />
|summary=<!-- A short summary of the feat --><br />
|prereqs=Illusionist 3<br />
|benefit=Your Shadow spells are 20% more real because it is imbued with additional and/or more potent material from the plane of shadow.<br />
|special=You can take this feat multiple times up to a maximum of 3 times, its effects stack with itself and any other bonus to a spell's percentage-of-reality.<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
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[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
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<!-- Sample additional categories. Remove the ones that do not apply<br />
[[Category:General Feat]]<br />
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--></div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Shadow_Illusion_(3.5e_Feat)&diff=558449Shadow Illusion (3.5e Feat)2012-04-06T04:20:24Z<p>173.245.56.203: Created page with "{{3.5e Feat |name=Shadow Illusion |types=General |summary=Your images are imbued with material from the Plane of Shadow, making them partially real. |prereqs=Illusionist 8 |benef..."</p>
<hr />
<div>{{3.5e Feat<br />
|name=Shadow Illusion<br />
|types=General<br />
|summary=Your images are imbued with material from the Plane of Shadow, making them partially real.<br />
|prereqs=Illusionist 8<br />
|benefit=Your image spells are partially real and affect the sense of touch in addition to any other senses as applicable to the image spell being used. The percentage of reality is the effective spell level times ten. <br />
|special=It is not possible for anything over 100% reality to take place unless it is only extraordinarily detailed or some sort of force effect (ie. mimic of Magic Missiles), if applicable. Your 'summoned' monsters cannot become more powerful than the original versions, and you cannot 'summon' a monster if its Challenge Rating is higher than your Effective Level +2.<br />
}}<br />
<br />
<br />
---- <!-- insert pages that link to this feat here --><br />
{{3.5e Feats Breadcrumb}} &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
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[[Category:DnD]]<br />
[[Category:3.5e]]<br />
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<!-- Sample additional categories. Remove the ones that do not apply<br />
[[Category:General Feat]]<br />
[[Category:Metamagic Feat]]<br />
[[Category:Special Feat]]<br />
--></div>173.245.56.203https://www.dandwiki.com/w/index.php?title=True_Archer_(3.5e_Class)&diff=552216True Archer (3.5e Class)2012-02-28T07:38:54Z<p>173.245.56.203: /* True Archers in the World */</p>
<hr />
<div>{{NeedsBalance|It's just...weak...}}<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Ready for Review<br />
|editing=<br />
|type=Combat-Focused, Skilled<br />
|desc=Masters of the bow and crossbow, the true archer is the prime example of power at a distance.<br />
}}<br />
<br />
==True Archer==<br />
<br />
Many classes can be archers... fighters, rangers, and clerics all do well, but none are as dedicated as the true archer. His dedication pays off, enabling him to exceed the archery skills of his kin.<br />
<br />
===Making a True Archer===<br />
<br />
True Archers fight at a distance, out of range and out of mind... until the arrows start flying. An true archer can focus on the single powerful shot, or perform a volley of arrows to darken the skies. His support fire quickly wears away the enemy before they can even get close.<br />
<br />
'''Abilities:''' Dexterity is the most important ability of the true archer, who needs to hit and hit often, many times at penalties due to rapid shot or distance. Wisdom can suffice for the Zen True Archer (Complete Warrior), but he will lose out of the AC bonus Dexterity provides, for the true archer is soft and should not be in melee. Strength is important for any bow build, allowing additional damage, a problem bows often face. Constitution is less important than most characters as you will have distance, but still good for the day you are caught in the claws of your enemy. Intelligence can make the true archer skillful, and provides good synergy with Knowledge Devotion (Complete Champion).<br />
<br />
'''Races:''' Races with dexterity bonuses benefit best, though even a strength focused true archer can succeed. Elves, Goliaths, Humans, and Half-Elves are the ones most likely to become true archers.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 5d6 &times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The True Archer}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +0 || +2 || +0<br />
| class="left" | Bonus Feat, Archery Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +0 || +3 || +0<br />
| class="left" | Evasion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +1 || +3 || +1<br />
| class="left" | Bonus Feat, Eagle Eyes +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +1 || +4 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +1 || +4 || +1<br />
| class="left" | Improved Archery Style, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +2 || +5 || +2<br />
| class="left" | Eagle Eyes +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +2 || +5 || +2<br />
| class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +2 || +6 || +2<br />
| class="left" | Improved Evasion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +3 || +6 || +3<br />
| class="left" | Bonus Feat, Eagle Eyes +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +3 || +7 || +3<br />
| class="left" | Greater Archery Style<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +3 || +7 || +3<br />
| class="left" | Elemental Shot 1/day, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +4 || +8 || +4<br />
| class="left" | Eagle Eyes +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +4 || +8 || +4<br />
| class="left" | Elemental Shot 2/day, Safe Shooting, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +4 || +9 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +5 || +9 || +5<br />
| class="left" | Bonus Feat, Archery Style Supremacy, Elemental Shot 3/day, Eagle Eyes +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +5 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +5 || +10 || +5<br />
| class="left" | Elemental Shot 4/day, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Golden Arrow 1/day, Eagle eyes +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +6 || +11 || +6<br />
| class="left" | Elemental Shot 5/day, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Final Archery Style<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), and [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the True Archer.<br />
<br />
'''Weapon and Armor Proficiency:''' True Archers are proficient with all simple weapons, and all martial and a single exotic ranged weapon of their choice. True Archers are proficient with light armor, but not with shields.<br />
<br />
'''{{#anc:Bonus Feats}}:''' At 1st level and every 2 levels thereafter, a true archer can choose a bonus feat. This feat may be selected from the list of fighter bonus feats. In addition, true archer levels count as fighter levels for the purpose of feat pre-requisites, and stack with actual fighter levels. The typical true archer invests in fighter bonus feats related to his style of archery.<br />
<br />
'''{{#anc:Archery Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level an true archer chooses one of two styles of archery, the Volley True Archer who fights through sheer number of arrows rather than pure damage, or the Sniper True Archer who fights through the single, strong, devastating shot, usually under safety of cover. Once this choice is made, it effects the progression of all further archery style benefits.<br />
<br />
At 1st level the Volley True Archer gains the [[Rapid Shot]] feat, even if he does not qualify for it. The Sniper True Archer instead gains Darkstalker feat from Lords of Madness (Pg. 179), enabling him to hide from creature's alternate senses.<br />
<br />
{{#anc:Darkstalker}}<br />
You have learned how to stalk and surprise creatures<br />
whose senses are very different from those of a<br />
humanoid.<br />
Benefi t: When you hide, creatures with blindsense,<br />
blindsight, scent, or tremorsense must<br />
make a Listen check or a Spot check (whichever DC<br />
is higher) to notice you, just as sighted creatures would make<br />
Spot checks to detect you. You cannot hide in plain sight unless<br />
you have that ability as a class feature. In addition, you can flank<br />
creatures that have the all-around vision special quality.<br />
Normal: Creatures with these senses do not need to make<br />
Spot or Listen checks to notice other creatures within<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, an true archer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the true archer is wearing light armor or no armor. A helpless true archer does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Eagle Eyes}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level the true archer's senses enable superior shooting. He gains a +1 competence bonus to ranged attack rolls. Every 3 levels afterward, he gains an additional +1 to attack.<br />
<br />
'''{{#anc:Improved Archery Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level an true archer's archery style advances. A Volley True Archer gains [[Manyshot]] as a bonus feat. A Sniper True Archer instead gains Power Shot, which behaves as Power Attack for ranged attacks. Likewise, it qualifies as Power Attack for future pre-requisites.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level an true archer becomes even more difficult to hit with magic and other attacks. This ability works like evasion, except that while the true archer still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless true archer does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Greater Archery Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level an true archer's archery style advances once more. A Volley True Archer gains Improved Rapid Shot (Complete Warrior, Pg. 101). A Sniper True Archer instead gets the ability to retain cover easier when sniping. He only takes a -10 penalty to hide checks after an attack instead of -20.<br />
<br />
'''{{#anc:Elemental Shot}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The true archer begins to grasp energy beyond that of normal people, using their inner ki, force of will, or hidden magical talents to bring elemental fury to their arrows. At 11th level the true archer may, as a free action that is part of an attack, imbue an arrow with either fire, cold, electric, or acid damage. All the damage the arrow normally does instead becomes the appropriate elemental damage, plus an additional +5d6 in elemental damage. He may do this 1/day and an additional time per day every 2 levels afterwards. The player must declare that he is using this ability prior to rolling the attack. A failed attack still uses up the Elemental Shot.<br />
<br />
'''{{#anc:Safe Shooting}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level and beyond, an true archer may fire even in the midsts of melee. The true archer no longer provokes attacks of opportunity for firing in melee.<br />
<br />
'''{{#anc:Archery Style Supremacy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 15th level an true archer's archery reaches the best of his kind. A Volley True Archer gains the ability to rain arrows from the sky, the arrow splitting into many mid-flight. As a standard action he may target a 20 ft. radius area and deal his normal damage, with a Reflex save DC 10 + 1/2 class level + [[Dex]] (or other applicable to-hit modifier) for half. A Sniper True Archer likewise gains a similar power, but instead attacks in a 120 ft. line, striking all opponents within the line with a Reflex save DC 10 + 1/2 class level + [[Dex]] (or other applicable to-hit modifier) for half.<br />
<br />
'''{{#anc:Golden Arrow}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 18th level, the true archer's ability to strike at his opponents is uncanny. As long as the true archer targets the correct square, he will hit. 1/day, he may choose one of his attacks as his Golden Arrow, which strikes without fail. He must choose his golden arrow before he makes the attack roll.<br />
<br />
'''{{#anc:Final Archery Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level an true archer's archery style exceeds all others. Regardless of which style he has chosen, he may select one of the following two abilities. He may increase his critical hit range by +1 (thus a longbow would be 19-20/x3, and a crossbow 18-20/x2). This increase stacks with Improved Critical and Keen effects. Alternatively he may increase the critical multiplier by one (giving a longbow x4 critical, or a crossbow, x3). This increase represents his keen ability to place his shots just right to make it more likely to hit a vital organ, or strike with that much extra force.<br />
<br />
====Epic True Archer====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic True Archer}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Eagle Eyes +7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Elemental Shot 6/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Eagle Eyes +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Golden Arrow 2/day, Elemental Shot 7/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Eagle Eyes +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Elemental Shot 8/day, Eagle Eyes +10<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Elemental Shot:''' The number of times an elemental shot can be performed increases once four three levels in epic levels.<br />
<br />
'''Golden Arrow:''' The number of times a golden arrow can be performed increases once every eight levels in epic levels.<br />
<br />
'''Eagle Eyes:''' The bonus from Eagle Eyes increases once every three levels in epic levels.<br />
<br />
====Human True Archer Starting Package====<br />
<br />
'''Weapons:''' Longbow.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft Bowmaking || 4 || [[Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || [[Dex]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || [[Dex]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || [[Wis]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || [[Dex]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || [[Dex]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || [[Str]] || 0<br />
|}<br />
<br />
'''Feat:''' Weapon Focus Longbow.<br />
<br />
'''Bonus Feats:''' Zen Archery, Point Blank Shot.<br />
<br />
'''Gear:''' Leather Armor, Backpack, 60 Arrows.<br />
<br />
'''Gold:''' 35 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a True Archer====<br />
<br />
'''Religion:''' True Archers have no particular focus on religion, but as an true archer may very well be a hunter, nature based gods often works well with the true archer.<br />
<br />
'''Other Classes:''' The bow-dedicated fighter and the ranger bow respect the true archer to the dedication to their art. An true archer always appreciates a good meat shield as well, he does not survive well in melee and should avoid it at all costs. Casters stand in rank with him and can provide good battlefield control while the true archer rains death from afar.<br />
<br />
'''Combat:''' If the true archer can avoid melee combat, he does. Where most non-magic using classes perish against a flying enemy who is out of range, the true archer has no such problems. Only the threat of a grappler or disarming fighter phases them.<br />
<br />
'''Advancement:''' Ranger classes often work well with the true archer, as do fighter and rogue classes for a more martial, or sneaky bent.<br />
<br />
====True Archers in the World====<br />
<br />
{{quote|My arrows will darken the skies!|orig=I. Cebium, Human True Archer}}<br />
<br />
True Archers are hunters and soldiers alike. The best way to survive a battle after all is to ensure the enemy falls before he even reaches you.<br />
<br />
'''Daily Life:''' True Archers are almost impossible to distinguish from Fighters or Rangers, depending on their style, and thus follow ranks with their two fellow classes.<br />
<br />
'''Notables:''' They say a certain green-garbed former noble was a killer with the bow and arrow.<br />
<br />
'''Organizations:''' True Archers who organize are likely soldiers in the army. In there they provide ranged combat services which destroy large tight-knit phalanxes of enemy troops.<br />
<br />
'''NPC Reactions:''' As before, true archers get confused with fighters and rangers, and likewise are treated as such by the ignorant populace.<br />
<br />
====True Archer Lore====<br />
<br />
Characters with ranks in Knowledge Local can research True Archers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge Local<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | True Archers are master of the ranged weapon, focusing on it even more than a mere fighter or ranger.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The true archer has an incredible shot, and can fire at things with uncanny accuracy, be they snipers or if they rain arrows in volley shots.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | True Archers gain special powers, enabling them to fire in vast areas, shoot elemental arrows, and strike harder than normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | People who recieve this level of success can gain insight on specific true archers, their achievements, and last known location.<br />
|}<br />
<br />
====True Archers in the Game====<br />
<br />
True Archers are often secondary fighters, but with a little optimization and a set of spell storing arrows, they can become dangerous battlefield controllers, quasi-mages from ranges even casters fail at.<br />
<br />
'''Adaptation:''' A more modern setting can adept all things dealing with crossbows to guns. The class holds with guns as well, and may change its name to Gunner instead.<br />
<br />
'''Sample Encounter:''' The PCs must assault the Castle of Darkness, but they catch wind of their deadly true archers lined up en masse. A frontal assault is suicide, but how will they make it past the arrows raining from the heavens?<br />
<br />
''EL whatever:'' 10.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:User:Eiji]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Naruto_Shinobi_(3.5e_Class)&diff=551444Naruto Shinobi (3.5e Class)2012-02-21T20:59:14Z<p>173.245.56.203: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Done.<br />
|editing=Always Editing in new ideas that make the class more flexible.<br />
|type=Depends. Neutral, Mediator, jack-of-all-trades.<br />
}}<br />
<br />
==Naruto Shinobi==<br />
<br />
Alright. There are probably several people thinking" Oh great, another never fully done naruto ripoff." Well, not this time! I was tired of trying to find a completed version of the famous(or infamous) ninja myself, and got tired of all the incompletes or crap-fests. My real inspiration, however was when i got wind of one of my dnd buddies made the Soul Reaper from another popular anime, Bleach. Well if he can do it, why not try it myself? This is the result.<br />
<br />
===Making a Naruto Shinobi===<br />
<br />
Shinobi are put into a party depending on the path. Should one go for ninjutsu, they could replace a potent caster. Should they choose to specialize in Taijutsu, they can become as effective a combatant as a monk.<br />
<br />
'''Abilities:''' The Shinobi benefits from high Constitution scores, as it judges the amount of chakra points they have. Wisdom is useful for a ninjutsu or bloodline Shinobi, while a Taijutsu Shinobi prefers a high Strength.<br />
<br />
'''Races:''' Now, According to the show, there are 5 human villages(plus other smaller ones) so i guess the most common shinboi is a human, but seeing as how humans aren't the only race, i guess other civilized races could also become shinobi, dwarf, elf, etc.<br />
<br />
'''Alignment:''' Each Shinobi has their own path they follow. A number of ninja can be seen as lawful, however it is not uncommon to see ninja acting on their own for personal reasons, the greater good, or towards selfish goals.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Naruto Shinobi}}</div><br />
Hit Die: D6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<sup>1</sup><br />
! rowspan="2" | Special<br />
! rowspan="2" | Chakra<br/>Points<br />
! rowspan="2" | Unarmed<br/>Damage<sup>2</sup><br />
! rowspan="2" | AC<br/>Bonus<br />
! rowspan="2" | Unarmored<br/>Speed Bonus<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | Hidden Village, Ninja Path, Unarmed Strike || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Evasion, Sudden Strike +1d6 || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Chakra Accumulation || con+wis || 1d6 || +0 || +0 ft. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | Great Leap || con+wis || 1d6 || +0 || +0 ft. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 <br />
| class="left" | Trapfinding || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | Purity of Body || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | Acrobatics +2 || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Slow Fall 20 ft || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Sudden Strike +3d6 || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | Improved Chakra Accumulation || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | Poison Use || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Improved Evasion || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Slow Fall 40 ft || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | Acrobatics +4 || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | Sudden Strike +5d6 || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Wholeness of Body || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Trap Sense +1 || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | Slow Fall 60 ft || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | Acrobatics +6 || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | Diamond Body || con+wis || 2d6 || +3 || +30 ft.<br />
|-<br />
| colspan="10" class="foot" |<br />
# The value shown is for Medium shinobi. See [[#Table: Naruto Shinobi Unarmed Damage by Size|Table: Naruto Shinobi Unarmed Damage by Size]] for shinobi of all sizes.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Tumble(Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the shinobi.<br />
<br />
'''Weapon and Armor Proficiency:''' Shinobi are proficient with kama, nunchucks, shuriken, and all simple and marital weaponry. They are proficient with padded armor (This is equivalent to their chuunin flack jackets).<br />
<br />
'''{{#anc:Chakra}}:''' A Shinobi gains an amount of chakra points equal to their Constitution modifier and Wisdom Modifier added together at each level. These points stack at each level. For Example; Naruto is a level 2 shinobi with an 18 Con and a 16Wis. He currently has 14 chakra points, and gains a level. He gains another 7 chakra points, bringing his total chakra pool to 21 points. The reason it's Con and Wis is because in the show, chakra is made from physical and spiritual focus. Should a Shinobi need more chakra, he may deal 2 points of temporary con and wis damage to himself to gain an amount of chakra equal to one-fourth his normal chakra. This can be used multiple times, even if it would drop the Shinobi's Constitution score to 0. If and when this happens, the Shinobi does NOT die instantly, but instead dies when he runs out of chakra.<br />
<br />
'''{{#anc:Ninja's Path}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When He first starts out, a shinobi chooses his "path". That means, he either specializes in ninjutsu, taijutsu, or develops his bloodline trait. Now, the only two bloodline traits available are Byakugan and Sharingan(Cause i'm friggin lazy) and they're low probability. Have your DM<br />
roll a d100. If the roll is anywhere from 01-10, you've got byakugan. 86-100 means you have sharingan. They'll be explained a bit later. Sharingan Users are able to learn Ninjutsu as if they had selected the path.<br />
<br />
'''{{#anc:Hidden Shinobi Village}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Each Shinobi, unless a Missing-Nin, belongs to a village. He gains a special bonus to certain things, depending on which village he hails from.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Shinobi Hidden Villages}}<br />
|-<br />
!'''Village'''||'''Special'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dead || class="left" | Rebuke Undead as Cleric, 1/2 class level caster level, Wis bonus times/day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Leaf || class="left" | Can take ANBU Prestige Class two levels earlier than normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Missing || class="left" | Under Construction<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mist || class="left" | Mist Shroud Jutsu - 3 Chakra/round, Total Concealment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rock || class="left" | Immunity (Bullrush and Overrun)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sand || class="left" | Puppeteer Prestige Class (Under Construction)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Snow || class="left" | Resist Cold (1/2 Class level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sound || class="left" | Curse Mark (Under construction)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Stars || class="left" | +(1/2 class level) competence bonus to Hide/Move Silently.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Waterfall || class="left" | Manipulate Water - 1 Chakra/Gallon<br />
|} <br />
<br />
'''{{#anc:Evasion}}:''' See Monk; Player's Handbook, pg 41<br />
<br />
'''{{#anc:Sudden Strike}}:''' If a shinobi can catch an opponent when they are unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a shinobi's target is denied a dex bonus to armor class (whether the target actually has dex bonus or not), the ninja deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points of damage for every six Shinobi levels thereafter. A shinobi can't use sudden strike when flanking an opponent unless the oppenent is denied its dex bonus to ac. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A shinobi can't make a sudden strike while the limbs of a creature whose vitals are out of reach. A shinobi can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. Extra damage from sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target. <br />
<br />
'''''{{#anc:Chakra Accumulation}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Chakra Accumulation : The Shinobi can accumulate chakra at one point in his body to gain amazing gripping power. This can be used to walk on walls, ceilings, otherwise impassable terrain, or to gain a +10 bonus to grapple checks. Uses 2 chakra a round, or 1 chakra per square moved, if not in combat. At 10th level, the Shinobi can use this ability to walk/stand on water at 3 chakra per round or 2 chakra per square(out of combat). While using this ability, the Shinobi must make a DC 15 concentration check for each round the ability is active, or each square moved, or lose the effect.<br />
<br />
'''{{#anc:Great Leap}}:''' See Ninja; Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Trapfinding}}:''' See Rogue; Player's Handbook pg 50<br />
<br />
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, a shinobi gains immunity to all diseases except for supernatural and magical diseases.<br />
<br />
'''{{#anc:Acrobatics}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level or higher, a shinobi within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The shinobi’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her shinobi level.<br />
<br />
'''{{#anc:Speed Climb}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Poison Use}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 12th level, a shinobi’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth he takes only half damage on a failed save. A [[SRD:Helpless|helpless]] shinobi does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 16th level or higher, a shinobi can heal his own wounds. He can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice his current shinobi level each day, and he can spread this healing out among several uses.<br />
<br />
'''{{#anc:Trap Sense +1}}:''' See Rogue, Player's Handbook, pg 50<br />
<br />
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a shinobi gains immunity to poisons of all kinds.<br />
<br />
'''{{#anc:Ninja Path: The Specifics}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Alright. There are three paths.<br />
Ninjutsu; Very similar to spells, but not as potent, and you need somatic components. Unless specified, Jutsu somatic components are free actions.<br />
Taijutsu; Increase your melee potency with Combos giving you extra attacks at specified attack values.<br />
Bloodline Traits; Byakugan and Sharingan. These add special values to your repitoire of normal abilities.<br />
<br />
you may only learn 1 jutsu whenever you attain the required level for the next set of jutsu. I.E. Naruto learned the Sexy Jutsu at level 1, and just attained level 3. He learns Shadow Clone, but can no longer learn Fireball because he must use so much time mastering his new jutsu.<br />
Jutsu with a chakra cost of #+#/d#, such as Dragon Fire Jutsu, 5+1/d6 means there is an extra chakra point used for each d6 of damage. A level 10 Shinobi using Dragon fire jutsu would pay 13 chakra points.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Ninjutsu List}}<br />
|-<br />
! Ninjutsu || Level || Chakra || Effect <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Substitution || 1 || 2 || class="left" | When a Character is allowed a Reflex Save, or find themselves the target of an attack of opportunity, they may use this jutsu to replace themsleves with a random scenery object nearby. A concentration check is required to pull this off, either higher than the reflex DC or higher than the enemy's attack roll, whichever situation is applicable.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sexy Jutsu || 1 || 3 || class="left" | The Character may use this to turn into an attractive female of the opponent's species in order to daze the opponent for 1d4 rounds. The target may opt to make a DC 10 + Shinobi's level will save to avoid being dazed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fireball || 3 || 2+1/d6 || class="left" | 1d6/level(max10d6) fireball with a range of of 40 feet.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Clone || 3 || 2 || class="left" | Create one Copy of Character. Dissapates when the character calls off the jutsu/runs out of chakra points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Bind || 5 || 6&1 || class="left" | Hold one target in place, target must make a grapple check opposing the character's concentration check. 6 chakra to initiate the jutsu, and 1 chakra per round after initiation.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Transformation || 5 || 5 || class="left" | As the ''Polymorph'' spell.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shuriken Replication || 5 || 6 || class="left" | Creates 3 copies of one thrown weapon that last til the end of the player's action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dragon Fire || 7 || 3+1/d6 || class="left" | 50 ft line dealing 1d6/level(max15) fire damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Release || 7 || 11 || class="left" | Can use this ability to make a concentration check instead of will save for mind affecting spells, spell-like abilities, powers, etc.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Phoenix Fire || 9 || 8+1/d6 || class="left" | Imbues thrown weapons with 1d6/4levels fire damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Third Eye || 9 || 6 || class="left" | Creates an eye of sand, dirt, clay, etc. that can move 15 feet away from char.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Grand Fireball || 11 || 10+1/d8 || class="left" | 1d8/level(max 15) fireball that explodes with a 20-foot radius and 80 foot limit range.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning I || 11 || 20 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dance of the<br/>Crescent Moon || 11 || 10 || class="left" | Creates two copies of the character for one round to attack a target.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chidori || 11 || 5+1/d12 || class="left" | Character must prepare a charge attack action and designate that he is activating Chidori in order to use this attack. Adds 1d8/level(max20d8) lightning damage to one unarmed melee strike. This unamred strike can be followed by one more attack at the second highest bonus available. If you choose this jutsu, you cannot choose Giant Ball Rasengan at level 20.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rasengan || 11 || 1/d10 || class="left" | Character must be unarmed to use this attack. Takes one round to charge. Character cannot make any other action while charging. Next round the character may move 10 feet before making the attack. This attack deals 1d10/level(max20d10)+strength mod force damage. If you choose this jutsu, you cannot choose Improved Chidori at level 20.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Earth Rising Wall || 13 || 11 || class="left" | Creates a 15 foot long 5 foot wide wall of earth, 5 hp/level, 2 hardness/level.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Strangulation || 13 || 4/round || class="left" | Can only use after successfully using Shadow Bind. Deal unamred strike damage per round while both are active.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mass Shadow Clone || 15 || 2*x/round || class="left" | As Shadow Clone, but creates x copies of character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning II || 15 || 22 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chakra Barrier || 15 || 3/round || class="left" | +5 AC per round active. Character cannot move or attack.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Time Space Jutsu || 16 || 10/5 miles+ 10 per passenger || class="left" | Character can transport themselves anywhere they can see or remember in detail including other planes of existence.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mud Cannonball || 17 || 10+1/d6 || class="left" | Creates the head of a Blue Dragon that is made of mud and shoots 2 balls of mud at 2 specified targets dealing 1d6/level earth damage up to 100 feet away. Lasts 3 rounds.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fire Dragon Blast || 17 || 10+1/d8 || class="left" | Creates the head of a Red Dragon that is made of fire and shoots a cone of flame that reaches out 50 feet and deals 1d8/level fire damage. Lasts one round.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wind Blade || 19 || 10+1/d6 || class="left" | Deals 1d6/level wind damage to enemy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning III || 19 || 25 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Spirit Projection || 19 || 20 || class="left" | Character projects spirit that moves at half the character's normal speed. If moved into a space with a living creature, character takes control of that creature for 5 minutes/50 rounds or until cancelled. The player's body remains vulnerable to attack and weather, however, and as such this jutsu should never be performed when going solo.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Improved Chidori || 20 || 15+1/d12 || class="left" | As Chidori, but deals 20d10, Half Electric, Half Force. Can also channel Improved Chidori through an equipped melee weapon.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Giant Ball Rasengan || 20 || 15+1/d10 || class="left" | Same as Rasengan, but takes two rounds to charge and deals 20d12+strength mod damage. Half Force, Half Wind<br />
|-<br />
|}<br />
<br />
Now Taijutsu! All Taijutsu are only added onto full-round attack actions, unless stated otherwise.<br />
<table border="1"><br />
<tr><br />
<th>Jutsu</th><br />
<th>Level</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Spinning Leaf Wind</td><br />
<td>3</td><br />
<td>you gain an extra attack at your Highest attack bonus<td/><br />
</tr><br />
<tr><br />
<td>Pain of a <br/>Thousand Years</td><br />
<td>3</td><br />
<td>Must be behind enemy. +1d6 damage and 20 foot knockforward.<td/><br />
</tr><br />
<tr><br />
<td>Lion's Combo</td><br />
<td>5</td><br />
<td>Extra attack at highest and another extra attack at 2nd highest bonuses.<td/><br />
</tr><br />
<tr><br />
<td>Lotus</td><br />
<td>5</td><br />
<td>Three extra attacks at highest attack value, 5 round fatigued effect.<td/><br />
</tr><br />
<tr><br />
<td>Open 1st Gate</td><br />
<td>9</td><br />
<td>Full round action to force open some of the limiters on the body's muscles. +2 damage to all attacks, +10 speed, +2 dodge ac bonus for con mod + 5 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter.<td/><br />
</tr><br />
<tr><br />
<td>Initial Lotus</td><br />
<td>11</td><br />
<td>Must have opened 1st gate in same encounter. Extra Four Attacks at highest attack bonus, Ends 1st gate opened effect as if the length hit 0 rounds left. Adds a 4 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Open 2nd Gate</td><br />
<td>13</td><br />
<td>Must have 1st gate already open. Full round action to force open some more of the limiters on the body's muscles.+4 damage to all attacks, +20 speed, +4 dodge ac bonus for con mod + 6 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 1st gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Shadow Leaf Dance</td><br />
<td>15</td><br />
<td>After dealing damage to opponent, move right behind opponent for more opportunities.<td/><br />
</tr><br />
<tr><br />
<td>Mach Punch</td><br />
<td>15</td><br />
<td>Must be unarmed, unless character is using punching daggers. Extra 7 attacks at lowest attack bonus.<td/><br />
</tr><br />
<tr><br />
<td>Mach Kick</td><br />
<td>17</td><br />
<td>Same as Mach Punch, but with legs. Must be able to move legs.<td/><br />
</tr><br />
<tr><br />
<td>Open 3rd Gate</td><br />
<td>17</td><br />
<td>Must have 2nd gate already open. Full round action to force open some of the limiters on the body's muscles. +6 damage to all attacks, +30 speed, +6 dodge ac bonus for con mod +7 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 2nd gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Secondary Lotus</td><br />
<td>18</td><br />
<td>Must have 3rd gate opened. Extra Six Attacks at highest attack bonus, Ends 3rd gate opened effect as if the length hit 0 rounds left. Adds a 6 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Great Spinning<br/> Leaf Wind</td><br />
<td>18</td><br />
<td>Two extra attacks at highest bonus, +5 to hit and to damage.<td/><br />
</tr><br />
<tr><br />
<td>Open 4th Gate</td><br />
<td>19</td><br />
<td>Must have 3rd gate already open. Full round action to force open some of the limiters on the body's muscles. +8 damage to all attacks, +40 speed, +8 dodge ac bonus for con mod +8 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 3rd gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Primary Lotus</td><br />
<td>20</td><br />
<td>Must have 4th gate opened. Extra Eight Attacks at highest attack bonus, Ends 4th gate opened effect as if the length hit 0 rounds left. Adds a 8 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Drunken Fist</td><br />
<td>20</td><br />
<td>You have become one with the sake. Due to your intoxicated anger, you gain +10 to all damage rolls. On top of that, because of your erratic movement you've got a +10 dodge bonus to your ac. And to top it all off, Your inebreation makes your movements unreadable, giving you a +10 to hit your opponent. Drink and Power up! And yes, you actually need to drink an alcoholic beverage. Lasts 1d8 rounds per alcoholic beverage downed.<td/><br />
</tr><br />
</table><br />
<br />
And Finally, the Bloodline traits. Byakugan and Sharingan.<br />
Although Byakugan has more, Sharingan is easier to acquire.<br />
<br />
<table border="1"><br />
<tr><br />
<th>Sharingan Ability</th><br />
<th>Level</th><br />
<th>Chakra</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>1</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 10 ft. Character can also see through invisibility. +2 dodge bonus to ac.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Hypnotization</td><br />
<td>5</td><br />
<td>10</td><br />
<td> The user of the Sharingan is able to affect his opponent's mind as if he were using a "Suggestion" spell as an equal level sorcerer, as long as he maintains eye contact for one full round.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>5</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 20 ft. Character can also see through invisibility. +4 dodge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>10</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 30 ft. Character can also see through invisibility. +6 dodge bonus to ac. Copy ninja- any technique that involves a somatic component the sharingan user can attempt to copy but must succeed a concentration check of 10 plus spell and caster level </td><br />
</tr><br />
<tr><br />
<td>Sharingan-Triple Windmill</td><br />
<td>10</td><br />
<td>10</td><br />
<td>Character can make three ranged attacks at their highest attack bonus and one Dragon Fire Jutsu on one opponent. Character must pay the jutsu cost for Dragon Fire Jutsu.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>15</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 40 ft. Character can also see through invisibility.+8 dodge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan</td><br />
<td>15</td><br />
<td>2/round</td><br />
<td>Character is - ohhhh ho ho hoo........ This is the big one. Alright. In order to have access to the Mangyekou Sharingan, you must kill a fellow party member. Exactly. WTF!? Heh.. you'd better be good at bribery, cause you'll have to be to convince your dm to allow this. Maybe deception, too. Point is : Good Luck. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu</td><br />
<td>15</td><br />
<td>30</td><br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user deals 15d20 damage, half divine, half fire, with the same parameters as a normal "fireball" spell, but at a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind.</td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu shield of black flames</td><br />
<td>17</td><br />
<td>40</td><br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user surrounds himself in bones covered in amaterasu flames, any persons attacking the sharingan user must succeed a dc 45 reflex save or take full 10 d20 damage, half divine, half fire. On a successful attack on sharingan user the weapon used to deal damage is now on fire and will burn until destroyed 1 round per size category larger than medium, smaller weapons are immediately destroyed. To activate user must pay a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind, also an additional 1 permanent damage per 3 rounds active.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>20</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 50 ft. Character can also see through invisibility. +10 doge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu/Susanoo </td><br />
<td>20</td><br />
<td>50</td> <br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user summons Susanoo a creature completely made of amaterasu that that surronds their person. Shield of black flames x 2 good and bad. User has complete concealment, and cannot act. Susanoo is equipped with his size category + 5 Bastard sword(Susanoo can be summoned in a place as small as large to his max size of gargantuan if space allows however an extra -1 to spot and search for each size in excess of large) and deals an additional 15d20 damage, half divine, half fire, to every strike. Susanoo's saves and abilities are same as user's with a +39 to base attack bonus, not including shaingan and clone, he has a ranged attack Yasaka magatama its states are the same as grand fire ball x 3 with the attribute of amaterasu cost= 3 x grand fireball, His health is twice the max of user and can be regenerated completely with spending 30 chakra </td><br />
</tr><br />
</table><br />
<br />
Here's Byakugan. Byakugan users must be using unarmed attacks to use any of these abilities other than Byakugan Sight. Their unarmed strikes are also considered to do damage in accordance with their alignment for overcoming damage reduction of good or evil, lawful/chaotic.(For true neutral, just assume it breaks all 4, but only deals half damage).<br />
<table border="1"><br />
<tr><br />
<th>Byakugan Ability</th><br />
<th>Level</th><br />
<th>Chakra</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>1</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 10 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Gentle Fist Style</td><br />
<td>2</td><br />
<td>N/A</td><br />
<td>Character has 25% chance to deal 1 point of Temporary <br/>Con and Wis damage</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>5</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 20 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>64 Strikes</td><br />
<td>5</td><br />
<td>10</td><br />
<td>Character is given an extra 5 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>10</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 30 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/> Heavenly Spin</td><br />
<td>10</td><br />
<td>10+x</td><br />
<td>Character must save their action to use this jutsu. If and when they are attacked, this jutsu activates, dealing 1d6 damage times "x"(max15d6) and 15 foot knockback as the attacking opponent is blown back by a powerful force of chakra.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>15</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 40 ft radius. Character can also see through invisibility.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>128 Strikes</td><br />
<td>15</td><br />
<td>15</td><br />
<td>Character is given an extra 10 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>20</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 50 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>256 Strikes</td><br />
<td>20</td><br />
<td>20</td><br />
<td>Character is given an extra 15 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
</table><br />
<br />
Shadow Clones : Shadow Clones have the exact same stats, skills, feats, etc. as the player who created them, but the hp and chakra are cut to 1/4 the player's amount.<br />
<br />
====Epic Shinobi====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Shinobi}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! Chakra Points !! Unarmored<br/>Ac Bonus !! Unarmored<br/> Speed Bonus !! Unarmed Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Second Ninja Path || con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Second Ninja Path:''' A Shinobi, at 21st level, is able to choose another path as if he had just started his journey. It's kind of easy to figure out, if you took Ninjutsu, you're gonna take Taijutsu. If you took Taijutsu, you're gonna take Ninjutsu. If you have one of the two bloodlines, you have a free choice. You CANNOT gain a bloodline using this second chance, though.<br />
<br />
'''Chakra Points:''' A Shinobi continues to gain chakra points that he can use for any reason.<br />
<br />
====Human Shinobi Starting Package====<br />
<br />
<br />
'''Weapons:''' 5 Shurikens; 1d2 damage; x2 crit; 1/2lb each, 2&1/2lbs total; Piercing Damage.<br/><br />
ShortSword; 1d6 damage; 19-20/x2 crit; 2lb; Slashing Damage<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Escape Artist || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disable Device || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || &mdash;<br />
|}<br />
<br />
'''Feat:''' Improved Initiative.<br />
<br />
'''Bonus Feats:''' Stealthy.<br />
<br />
'''Ability:''' Ninjutsu - Substitution<br />
<br />
'''Gear:''' Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin.<br />
<br />
'''Gold:''' 1d4 &times;10.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Shinobi====<br />
<br />
<br />
<br />
'''Religion:''' Seeing as how i'm going mostly from the show here, i can't really say what their religion is :/ Go to town with it.<br />
<br />
'''Other Classes:''' Other Classes percive the Shinobi as special Rogues, but Monks see them as cheap mockeries of their devotion and abilities.<br />
<br />
'''Combat:''' See Above Paragraph.<br />
<br />
'''Advancement:''' The Naruto Shinobi is devoted to this path until the see it through.<br />
Until they attain the 20th Level, they are limited to cross-classing with one or more of the following:<br />
<br />
ANBU Black Ops Agent : [[http://www.dandwiki.com/wiki/Naruto_ANBU_Black_Ops_Agent]]<br />
<br />
Legendary Shinobi : [[http://www.dandwiki.com/wiki/Legendary_Shinobi_%283.5e_Prestige_Class%29]]<br />
<br />
Shinobi Sage : Work In progress<br />
<br />
Medical Shinobi : [[http://www.dandwiki.com/wiki/Medical_Shinobi_%283.5e_Class%29]] Also a work in progress, more progress, though.<br />
<br />
====Shinobi in the World====<br />
<br />
<br />
{{quote|"I won’t run away anymore… I won’t go back on my word… that is my Ninja way!"|orig=Naruto Uzumaki, Human Shinobi}}<br />
<br />
Shinobi are whatever you as a DM want them to be. Mercenaries, Assassins, Cultists, you name it.<br />
<br />
'''Daily Life:''' Shinobi Wake up and instantly go through their own personal training regiment, which is determined by their path. Taijutsuists get up and do several physical exercises, Ninjutsuists work on focusing and controlling their chakra, and The bloodliners work on keeping their eyes honed to the maximum.<br />
<br />
'''Notables:''' The three most notable of the Shinobi are the Sannin. Jiraya, aka "Pervy Toad Sage", Tsunade, aka "The Legendary Sucker", and Orochimaru, aka "The really really creepy guy after sasuke's body".<br/> ok maybe I made that last nickname up.<br />
<br />
'''Organizations:''' There are villages of shinobi in the show, these organizations, i guess, are the main things. Hidden village of Fire, Water, Earth, Sound, and Lightning, plus many more, smaller hidden villages.<br />
<br />
'''NPC Reactions:''' Hey, Dms, USE YOUR IMAGINATION! Lazy b******s....<br />
<br />
====Shinobi Lore====<br />
<br />
<br />
Characters with ranks in Knowledge(Local) can research Shinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Shinobi are effective combatants.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Shinobi can use a special energy in every body and create spell-like effects.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Shinobi can use the energy called chakra to boost their combat effectivness twofold or more.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Some Shinobi have special eyes that allow them to see almost everything.<br />
|}<br />
<br />
====Shinobi in the Game====<br />
<br />
<br />
A PC Shinobi could be an extra wheel or a replacement for a missing party member. Or, if going down the Sharingan path, a party liability.....<br />
<br />
'''Adaptation:''' Idunno.<br />
<br />
'''Sample Encounter''' <br />
<br />
{{Stat Block 2<br />
|name=Naruto Uzumaki (pre-Time Skip) |cr=8<br />
|sex=Male |race=[[SRD:Human|human]] |clvl=[[Naruto Shinobi (3.5e Class)|Shinobi]] 8<br />
|al=[[SRD:Chaotic Good|CG]] |size=[[SRD:Medium|Medium]] |type=[[SRD:Humanoid Type|humanoid]] <br />
|init=+7 |sens=|listen=+14 |spot=+14 '''Chakra''' 56<br />
|lang=Common, Elven, Dwarven<br />
|ac=14 |touch=14 |flat=14 |acmods=+3 Dex, +1 ninja<br />
|hp=75 |hd=8<br />
|resist=evasion<br />
|fort=+11 |ref=+9 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=Unarmed Strike +10/+5 (1d8+3/&times;2)<br />
|ranged1=[[SRD:Shuriken|shuriken]] +10/+5 (1d2/&times;2)<br />
|bab=+6/+1 |grp=+6<br />
|atkop=Sexy Jutsu, Shadow Clone, Transformation, Release, Mass Shadow Clone, Rasengan <br />
|cg=''2 [[SRD:Potions|potions]] of [[SRD:Cure Moderate Wounds|cure moderate wounds]]''<br />
|prgrsns=<br />
|str=16 |dex=16 |con=20 |int=16 |wis=14 |cha=16<br />
|sq=Evasion, Ninja Path(Ninjutsu), Sudden Strike +2d6, Chakra Accumulation, Great Leap, Trapfinding, Purity of Body, Acrobatics +2, Slow Fall 20 ft<br />
|feats=Improved Initiative, Weapon Focus (Shuriken), Weapon Focus (Unarmed), Toughness<br />
|skills=Balance;+14, Bluff;+14, Climb;+16, Escape Artist;+14, Gather Information;+14, Hide;+14, Listen;+14, Move Silently;+14, Sense Motive;+14, Sleight of Hand;+14, Spot;+14, Tumble;+16<br />
<br />
|poss=5 [[SRD:Shuriken|shuriken]], Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin<br />
}}<br />
<br />
''EL 10:'' Naruto usually stays nice and quiet at his task. Or ramen shop. Until someone see fit to blame something on the PCs. Naruto then engages words with the PCs. Should the PCs see fit to attack, Naruto uses Shadow Clone, then the clones use Sexy jutsu to daze the Pcs. Begin the beating on. When Naruto is subdued(20 hp or lower) he realizes said other npc set him up, apologizes to the PCs, 75% chance he takes out his frog wallet and pays the PCs 1d20 Platinum, and chases after the other NPC.<br />
<br />
<br />
----<br />
<br />
{{DnD Base Classes Breadcrumb}}<br />
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[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
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--></div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Naruto_Shinobi_(3.5e_Class)&diff=551443Naruto Shinobi (3.5e Class)2012-02-21T20:56:01Z<p>173.245.56.203: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Done.<br />
|editing=Always Editing in new ideas that make the class more flexible.<br />
|type=Depends. Neutral, Mediator, jack-of-all-trades.<br />
}}<br />
<br />
==Naruto Shinobi==<br />
<br />
Alright. There are probably several people thinking" Oh great, another never fully done naruto ripoff." Well, not this time! I was tired of trying to find a completed version of the famous(or infamous) ninja myself, and got tired of all the incompletes or crap-fests. My real inspiration, however was when i got wind of one of my dnd buddies made the Soul Reaper from another popular anime, Bleach. Well if he can do it, why not try it myself? This is the result.<br />
<br />
===Making a Naruto Shinobi===<br />
<br />
Shinobi are put into a party depending on the path. Should one go for ninjutsu, they could replace a potent caster. Should they choose to specialize in Taijutsu, they can become as effective a combatant as a monk.<br />
<br />
'''Abilities:''' The Shinobi benefits from high Constitution scores, as it judges the amount of chakra points they have. Wisdom is useful for a ninjutsu or bloodline Shinobi, while a Taijutsu Shinobi prefers a high Strength.<br />
<br />
'''Races:''' Now, According to the show, there are 5 human villages(plus other smaller ones) so i guess the most common shinboi is a human, but seeing as how humans aren't the only race, i guess other civilized races could also become shinobi, dwarf, elf, etc.<br />
<br />
'''Alignment:''' Each Shinobi has their own path they follow. A number of ninja can be seen as lawful, however it is not uncommon to see ninja acting on their own for personal reasons, the greater good, or towards selfish goals.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Naruto Shinobi}}</div><br />
Hit Die: D6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<sup>1</sup><br />
! rowspan="2" | Special<br />
! rowspan="2" | Chakra<br/>Points<br />
! rowspan="2" | Unarmed<br/>Damage<sup>2</sup><br />
! rowspan="2" | AC<br/>Bonus<br />
! rowspan="2" | Unarmored<br/>Speed Bonus<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | Hidden Village, Ninja Path, Unarmed Strike || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Evasion, Sudden Strike +1d6 || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Chakra Accumulation || con+wis || 1d6 || +0 || +0 ft. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | Great Leap || con+wis || 1d6 || +0 || +0 ft. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 <br />
| class="left" | Trapfinding || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | Purity of Body || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | Acrobatics +2 || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Slow Fall 20 ft || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Sudden Strike +3d6 || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | Improved Chakra Accumulation || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | Poison Use || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Improved Evasion || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Slow Fall 40 ft || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | Acrobatics +4 || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | Sudden Strike +5d6 || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Wholeness of Body || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Trap Sense +1 || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | Slow Fall 60 ft || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | Acrobatics +6 || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | Diamond Body || con+wis || 2d6 || +3 || +30 ft.<br />
|-<br />
| colspan="10" class="foot" |<br />
# The value shown is for Medium shinobi. See [[#Table: Naruto Shinobi Unarmed Damage by Size|Table: Naruto Shinobi Unarmed Damage by Size]] for shinobi of all sizes.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Tumble(Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the shinobi.<br />
<br />
'''Weapon and Armor Proficiency:''' Shinobi are proficient with kama, nunchucks, shuriken, and all simple and marital weaponry. They are proficient with padded armor (This is equivalent to their chuunin flack jackets).<br />
<br />
'''{{#anc:Chakra}}:''' A Shinobi gains an amount of chakra points equal to their Constitution modifier and Wisdom Modifier added together at each level. These points stack at each level. For Example; Naruto is a level 2 shinobi with an 18 Con and a 16Wis. He currently has 14 chakra points, and gains a level. He gains another 7 chakra points, bringing his total chakra pool to 21 points. The reason it's Con and Wis is because in the show, chakra is made from physical and spiritual focus. Should a Shinobi need more chakra, he may deal 2 points of temporary con and wis damage to himself to gain an amount of chakra equal to one-fourth his normal chakra. This can be used multiple times, even if it would drop the Shinobi's Constitution score to 0. If and when this happens, the Shinobi does NOT die instantly, but instead dies when he runs out of chakra.<br />
<br />
'''{{#anc:Ninja's Path}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When He first starts out, a shinobi chooses his "path". That means, he either specializes in ninjutsu, taijutsu, or develops his bloodline trait. Now, the only two bloodline traits available are Byakugan and Sharingan(Cause i'm friggin lazy) and they're low probability. Have your DM<br />
roll a d100. If the roll is anywhere from 01-10, you've got byakugan. 86-100 means you have sharingan. They'll be explained a bit later. Sharingan Users are able to learn Ninjutsu as if they had selected the path.<br />
<br />
'''{{#anc:Hidden Shinobi Village}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Each Shinobi, unless a Missing-Nin, belongs to a village. He gains a special bonus to certain things, depending on which village he hails from.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Shinobi Hidden Villages}}<br />
|-<br />
!'''Village'''||'''Special'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dead || class="left" | Rebuke Undead as Cleric, 1/2 class level caster level, Wis bonus times/day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Leaf || class="left" | Can take ANBU Prestige Class two levels earlier than normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Missing || class="left" | Under Construction<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mist || class="left" | Mist Shroud Jutsu - 3 Chakra/round, Total Concealment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rock || class="left" | Immunity (Bullrush and Overrun)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sand || class="left" | Puppeteer Prestige Class (Under Construction)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Snow || class="left" | Resist Cold (1/2 Class level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sound || class="left" | Curse Mark (Under construction)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Stars || class="left" | +(1/2 class level) competence bonus to Hide/Move Silently.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Waterfall || class="left" | Manipulate Water - 1 Chakra/Gallon<br />
|} <br />
<br />
'''{{#anc:Evasion}}:''' See Monk; Player's Handbook, pg 41<br />
<br />
'''{{#anc:Sudden Strike}}:''' If a shinobi can catch an opponent when they are unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a shinobi's target is denied a dex bonus to armor class (whether the target actually has dex bonus or not), the ninja deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points of damage for every six Shinobi levels thereafter. A shinobi can't use sudden strike when flanking an opponent unless the oppenent is denied its dex bonus to ac. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A shinobi can't make a sudden strike while the limbs of a creature whose vitals are out of reach. A shinobi can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. Extra damage from sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target. <br />
<br />
'''''{{#anc:Chakra Accumulation}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Chakra Accumulation : The Shinobi can accumulate chakra at one point in his body to gain amazing gripping power. This can be used to walk on walls, ceilings, otherwise impassable terrain, or to gain a +10 bonus to grapple checks. Uses 2 chakra a round, or 1 chakra per square moved, if not in combat. At 10th level, the Shinobi can use this ability to walk/stand on water at 3 chakra per round or 2 chakra per square(out of combat). While using this ability, the Shinobi must make a DC 15 concentration check for each round the ability is active, or each square moved, or lose the effect.<br />
<br />
'''{{#anc:Great Leap}}:''' See Ninja; Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Trapfinding}}:''' See Rogue; Player's Handbook pg 50<br />
<br />
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, a shinobi gains immunity to all diseases except for supernatural and magical diseases.<br />
<br />
'''{{#anc:Acrobatics}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level or higher, a shinobi within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The shinobi’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her shinobi level.<br />
<br />
'''{{#anc:Speed Climb}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Poison Use}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 12th level, a shinobi’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth he takes only half damage on a failed save. A [[SRD:Helpless|helpless]] shinobi does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 16th level or higher, a shinobi can heal his own wounds. He can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice his current shinobi level each day, and he can spread this healing out among several uses.<br />
<br />
'''{{#anc:Trap Sense +1}}:''' See Rogue, Player's Handbook, pg 50<br />
<br />
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a shinobi gains immunity to poisons of all kinds.<br />
<br />
'''{{#anc:Ninja Path: The Specifics}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Alright. There are three paths.<br />
Ninjutsu; Very similar to spells, but not as potent, and you need somatic components. Unless specified, Jutsu somatic components are free actions.<br />
Taijutsu; Increase your melee potency with Combos giving you extra attacks at specified attack values.<br />
Bloodline Traits; Byakugan and Sharingan. These add special values to your repitoire of normal abilities.<br />
<br />
you may only learn 1 jutsu whenever you attain the required level for the next set of jutsu. I.E. Naruto learned the Sexy Jutsu at level 1, and just attained level 3. He learns Shadow Clone, but can no longer learn Fireball because he must use so much time mastering his new jutsu.<br />
Jutsu with a chakra cost of #+#/d#, such as Dragon Fire Jutsu, 5+1/d6 means there is an extra chakra point used for each d6 of damage. A level 10 Shinobi using Dragon fire jutsu would pay 13 chakra points.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Ninjutsu List}}<br />
|-<br />
! Ninjutsu || Level || Chakra || Effect <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Substitution || 1 || 2 || class="left" | When a Character is allowed a Reflex Save, or find themselves the target of an attack of opportunity, they may use this jutsu to replace themsleves with a random scenery object nearby. A concentration check is required to pull this off, either higher than the reflex DC or higher than the enemy's attack roll, whichever situation is applicable.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sexy Jutsu || 1 || 3 || class="left" | The Character may use this to turn into an attractive female of the opponent's species in order to daze the opponent for 1d4 rounds. The target may opt to make a DC 10 + Shinobi's level will save to avoid being dazed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fireball || 3 || 2+1/d6 || class="left" | 1d6/level(max10d6) fireball with a range of of 40 feet.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Clone || 3 || 2 || class="left" | Create one Copy of Character. Dissapates when the character calls off the jutsu/runs out of chakra points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Bind || 5 || 6&1 || class="left" | Hold one target in place, target must make a grapple check opposing the character's concentration check. 6 chakra to initiate the jutsu, and 1 chakra per round after initiation.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Transformation || 5 || 5 || class="left" | As the ''Polymorph'' spell.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shuriken Replication || 5 || 6 || class="left" | Creates 3 copies of one thrown weapon that last til the end of the player's action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dragon Fire || 7 || 3+1/d6 || class="left" | 50 ft line dealing 1d6/level(max15) fire damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Release || 7 || 11 || class="left" | Can use this ability to make a concentration check instead of will save for mind affecting spells, spell-like abilities, powers, etc.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Phoenix Fire || 9 || 8+1/d6 || class="left" | Imbues thrown weapons with 1d6/4levels fire damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Third Eye || 9 || 6 || class="left" | Creates an eye of sand, dirt, clay, etc. that can move 15 feet away from char.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Grand Fireball || 11 || 10+1/d8 || class="left" | 1d8/level(max 15) fireball that explodes with a 20-foot radius and 80 foot limit range.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning I || 11 || 20 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dance of the<br/>Crescent Moon || 11 || 10 || class="left" | Creates two copies of the character for one round to attack a target.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chidori || 11 || 5+1/d12 || class="left" | Character must prepare a charge attack action and designate that he is activating Chidori in order to use this attack. Adds 1d8/level(max20d8) lightning damage to one unarmed melee strike. This unamred strike can be followed by one more attack at the second highest bonus available. If you choose this jutsu, you cannot choose Giant Ball Rasengan at level 20.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rasengan || 11 || 1/d10 || class="left" | Character must be unarmed to use this attack. Takes one round to charge. Character cannot make any other action while charging. Next round the character may move 10 feet before making the attack. This attack deals 1d10/level(max20d10)+strength mod force damage. If you choose this jutsu, you cannot choose Improved Chidori at level 20.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Earth Rising Wall || 13 || 11 || class="left" | Creates a 15 foot long 5 foot wide wall of earth, 5 hp/level, 2 hardness/level.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Strangulation || 13 || 4/round || class="left" | Can only use after successfully using Shadow Bind. Deal unamred strike damage per round while both are active.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mass Shadow Clone || 15 || 2*x/round || class="left" | As Shadow Clone, but creates x copies of character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning II || 15 || 22 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chakra Barrier || 15 || 3/round || class="left" | +5 AC per round active. Character cannot move or attack.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Time Space Jutsu || 16 || 10/5 miles+ 10 per passenger || class="left" | Character can transport themselves anywhere they can see or remember in detail including other planes of existence.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mud Cannonball || 17 || 10+1/d6 || class="left" | Creates the head of a Blue Dragon that is made of mud and shoots 2 balls of mud at 2 specified targets dealing 1d6/level earth damage up to 100 feet away. Lasts 3 rounds.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fire Dragon Blast || 17 || 10+1/d8 || class="left" | Creates the head of a Red Dragon that is made of fire and shoots a cone of flame that reaches out 50 feet and deals 1d8/level fire damage. Lasts one round.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wind Blade || 19 || 10+1/d6 || class="left" | Deals 1d6/level wind damage to enemy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning III || 19 || 25 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Spirit Projection || 19 || 20 || class="left" | Character projects spirit that moves at half the character's normal speed. If moved into a space with a living creature, character takes control of that creature for 5 minutes/50 rounds or until cancelled. The player's body remains vulnerable to attack and weather, however, and as such this jutsu should never be performed when going solo.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Improved Chidori || 20 || 15+1/d12 || class="left" | As Chidori, but deals 20d10, Half Electric, Half Force. Can also channel Improved Chidori through an equipped melee weapon.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Giant Ball Rasengan || 20 || 15+1/d10 || class="left" | Same as Rasengan, but takes two rounds to charge and deals 20d12+strength mod damage. Half Force, Half Wind<br />
|-<br />
|}<br />
<br />
Now Taijutsu! All Taijutsu are only added onto full-round attack actions, unless stated otherwise.<br />
<table border="1"><br />
<tr><br />
<th>Jutsu</th><br />
<th>Level</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Spinning Leaf Wind</td><br />
<td>3</td><br />
<td>you gain an extra attack at your Highest attack bonus<td/><br />
</tr><br />
<tr><br />
<td>Pain of a <br/>Thousand Years</td><br />
<td>3</td><br />
<td>Must be behind enemy. +1d6 damage and 20 foot knockforward.<td/><br />
</tr><br />
<tr><br />
<td>Lion's Combo</td><br />
<td>5</td><br />
<td>Extra attack at highest and another extra attack at 2nd highest bonuses.<td/><br />
</tr><br />
<tr><br />
<td>Lotus</td><br />
<td>5</td><br />
<td>Three extra attacks at highest attack value, 5 round fatigued effect.<td/><br />
</tr><br />
<tr><br />
<td>Open 1st Gate</td><br />
<td>9</td><br />
<td>Full round action to force open some of the limiters on the body's muscles. +2 damage to all attacks, +10 speed, +2 dodge ac bonus for con mod + 5 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter.<td/><br />
</tr><br />
<tr><br />
<td>Initial Lotus</td><br />
<td>11</td><br />
<td>Must have opened 1st gate in same encounter. Extra Four Attacks at highest attack bonus, Ends 1st gate opened effect as if the length hit 0 rounds left. Adds a 4 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Open 2nd Gate</td><br />
<td>13</td><br />
<td>Must have 1st gate already open. Full round action to force open some more of the limiters on the body's muscles.+4 damage to all attacks, +20 speed, +4 dodge ac bonus for con mod + 6 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 1st gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Shadow Leaf Dance</td><br />
<td>15</td><br />
<td>After dealing damage to opponent, move right behind opponent for more opportunities.<td/><br />
</tr><br />
<tr><br />
<td>Mach Punch</td><br />
<td>15</td><br />
<td>Must be unarmed, unless character is using punching daggers. Extra 7 attacks at lowest attack bonus.<td/><br />
</tr><br />
<tr><br />
<td>Mach Kick</td><br />
<td>17</td><br />
<td>Same as Mach Punch, but with legs. Must be able to move legs.<td/><br />
</tr><br />
<tr><br />
<td>Open 3rd Gate</td><br />
<td>17</td><br />
<td>Must have 2nd gate already open. Full round action to force open some of the limiters on the body's muscles. +6 damage to all attacks, +30 speed, +6 dodge ac bonus for con mod +7 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 2nd gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Secondary Lotus</td><br />
<td>18</td><br />
<td>Must have 3rd gate opened. Extra Six Attacks at highest attack bonus, Ends 3rd gate opened effect as if the length hit 0 rounds left. Adds a 6 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Great Spinning<br/> Leaf Wind</td><br />
<td>18</td><br />
<td>Two extra attacks at highest bonus, +5 to hit and to damage.<td/><br />
</tr><br />
<tr><br />
<td>Open 4th Gate</td><br />
<td>19</td><br />
<td>Must have 3rd gate already open. Full round action to force open some of the limiters on the body's muscles. +8 damage to all attacks, +40 speed, +8 dodge ac bonus for con mod +8 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 3rd gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Primary Lotus</td><br />
<td>20</td><br />
<td>Must have 4th gate opened. Extra Eight Attacks at highest attack bonus, Ends 4th gate opened effect as if the length hit 0 rounds left. Adds a 8 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Drunken Fist</td><br />
<td>20</td><br />
<td>You have become one with the sake. Due to your intoxicated anger, you gain +10 to all damage rolls. On top of that, because of your erratic movement you've got a +10 dodge bonus to your ac. And to top it all off, Your inebreation makes your movements unreadable, giving you a +10 to hit your opponent. Drink and Power up! And yes, you actually need to drink an alcoholic beverage. Lasts 1d8 rounds per alcoholic beverage downed.<td/><br />
</tr><br />
</table><br />
<br />
And Finally, the Bloodline traits. Byakugan and Sharingan.<br />
Although Byakugan has more, Sharingan is easier to acquire.<br />
<br />
<table border="1"><br />
<tr><br />
<th>Sharingan Ability</th><br />
<th>Level</th><br />
<th>Chakra</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>1</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 10 ft. Character can also see through invisibility. +2 dodge bonus to ac.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Hypnotization</td><br />
<td>5</td><br />
<td>10</td><br />
<td> The user of the Sharingan is able to affect his opponent's mind as if he were using a "Suggestion" spell as an equal level sorcerer, as long as he maintains eye contact for one full round.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>5</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 20 ft. Character can also see through invisibility. +4 dodge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>10</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 30 ft. Character can also see through invisibility. +6 dodge bonus to ac. Copy ninja- any technique that involves a somatic component the sharingan user can attempt to copy but must succeed a concentration check of 10 plus spell and caster level </td><br />
</tr><br />
<tr><br />
<td>Sharingan-Triple Windmill</td><br />
<td>10</td><br />
<td>10</td><br />
<td>Character can make three ranged attacks at their highest attack bonus and one Dragon Fire Jutsu on one opponent. Character must pay the jutsu cost for Dragon Fire Jutsu.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>15</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 40 ft. Character can also see through invisibility.+8 dodge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan</td><br />
<td>15</td><br />
<td>2/round</td><br />
<td>Character is - ohhhh ho ho hoo........ This is the big one. Alright. In order to have access to the Mangyekou Sharingan, you must kill a fellow party member. Exactly. WTF!? Heh.. you'd better be good at bribery, cause you'll have to be to convince your dm to allow this. Maybe deception, too. Point is : Good Luck. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu</td><br />
<td>15</td><br />
<td>30</td><br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user deals 15d20 damage, half divine, half fire, with the same parameters as a normal "fireball" spell, but at a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind.</td><br />
</tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu shield of black flames</td><br />
<td>17</td><br />
<td>40</td><br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user surrounds himself in bones covered in amaterasu flames, any persons attacking the sharingan user must succeed a dc 45 reflex save or take full 10 d20 damage, half divine, half fire. On a successful attack on sharingan user the weapon used to deal damage is now on fire and will burn until destroyed 1 round per size category larger than medium, smaller weapons are immediately destroyed. To activate user must pay a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind, also an additional 1 permanent damage per 3 rounds active.</td><br />
</tr><br />
<td><br />
Sharingan Sight</td><br />
<td>20</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 50 ft. Character can also see through invisibility. +10 doge bonus to ac. </td><br />
</tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu/Susanoo </td><br />
<td>20</td><br />
<td>50</td> <br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user summons Susanoo a creature completely made of amaterasu that that surronds their person. Shield of black flames x 2 good and bad. User has complete concealment, and cannot act. Susanoo is equipped with his size category + 5 Bastard sword(Susanoo can be summoned in a place as small as large to his max size of gargantuan if space allows however an extra -1 to spot and search for each size in excess of large) and deals an additional 15d20 damage, half divine, half fire, to every strike. Susanoo's saves and abilities are same as user's with a +39 to base attack bonus, not including shaingan and clone, he has a ranged attack Yasaka magatama its states are the same as grand fire ball x 3 with the attribute of amaterasu cost= 3 x grand fireball, His health is twice the max of user and can be regenerated completely with spending 30 chakra </td><br />
</tr><br />
</table><br />
<br />
Here's Byakugan. Byakugan users must be using unarmed attacks to use any of these abilities other than Byakugan Sight. Their unarmed strikes are also considered to do damage in accordance with their alignment for overcoming damage reduction of good or evil, lawful/chaotic.(For true neutral, just assume it breaks all 4, but only deals half damage).<br />
<table border="1"><br />
<tr><br />
<th>Byakugan Ability</th><br />
<th>Level</th><br />
<th>Chakra</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>1</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 10 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Gentle Fist Style</td><br />
<td>2</td><br />
<td>N/A</td><br />
<td>Character has 25% chance to deal 1 point of Temporary <br/>Con and Wis damage</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>5</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 20 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>64 Strikes</td><br />
<td>5</td><br />
<td>10</td><br />
<td>Character is given an extra 5 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>10</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 30 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/> Heavenly Spin</td><br />
<td>10</td><br />
<td>10+x</td><br />
<td>Character must save their action to use this jutsu. If and when they are attacked, this jutsu activates, dealing 1d6 damage times "x"(max15d6) and 15 foot knockback as the attacking opponent is blown back by a powerful force of chakra.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>15</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 40 ft radius. Character can also see through invisibility.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>128 Strikes</td><br />
<td>15</td><br />
<td>15</td><br />
<td>Character is given an extra 10 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>20</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 50 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>256 Strikes</td><br />
<td>20</td><br />
<td>20</td><br />
<td>Character is given an extra 15 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
</table><br />
<br />
Shadow Clones : Shadow Clones have the exact same stats, skills, feats, etc. as the player who created them, but the hp and chakra are cut to 1/4 the player's amount.<br />
<br />
====Epic Shinobi====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Shinobi}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! Chakra Points !! Unarmored<br/>Ac Bonus !! Unarmored<br/> Speed Bonus !! Unarmed Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Second Ninja Path || con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Second Ninja Path:''' A Shinobi, at 21st level, is able to choose another path as if he had just started his journey. It's kind of easy to figure out, if you took Ninjutsu, you're gonna take Taijutsu. If you took Taijutsu, you're gonna take Ninjutsu. If you have one of the two bloodlines, you have a free choice. You CANNOT gain a bloodline using this second chance, though.<br />
<br />
'''Chakra Points:''' A Shinobi continues to gain chakra points that he can use for any reason.<br />
<br />
====Human Shinobi Starting Package====<br />
<br />
<br />
'''Weapons:''' 5 Shurikens; 1d2 damage; x2 crit; 1/2lb each, 2&1/2lbs total; Piercing Damage.<br/><br />
ShortSword; 1d6 damage; 19-20/x2 crit; 2lb; Slashing Damage<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Escape Artist || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disable Device || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || &mdash;<br />
|}<br />
<br />
'''Feat:''' Improved Initiative.<br />
<br />
'''Bonus Feats:''' Stealthy.<br />
<br />
'''Ability:''' Ninjutsu - Substitution<br />
<br />
'''Gear:''' Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin.<br />
<br />
'''Gold:''' 1d4 &times;10.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Shinobi====<br />
<br />
<br />
<br />
'''Religion:''' Seeing as how i'm going mostly from the show here, i can't really say what their religion is :/ Go to town with it.<br />
<br />
'''Other Classes:''' Other Classes percive the Shinobi as special Rogues, but Monks see them as cheap mockeries of their devotion and abilities.<br />
<br />
'''Combat:''' See Above Paragraph.<br />
<br />
'''Advancement:''' The Naruto Shinobi is devoted to this path until the see it through.<br />
Until they attain the 20th Level, they are limited to cross-classing with one or more of the following:<br />
<br />
ANBU Black Ops Agent : [[http://www.dandwiki.com/wiki/Naruto_ANBU_Black_Ops_Agent]]<br />
<br />
Legendary Shinobi : [[http://www.dandwiki.com/wiki/Legendary_Shinobi_%283.5e_Prestige_Class%29]]<br />
<br />
Shinobi Sage : Work In progress<br />
<br />
Medical Shinobi : [[http://www.dandwiki.com/wiki/Medical_Shinobi_%283.5e_Class%29]] Also a work in progress, more progress, though.<br />
<br />
====Shinobi in the World====<br />
<br />
<br />
{{quote|"I won’t run away anymore… I won’t go back on my word… that is my Ninja way!"|orig=Naruto Uzumaki, Human Shinobi}}<br />
<br />
Shinobi are whatever you as a DM want them to be. Mercenaries, Assassins, Cultists, you name it.<br />
<br />
'''Daily Life:''' Shinobi Wake up and instantly go through their own personal training regiment, which is determined by their path. Taijutsuists get up and do several physical exercises, Ninjutsuists work on focusing and controlling their chakra, and The bloodliners work on keeping their eyes honed to the maximum.<br />
<br />
'''Notables:''' The three most notable of the Shinobi are the Sannin. Jiraya, aka "Pervy Toad Sage", Tsunade, aka "The Legendary Sucker", and Orochimaru, aka "The really really creepy guy after sasuke's body".<br/> ok maybe I made that last nickname up.<br />
<br />
'''Organizations:''' There are villages of shinobi in the show, these organizations, i guess, are the main things. Hidden village of Fire, Water, Earth, Sound, and Lightning, plus many more, smaller hidden villages.<br />
<br />
'''NPC Reactions:''' Hey, Dms, USE YOUR IMAGINATION! Lazy b******s....<br />
<br />
====Shinobi Lore====<br />
<br />
<br />
Characters with ranks in Knowledge(Local) can research Shinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Shinobi are effective combatants.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Shinobi can use a special energy in every body and create spell-like effects.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Shinobi can use the energy called chakra to boost their combat effectivness twofold or more.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Some Shinobi have special eyes that allow them to see almost everything.<br />
|}<br />
<br />
====Shinobi in the Game====<br />
<br />
<br />
A PC Shinobi could be an extra wheel or a replacement for a missing party member. Or, if going down the Sharingan path, a party liability.....<br />
<br />
'''Adaptation:''' Idunno.<br />
<br />
'''Sample Encounter''' <br />
<br />
{{Stat Block 2<br />
|name=Naruto Uzumaki (pre-Time Skip) |cr=8<br />
|sex=Male |race=[[SRD:Human|human]] |clvl=[[Naruto Shinobi (3.5e Class)|Shinobi]] 8<br />
|al=[[SRD:Chaotic Good|CG]] |size=[[SRD:Medium|Medium]] |type=[[SRD:Humanoid Type|humanoid]] <br />
|init=+7 |sens=|listen=+14 |spot=+14 '''Chakra''' 56<br />
|lang=Common, Elven, Dwarven<br />
|ac=14 |touch=14 |flat=14 |acmods=+3 Dex, +1 ninja<br />
|hp=75 |hd=8<br />
|resist=evasion<br />
|fort=+11 |ref=+9 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=Unarmed Strike +10/+5 (1d8+3/&times;2)<br />
|ranged1=[[SRD:Shuriken|shuriken]] +10/+5 (1d2/&times;2)<br />
|bab=+6/+1 |grp=+6<br />
|atkop=Sexy Jutsu, Shadow Clone, Transformation, Release, Mass Shadow Clone, Rasengan <br />
|cg=''2 [[SRD:Potions|potions]] of [[SRD:Cure Moderate Wounds|cure moderate wounds]]''<br />
|prgrsns=<br />
|str=16 |dex=16 |con=20 |int=16 |wis=14 |cha=16<br />
|sq=Evasion, Ninja Path(Ninjutsu), Sudden Strike +2d6, Chakra Accumulation, Great Leap, Trapfinding, Purity of Body, Acrobatics +2, Slow Fall 20 ft<br />
|feats=Improved Initiative, Weapon Focus (Shuriken), Weapon Focus (Unarmed), Toughness<br />
|skills=Balance;+14, Bluff;+14, Climb;+16, Escape Artist;+14, Gather Information;+14, Hide;+14, Listen;+14, Move Silently;+14, Sense Motive;+14, Sleight of Hand;+14, Spot;+14, Tumble;+16<br />
<br />
|poss=5 [[SRD:Shuriken|shuriken]], Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin<br />
}}<br />
<br />
''EL 10:'' Naruto usually stays nice and quiet at his task. Or ramen shop. Until someone see fit to blame something on the PCs. Naruto then engages words with the PCs. Should the PCs see fit to attack, Naruto uses Shadow Clone, then the clones use Sexy jutsu to daze the Pcs. Begin the beating on. When Naruto is subdued(20 hp or lower) he realizes said other npc set him up, apologizes to the PCs, 75% chance he takes out his frog wallet and pays the PCs 1d20 Platinum, and chases after the other NPC.<br />
<br />
<br />
----<br />
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[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
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[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
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--></div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Naruto_Shinobi_(3.5e_Class)&diff=551441Naruto Shinobi (3.5e Class)2012-02-21T20:51:07Z<p>173.245.56.203: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Done.<br />
|editing=Always Editing in new ideas that make the class more flexible.<br />
|type=Depends. Neutral, Mediator, jack-of-all-trades.<br />
}}<br />
<br />
==Naruto Shinobi==<br />
<br />
Alright. There are probably several people thinking" Oh great, another never fully done naruto ripoff." Well, not this time! I was tired of trying to find a completed version of the famous(or infamous) ninja myself, and got tired of all the incompletes or crap-fests. My real inspiration, however was when i got wind of one of my dnd buddies made the Soul Reaper from another popular anime, Bleach. Well if he can do it, why not try it myself? This is the result.<br />
<br />
===Making a Naruto Shinobi===<br />
<br />
Shinobi are put into a party depending on the path. Should one go for ninjutsu, they could replace a potent caster. Should they choose to specialize in Taijutsu, they can become as effective a combatant as a monk.<br />
<br />
'''Abilities:''' The Shinobi benefits from high Constitution scores, as it judges the amount of chakra points they have. Wisdom is useful for a ninjutsu or bloodline Shinobi, while a Taijutsu Shinobi prefers a high Strength.<br />
<br />
'''Races:''' Now, According to the show, there are 5 human villages(plus other smaller ones) so i guess the most common shinboi is a human, but seeing as how humans aren't the only race, i guess other civilized races could also become shinobi, dwarf, elf, etc.<br />
<br />
'''Alignment:''' Each Shinobi has their own path they follow. A number of ninja can be seen as lawful, however it is not uncommon to see ninja acting on their own for personal reasons, the greater good, or towards selfish goals.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Naruto Shinobi}}</div><br />
Hit Die: D6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<sup>1</sup><br />
! rowspan="2" | Special<br />
! rowspan="2" | Chakra<br/>Points<br />
! rowspan="2" | Unarmed<br/>Damage<sup>2</sup><br />
! rowspan="2" | AC<br/>Bonus<br />
! rowspan="2" | Unarmored<br/>Speed Bonus<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | Hidden Village, Ninja Path, Unarmed Strike || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Evasion, Sudden Strike +1d6 || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Chakra Accumulation || con+wis || 1d6 || +0 || +0 ft. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | Great Leap || con+wis || 1d6 || +0 || +0 ft. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 <br />
| class="left" | Trapfinding || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | Purity of Body || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | Acrobatics +2 || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Slow Fall 20 ft || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Sudden Strike +3d6 || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | Improved Chakra Accumulation || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | Poison Use || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Improved Evasion || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Slow Fall 40 ft || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | Acrobatics +4 || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | Sudden Strike +5d6 || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Wholeness of Body || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Trap Sense +1 || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | Slow Fall 60 ft || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | Acrobatics +6 || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | Diamond Body || con+wis || 2d6 || +3 || +30 ft.<br />
|-<br />
| colspan="10" class="foot" |<br />
# The value shown is for Medium shinobi. See [[#Table: Naruto Shinobi Unarmed Damage by Size|Table: Naruto Shinobi Unarmed Damage by Size]] for shinobi of all sizes.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Tumble(Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the shinobi.<br />
<br />
'''Weapon and Armor Proficiency:''' Shinobi are proficient with kama, nunchucks, shuriken, and all simple and marital weaponry. They are proficient with padded armor (This is equivalent to their chuunin flack jackets).<br />
<br />
'''{{#anc:Chakra}}:''' A Shinobi gains an amount of chakra points equal to their Constitution modifier and Wisdom Modifier added together at each level. These points stack at each level. For Example; Naruto is a level 2 shinobi with an 18 Con and a 16Wis. He currently has 14 chakra points, and gains a level. He gains another 7 chakra points, bringing his total chakra pool to 21 points. The reason it's Con and Wis is because in the show, chakra is made from physical and spiritual focus. Should a Shinobi need more chakra, he may deal 2 points of temporary con and wis damage to himself to gain an amount of chakra equal to one-fourth his normal chakra. This can be used multiple times, even if it would drop the Shinobi's Constitution score to 0. If and when this happens, the Shinobi does NOT die instantly, but instead dies when he runs out of chakra.<br />
<br />
'''{{#anc:Ninja's Path}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When He first starts out, a shinobi chooses his "path". That means, he either specializes in ninjutsu, taijutsu, or develops his bloodline trait. Now, the only two bloodline traits available are Byakugan and Sharingan(Cause i'm friggin lazy) and they're low probability. Have your DM<br />
roll a d100. If the roll is anywhere from 01-10, you've got byakugan. 86-100 means you have sharingan. They'll be explained a bit later. Sharingan Users are able to learn Ninjutsu as if they had selected the path.<br />
<br />
'''{{#anc:Hidden Shinobi Village}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Each Shinobi, unless a Missing-Nin, belongs to a village. He gains a special bonus to certain things, depending on which village he hails from.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Shinobi Hidden Villages}}<br />
|-<br />
!'''Village'''||'''Special'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dead || class="left" | Rebuke Undead as Cleric, 1/2 class level caster level, Wis bonus times/day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Leaf || class="left" | Can take ANBU Prestige Class two levels earlier than normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Missing || class="left" | Under Construction<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mist || class="left" | Mist Shroud Jutsu - 3 Chakra/round, Total Concealment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rock || class="left" | Immunity (Bullrush and Overrun)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sand || class="left" | Puppeteer Prestige Class (Under Construction)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Snow || class="left" | Resist Cold (1/2 Class level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sound || class="left" | Curse Mark (Under construction)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Stars || class="left" | +(1/2 class level) competence bonus to Hide/Move Silently.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Waterfall || class="left" | Manipulate Water - 1 Chakra/Gallon<br />
|} <br />
<br />
'''{{#anc:Evasion}}:''' See Monk; Player's Handbook, pg 41<br />
<br />
'''{{#anc:Sudden Strike}}:''' If a shinobi can catch an opponent when they are unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a shinobi's target is denied a dex bonus to armor class (whether the target actually has dex bonus or not), the ninja deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points of damage for every six Shinobi levels thereafter. A shinobi can't use sudden strike when flanking an opponent unless the oppenent is denied its dex bonus to ac. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A shinobi can't make a sudden strike while the limbs of a creature whose vitals are out of reach. A shinobi can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. Extra damage from sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target. <br />
<br />
'''''{{#anc:Chakra Accumulation}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Chakra Accumulation : The Shinobi can accumulate chakra at one point in his body to gain amazing gripping power. This can be used to walk on walls, ceilings, otherwise impassable terrain, or to gain a +10 bonus to grapple checks. Uses 2 chakra a round, or 1 chakra per square moved, if not in combat. At 10th level, the Shinobi can use this ability to walk/stand on water at 3 chakra per round or 2 chakra per square(out of combat). While using this ability, the Shinobi must make a DC 15 concentration check for each round the ability is active, or each square moved, or lose the effect.<br />
<br />
'''{{#anc:Great Leap}}:''' See Ninja; Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Trapfinding}}:''' See Rogue; Player's Handbook pg 50<br />
<br />
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, a shinobi gains immunity to all diseases except for supernatural and magical diseases.<br />
<br />
'''{{#anc:Acrobatics}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level or higher, a shinobi within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The shinobi’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her shinobi level.<br />
<br />
'''{{#anc:Speed Climb}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Poison Use}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 12th level, a shinobi’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth he takes only half damage on a failed save. A [[SRD:Helpless|helpless]] shinobi does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 16th level or higher, a shinobi can heal his own wounds. He can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice his current shinobi level each day, and he can spread this healing out among several uses.<br />
<br />
'''{{#anc:Trap Sense +1}}:''' See Rogue, Player's Handbook, pg 50<br />
<br />
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a shinobi gains immunity to poisons of all kinds.<br />
<br />
'''{{#anc:Ninja Path: The Specifics}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Alright. There are three paths.<br />
Ninjutsu; Very similar to spells, but not as potent, and you need somatic components. Unless specified, Jutsu somatic components are free actions.<br />
Taijutsu; Increase your melee potency with Combos giving you extra attacks at specified attack values.<br />
Bloodline Traits; Byakugan and Sharingan. These add special values to your repitoire of normal abilities.<br />
<br />
you may only learn 1 jutsu whenever you attain the required level for the next set of jutsu. I.E. Naruto learned the Sexy Jutsu at level 1, and just attained level 3. He learns Shadow Clone, but can no longer learn Fireball because he must use so much time mastering his new jutsu.<br />
Jutsu with a chakra cost of #+#/d#, such as Dragon Fire Jutsu, 5+1/d6 means there is an extra chakra point used for each d6 of damage. A level 10 Shinobi using Dragon fire jutsu would pay 13 chakra points.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Ninjutsu List}}<br />
|-<br />
! Ninjutsu || Level || Chakra || Effect <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Substitution || 1 || 2 || class="left" | When a Character is allowed a Reflex Save, or find themselves the target of an attack of opportunity, they may use this jutsu to replace themsleves with a random scenery object nearby. A concentration check is required to pull this off, either higher than the reflex DC or higher than the enemy's attack roll, whichever situation is applicable.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sexy Jutsu || 1 || 3 || class="left" | The Character may use this to turn into an attractive female of the opponent's species in order to daze the opponent for 1d4 rounds. The target may opt to make a DC 10 + Shinobi's level will save to avoid being dazed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fireball || 3 || 2+1/d6 || class="left" | 1d6/level(max10d6) fireball with a range of of 40 feet.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Clone || 3 || 2 || class="left" | Create one Copy of Character. Dissapates when the character calls off the jutsu/runs out of chakra points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Bind || 5 || 6&1 || class="left" | Hold one target in place, target must make a grapple check opposing the character's concentration check. 6 chakra to initiate the jutsu, and 1 chakra per round after initiation.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Transformation || 5 || 5 || class="left" | As the ''Polymorph'' spell.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shuriken Replication || 5 || 6 || class="left" | Creates 3 copies of one thrown weapon that last til the end of the player's action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dragon Fire || 7 || 3+1/d6 || class="left" | 50 ft line dealing 1d6/level(max15) fire damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Release || 7 || 11 || class="left" | Can use this ability to make a concentration check instead of will save for mind affecting spells, spell-like abilities, powers, etc.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Phoenix Fire || 9 || 8+1/d6 || class="left" | Imbues thrown weapons with 1d6/4levels fire damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Third Eye || 9 || 6 || class="left" | Creates an eye of sand, dirt, clay, etc. that can move 15 feet away from char.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Grand Fireball || 11 || 10+1/d8 || class="left" | 1d8/level(max 15) fireball that explodes with a 20-foot radius and 80 foot limit range.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning I || 11 || 20 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dance of the<br/>Crescent Moon || 11 || 10 || class="left" | Creates two copies of the character for one round to attack a target.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chidori || 11 || 5+1/d12 || class="left" | Character must prepare a charge attack action and designate that he is activating Chidori in order to use this attack. Adds 1d8/level(max20d8) lightning damage to one unarmed melee strike. This unamred strike can be followed by one more attack at the second highest bonus available. If you choose this jutsu, you cannot choose Giant Ball Rasengan at level 20.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rasengan || 11 || 1/d10 || class="left" | Character must be unarmed to use this attack. Takes one round to charge. Character cannot make any other action while charging. Next round the character may move 10 feet before making the attack. This attack deals 1d10/level(max20d10)+strength mod force damage. If you choose this jutsu, you cannot choose Improved Chidori at level 20.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Earth Rising Wall || 13 || 11 || class="left" | Creates a 15 foot long 5 foot wide wall of earth, 5 hp/level, 2 hardness/level.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Strangulation || 13 || 4/round || class="left" | Can only use after successfully using Shadow Bind. Deal unamred strike damage per round while both are active.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mass Shadow Clone || 15 || 2*x/round || class="left" | As Shadow Clone, but creates x copies of character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning II || 15 || 22 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chakra Barrier || 15 || 3/round || class="left" | +5 AC per round active. Character cannot move or attack.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Time Space Jutsu || 16 || 10/5 miles+ 10 per passenger || class="left" | Character can transport themselves anywhere they can see or remember in detail including other planes of existence.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mud Cannonball || 17 || 10+1/d6 || class="left" | Creates the head of a Blue Dragon that is made of mud and shoots 2 balls of mud at 2 specified targets dealing 1d6/level earth damage up to 100 feet away. Lasts 3 rounds.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fire Dragon Blast || 17 || 10+1/d8 || class="left" | Creates the head of a Red Dragon that is made of fire and shoots a cone of flame that reaches out 50 feet and deals 1d8/level fire damage. Lasts one round.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wind Blade || 19 || 10+1/d6 || class="left" | Deals 1d6/level wind damage to enemy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning III || 19 || 25 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Spirit Projection || 19 || 20 || class="left" | Character projects spirit that moves at half the character's normal speed. If moved into a space with a living creature, character takes control of that creature for 5 minutes/50 rounds or until cancelled. The player's body remains vulnerable to attack and weather, however, and as such this jutsu should never be performed when going solo.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Improved Chidori || 20 || 15+1/d12 || class="left" | As Chidori, but deals 20d10, Half Electric, Half Force. Can also channel Improved Chidori through an equipped melee weapon.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Giant Ball Rasengan || 20 || 15+1/d10 || class="left" | Same as Rasengan, but takes two rounds to charge and deals 20d12+strength mod damage. Half Force, Half Wind<br />
|-<br />
|}<br />
<br />
Now Taijutsu! All Taijutsu are only added onto full-round attack actions, unless stated otherwise.<br />
<table border="1"><br />
<tr><br />
<th>Jutsu</th><br />
<th>Level</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Spinning Leaf Wind</td><br />
<td>3</td><br />
<td>you gain an extra attack at your Highest attack bonus<td/><br />
</tr><br />
<tr><br />
<td>Pain of a <br/>Thousand Years</td><br />
<td>3</td><br />
<td>Must be behind enemy. +1d6 damage and 20 foot knockforward.<td/><br />
</tr><br />
<tr><br />
<td>Lion's Combo</td><br />
<td>5</td><br />
<td>Extra attack at highest and another extra attack at 2nd highest bonuses.<td/><br />
</tr><br />
<tr><br />
<td>Lotus</td><br />
<td>5</td><br />
<td>Three extra attacks at highest attack value, 5 round fatigued effect.<td/><br />
</tr><br />
<tr><br />
<td>Open 1st Gate</td><br />
<td>9</td><br />
<td>Full round action to force open some of the limiters on the body's muscles. +2 damage to all attacks, +10 speed, +2 dodge ac bonus for con mod + 5 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter.<td/><br />
</tr><br />
<tr><br />
<td>Initial Lotus</td><br />
<td>11</td><br />
<td>Must have opened 1st gate in same encounter. Extra Four Attacks at highest attack bonus, Ends 1st gate opened effect as if the length hit 0 rounds left. Adds a 4 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Open 2nd Gate</td><br />
<td>13</td><br />
<td>Must have 1st gate already open. Full round action to force open some more of the limiters on the body's muscles.+4 damage to all attacks, +20 speed, +4 dodge ac bonus for con mod + 6 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 1st gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Shadow Leaf Dance</td><br />
<td>15</td><br />
<td>After dealing damage to opponent, move right behind opponent for more opportunities.<td/><br />
</tr><br />
<tr><br />
<td>Mach Punch</td><br />
<td>15</td><br />
<td>Must be unarmed, unless character is using punching daggers. Extra 7 attacks at lowest attack bonus.<td/><br />
</tr><br />
<tr><br />
<td>Mach Kick</td><br />
<td>17</td><br />
<td>Same as Mach Punch, but with legs. Must be able to move legs.<td/><br />
</tr><br />
<tr><br />
<td>Open 3rd Gate</td><br />
<td>17</td><br />
<td>Must have 2nd gate already open. Full round action to force open some of the limiters on the body's muscles. +6 damage to all attacks, +30 speed, +6 dodge ac bonus for con mod +7 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 2nd gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Secondary Lotus</td><br />
<td>18</td><br />
<td>Must have 3rd gate opened. Extra Six Attacks at highest attack bonus, Ends 3rd gate opened effect as if the length hit 0 rounds left. Adds a 6 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Great Spinning<br/> Leaf Wind</td><br />
<td>18</td><br />
<td>Two extra attacks at highest bonus, +5 to hit and to damage.<td/><br />
</tr><br />
<tr><br />
<td>Open 4th Gate</td><br />
<td>19</td><br />
<td>Must have 3rd gate already open. Full round action to force open some of the limiters on the body's muscles. +8 damage to all attacks, +40 speed, +8 dodge ac bonus for con mod +8 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 3rd gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Primary Lotus</td><br />
<td>20</td><br />
<td>Must have 4th gate opened. Extra Eight Attacks at highest attack bonus, Ends 4th gate opened effect as if the length hit 0 rounds left. Adds a 8 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Drunken Fist</td><br />
<td>20</td><br />
<td>You have become one with the sake. Due to your intoxicated anger, you gain +10 to all damage rolls. On top of that, because of your erratic movement you've got a +10 dodge bonus to your ac. And to top it all off, Your inebreation makes your movements unreadable, giving you a +10 to hit your opponent. Drink and Power up! And yes, you actually need to drink an alcoholic beverage. Lasts 1d8 rounds per alcoholic beverage downed.<td/><br />
</tr><br />
</table><br />
<br />
And Finally, the Bloodline traits. Byakugan and Sharingan.<br />
Although Byakugan has more, Sharingan is easier to acquire.<br />
<br />
<table border="1"><br />
<tr><br />
<th>Sharingan Ability</th><br />
<th>Level</th><br />
<th>Chakra</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>1</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 10 ft. Character can also see through invisibility. +2 dodge bonus to ac.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Hypnotization</td><br />
<td>5</td><br />
<td>10</td><br />
<td> The user of the Sharingan is able to affect his opponent's mind as if he were using a "Suggestion" spell as an equal level sorcerer, as long as he maintains eye contact for one full round.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>5</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 20 ft. Character can also see through invisibility. +4 dodge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>10</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 30 ft. Character can also see through invisibility. +6 dodge bonus to ac. Copy ninja- any technique that involves a somatic component the sharingan user can attempt to copy but must succeed a concentration check of 10 plus spell and caster level </td><br />
</tr><br />
<tr><br />
<td>Sharingan-Triple Windmill</td><br />
<td>10</td><br />
<td>10</td><br />
<td>Character can make three ranged attacks at their highest attack bonus and one Dragon Fire Jutsu on one opponent. Character must pay the jutsu cost for Dragon Fire Jutsu.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>15</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 40 ft. Character can also see through invisibility.+8 dodge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan</td><br />
<td>15</td><br />
<td>2/round</td><br />
<td>Character is - ohhhh ho ho hoo........ This is the big one. Alright. In order to have access to the Mangyekou Sharingan, you must kill a fellow party member. Exactly. WTF!? Heh.. you'd better be good at bribery, cause you'll have to be to convince your dm to allow this. Maybe deception, too. Point is : Good Luck. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu</td><br />
<td>15</td><br />
<td>30</td><br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user deals 15d20 damage, half divine, half fire, with the same parameters as a normal "fireball" spell, but at a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind.</td><br />
</tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu shield of black flames</td><br />
<td>17</td><br />
<td>40</td><br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user surrounds himself in bones covered in amaterasu flames, any persons attacking the sharingan user must succeed a dc 45 reflex save or take full 10 d20 damage, half divine, half fire. On a successful attack on sharingan user the weapon used to deal damage is now on fire and will burn until destroyed 1 round per size category larger than medium, smaller weapons are immediately destroyed. To activate user must pay a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind, also an additional 1 permanent damage per 3 rounds active.</td><br />
</tr><br />
<td><br />
Sharingan Sight</td><br />
<td>20</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 50 ft. Character can also see through invisibility. +10 doge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu/Susanoo </td><br />
<td>20</td><br />
<td>50</td> <br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user summons Susanoo a creature completely made of amaterasu that that surronds their person. Shield of black flames x 2 good and bad. User has complete concealment, and cannot act. Susanoo is equipped with his size category + 5 Bastard sword(Susanoo can be summoned in a place as small as large to his max size of gargantuan if space allows however an extra -1 to spot and search for each size in excess of large) and deals an additional 15d20 damage, half divine, half fire, to every strike. Susanoo's saves and abilities are same as user's with a +39 to base attack bonus, not including shaingan and clone, he has a ranged attack Yasaka magatama its states are the same as grand fire ball x 3 with the attribute of amaterasu cost= 3 x grand fireball, His health is twice the max of user and can be regenerated completely with spending 30 chakra </td><br />
</tr><br />
</table><br />
<br />
Here's Byakugan. Byakugan users must be using unarmed attacks to use any of these abilities other than Byakugan Sight. Their unarmed strikes are also considered to do damage in accordance with their alignment for overcoming damage reduction of good or evil, lawful/chaotic.(For true neutral, just assume it breaks all 4, but only deals half damage).<br />
<table border="1"><br />
<tr><br />
<th>Byakugan Ability</th><br />
<th>Level</th><br />
<th>Chakra</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>1</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 10 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Gentle Fist Style</td><br />
<td>2</td><br />
<td>N/A</td><br />
<td>Character has 25% chance to deal 1 point of Temporary <br/>Con and Wis damage</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>5</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 20 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>64 Strikes</td><br />
<td>5</td><br />
<td>10</td><br />
<td>Character is given an extra 5 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>10</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 30 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/> Heavenly Spin</td><br />
<td>10</td><br />
<td>10+x</td><br />
<td>Character must save their action to use this jutsu. If and when they are attacked, this jutsu activates, dealing 1d6 damage times "x"(max15d6) and 15 foot knockback as the attacking opponent is blown back by a powerful force of chakra.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>15</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 40 ft radius. Character can also see through invisibility.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>128 Strikes</td><br />
<td>15</td><br />
<td>15</td><br />
<td>Character is given an extra 10 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>20</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 50 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>256 Strikes</td><br />
<td>20</td><br />
<td>20</td><br />
<td>Character is given an extra 15 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
</table><br />
<br />
Shadow Clones : Shadow Clones have the exact same stats, skills, feats, etc. as the player who created them, but the hp and chakra are cut to 1/4 the player's amount.<br />
<br />
====Epic Shinobi====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Shinobi}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! Chakra Points !! Unarmored<br/>Ac Bonus !! Unarmored<br/> Speed Bonus !! Unarmed Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Second Ninja Path || con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Second Ninja Path:''' A Shinobi, at 21st level, is able to choose another path as if he had just started his journey. It's kind of easy to figure out, if you took Ninjutsu, you're gonna take Taijutsu. If you took Taijutsu, you're gonna take Ninjutsu. If you have one of the two bloodlines, you have a free choice. You CANNOT gain a bloodline using this second chance, though.<br />
<br />
'''Chakra Points:''' A Shinobi continues to gain chakra points that he can use for any reason.<br />
<br />
====Human Shinobi Starting Package====<br />
<br />
<br />
'''Weapons:''' 5 Shurikens; 1d2 damage; x2 crit; 1/2lb each, 2&1/2lbs total; Piercing Damage.<br/><br />
ShortSword; 1d6 damage; 19-20/x2 crit; 2lb; Slashing Damage<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Escape Artist || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disable Device || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || &mdash;<br />
|}<br />
<br />
'''Feat:''' Improved Initiative.<br />
<br />
'''Bonus Feats:''' Stealthy.<br />
<br />
'''Ability:''' Ninjutsu - Substitution<br />
<br />
'''Gear:''' Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin.<br />
<br />
'''Gold:''' 1d4 &times;10.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Shinobi====<br />
<br />
<br />
<br />
'''Religion:''' Seeing as how i'm going mostly from the show here, i can't really say what their religion is :/ Go to town with it.<br />
<br />
'''Other Classes:''' Other Classes percive the Shinobi as special Rogues, but Monks see them as cheap mockeries of their devotion and abilities.<br />
<br />
'''Combat:''' See Above Paragraph.<br />
<br />
'''Advancement:''' The Naruto Shinobi is devoted to this path until the see it through.<br />
Until they attain the 20th Level, they are limited to cross-classing with one or more of the following:<br />
<br />
ANBU Black Ops Agent : [[http://www.dandwiki.com/wiki/Naruto_ANBU_Black_Ops_Agent]]<br />
<br />
Legendary Shinobi : [[http://www.dandwiki.com/wiki/Legendary_Shinobi_%283.5e_Prestige_Class%29]]<br />
<br />
Shinobi Sage : Work In progress<br />
<br />
Medical Shinobi : [[http://www.dandwiki.com/wiki/Medical_Shinobi_%283.5e_Class%29]] Also a work in progress, more progress, though.<br />
<br />
====Shinobi in the World====<br />
<br />
<br />
{{quote|"I won’t run away anymore… I won’t go back on my word… that is my Ninja way!"|orig=Naruto Uzumaki, Human Shinobi}}<br />
<br />
Shinobi are whatever you as a DM want them to be. Mercenaries, Assassins, Cultists, you name it.<br />
<br />
'''Daily Life:''' Shinobi Wake up and instantly go through their own personal training regiment, which is determined by their path. Taijutsuists get up and do several physical exercises, Ninjutsuists work on focusing and controlling their chakra, and The bloodliners work on keeping their eyes honed to the maximum.<br />
<br />
'''Notables:''' The three most notable of the Shinobi are the Sannin. Jiraya, aka "Pervy Toad Sage", Tsunade, aka "The Legendary Sucker", and Orochimaru, aka "The really really creepy guy after sasuke's body".<br/> ok maybe I made that last nickname up.<br />
<br />
'''Organizations:''' There are villages of shinobi in the show, these organizations, i guess, are the main things. Hidden village of Fire, Water, Earth, Sound, and Lightning, plus many more, smaller hidden villages.<br />
<br />
'''NPC Reactions:''' Hey, Dms, USE YOUR IMAGINATION! Lazy b******s....<br />
<br />
====Shinobi Lore====<br />
<br />
<br />
Characters with ranks in Knowledge(Local) can research Shinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Shinobi are effective combatants.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Shinobi can use a special energy in every body and create spell-like effects.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Shinobi can use the energy called chakra to boost their combat effectivness twofold or more.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Some Shinobi have special eyes that allow them to see almost everything.<br />
|}<br />
<br />
====Shinobi in the Game====<br />
<br />
<br />
A PC Shinobi could be an extra wheel or a replacement for a missing party member. Or, if going down the Sharingan path, a party liability.....<br />
<br />
'''Adaptation:''' Idunno.<br />
<br />
'''Sample Encounter''' <br />
<br />
{{Stat Block 2<br />
|name=Naruto Uzumaki (pre-Time Skip) |cr=8<br />
|sex=Male |race=[[SRD:Human|human]] |clvl=[[Naruto Shinobi (3.5e Class)|Shinobi]] 8<br />
|al=[[SRD:Chaotic Good|CG]] |size=[[SRD:Medium|Medium]] |type=[[SRD:Humanoid Type|humanoid]] <br />
|init=+7 |sens=|listen=+14 |spot=+14 '''Chakra''' 56<br />
|lang=Common, Elven, Dwarven<br />
|ac=14 |touch=14 |flat=14 |acmods=+3 Dex, +1 ninja<br />
|hp=75 |hd=8<br />
|resist=evasion<br />
|fort=+11 |ref=+9 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=Unarmed Strike +10/+5 (1d8+3/&times;2)<br />
|ranged1=[[SRD:Shuriken|shuriken]] +10/+5 (1d2/&times;2)<br />
|bab=+6/+1 |grp=+6<br />
|atkop=Sexy Jutsu, Shadow Clone, Transformation, Release, Mass Shadow Clone, Rasengan <br />
|cg=''2 [[SRD:Potions|potions]] of [[SRD:Cure Moderate Wounds|cure moderate wounds]]''<br />
|prgrsns=<br />
|str=16 |dex=16 |con=20 |int=16 |wis=14 |cha=16<br />
|sq=Evasion, Ninja Path(Ninjutsu), Sudden Strike +2d6, Chakra Accumulation, Great Leap, Trapfinding, Purity of Body, Acrobatics +2, Slow Fall 20 ft<br />
|feats=Improved Initiative, Weapon Focus (Shuriken), Weapon Focus (Unarmed), Toughness<br />
|skills=Balance;+14, Bluff;+14, Climb;+16, Escape Artist;+14, Gather Information;+14, Hide;+14, Listen;+14, Move Silently;+14, Sense Motive;+14, Sleight of Hand;+14, Spot;+14, Tumble;+16<br />
<br />
|poss=5 [[SRD:Shuriken|shuriken]], Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin<br />
}}<br />
<br />
''EL 10:'' Naruto usually stays nice and quiet at his task. Or ramen shop. Until someone see fit to blame something on the PCs. Naruto then engages words with the PCs. Should the PCs see fit to attack, Naruto uses Shadow Clone, then the clones use Sexy jutsu to daze the Pcs. Begin the beating on. When Naruto is subdued(20 hp or lower) he realizes said other npc set him up, apologizes to the PCs, 75% chance he takes out his frog wallet and pays the PCs 1d20 Platinum, and chases after the other NPC.<br />
<br />
<br />
----<br />
<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Base Class Wikify|September 2009}}<br />
{{Base Class Description Needed|September 2009}}<br />
{{Base Class Stub|September 2009}}<br />
{{Copyright Disclaimer}}<br />
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[[Category:3.5e]]<br />
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[[Category:Base Class]]<br />
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--></div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Naruto_Shinobi_(3.5e_Class)&diff=551439Naruto Shinobi (3.5e Class)2012-02-21T20:41:58Z<p>173.245.56.203: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Done.<br />
|editing=Always Editing in new ideas that make the class more flexible.<br />
|type=Depends. Neutral, Mediator, jack-of-all-trades.<br />
}}<br />
<br />
==Naruto Shinobi==<br />
<br />
Alright. There are probably several people thinking" Oh great, another never fully done naruto ripoff." Well, not this time! I was tired of trying to find a completed version of the famous(or infamous) ninja myself, and got tired of all the incompletes or crap-fests. My real inspiration, however was when i got wind of one of my dnd buddies made the Soul Reaper from another popular anime, Bleach. Well if he can do it, why not try it myself? This is the result.<br />
<br />
===Making a Naruto Shinobi===<br />
<br />
Shinobi are put into a party depending on the path. Should one go for ninjutsu, they could replace a potent caster. Should they choose to specialize in Taijutsu, they can become as effective a combatant as a monk.<br />
<br />
'''Abilities:''' The Shinobi benefits from high Constitution scores, as it judges the amount of chakra points they have. Wisdom is useful for a ninjutsu or bloodline Shinobi, while a Taijutsu Shinobi prefers a high Strength.<br />
<br />
'''Races:''' Now, According to the show, there are 5 human villages(plus other smaller ones) so i guess the most common shinboi is a human, but seeing as how humans aren't the only race, i guess other civilized races could also become shinobi, dwarf, elf, etc.<br />
<br />
'''Alignment:''' Each Shinobi has their own path they follow. A number of ninja can be seen as lawful, however it is not uncommon to see ninja acting on their own for personal reasons, the greater good, or towards selfish goals.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Naruto Shinobi}}</div><br />
Hit Die: D6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<sup>1</sup><br />
! rowspan="2" | Special<br />
! rowspan="2" | Chakra<br/>Points<br />
! rowspan="2" | Unarmed<br/>Damage<sup>2</sup><br />
! rowspan="2" | AC<br/>Bonus<br />
! rowspan="2" | Unarmored<br/>Speed Bonus<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | Hidden Village, Ninja Path, Unarmed Strike || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Evasion, Sudden Strike +1d6 || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Chakra Accumulation || con+wis || 1d6 || +0 || +0 ft. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | Great Leap || con+wis || 1d6 || +0 || +0 ft. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4 <br />
| class="left" | Trapfinding || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | Purity of Body || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | Acrobatics +2 || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Slow Fall 20 ft || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Sudden Strike +3d6 || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | Improved Chakra Accumulation || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | Poison Use || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Improved Evasion || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Slow Fall 40 ft || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | Acrobatics +4 || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | Sudden Strike +5d6 || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Wholeness of Body || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Trap Sense +1 || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | Slow Fall 60 ft || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | Acrobatics +6 || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | Diamond Body || con+wis || 2d6 || +3 || +30 ft.<br />
|-<br />
| colspan="10" class="foot" |<br />
# The value shown is for Medium shinobi. See [[#Table: Naruto Shinobi Unarmed Damage by Size|Table: Naruto Shinobi Unarmed Damage by Size]] for shinobi of all sizes.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Tumble(Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the shinobi.<br />
<br />
'''Weapon and Armor Proficiency:''' Shinobi are proficient with kama, nunchucks, shuriken, and all simple and marital weaponry. They are proficient with padded armor (This is equivalent to their chuunin flack jackets).<br />
<br />
'''{{#anc:Chakra}}:''' A Shinobi gains an amount of chakra points equal to their Constitution modifier and Wisdom Modifier added together at each level. These points stack at each level. For Example; Naruto is a level 2 shinobi with an 18 Con and a 16Wis. He currently has 14 chakra points, and gains a level. He gains another 7 chakra points, bringing his total chakra pool to 21 points. The reason it's Con and Wis is because in the show, chakra is made from physical and spiritual focus. Should a Shinobi need more chakra, he may deal 2 points of temporary con and wis damage to himself to gain an amount of chakra equal to one-fourth his normal chakra. This can be used multiple times, even if it would drop the Shinobi's Constitution score to 0. If and when this happens, the Shinobi does NOT die instantly, but instead dies when he runs out of chakra.<br />
<br />
'''{{#anc:Ninja's Path}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When He first starts out, a shinobi chooses his "path". That means, he either specializes in ninjutsu, taijutsu, or develops his bloodline trait. Now, the only two bloodline traits available are Byakugan and Sharingan(Cause i'm friggin lazy) and they're low probability. Have your DM<br />
roll a d100. If the roll is anywhere from 01-10, you've got byakugan. 86-100 means you have sharingan. They'll be explained a bit later. Sharingan Users are able to learn Ninjutsu as if they had selected the path.<br />
<br />
'''{{#anc:Hidden Shinobi Village}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Each Shinobi, unless a Missing-Nin, belongs to a village. He gains a special bonus to certain things, depending on which village he hails from.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Shinobi Hidden Villages}}<br />
|-<br />
!'''Village'''||'''Special'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dead || class="left" | Rebuke Undead as Cleric, 1/2 class level caster level, Wis bonus times/day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Leaf || class="left" | Can take ANBU Prestige Class two levels earlier than normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Missing || class="left" | Under Construction<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mist || class="left" | Mist Shroud Jutsu - 3 Chakra/round, Total Concealment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rock || class="left" | Immunity (Bullrush and Overrun)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sand || class="left" | Puppeteer Prestige Class (Under Construction)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Snow || class="left" | Resist Cold (1/2 Class level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sound || class="left" | Curse Mark (Under construction)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Stars || class="left" | +(1/2 class level) competence bonus to Hide/Move Silently.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Waterfall || class="left" | Manipulate Water - 1 Chakra/Gallon<br />
|} <br />
<br />
'''{{#anc:Evasion}}:''' See Monk; Player's Handbook, pg 41<br />
<br />
'''{{#anc:Sudden Strike}}:''' If a shinobi can catch an opponent when they are unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a shinobi's target is denied a dex bonus to armor class (whether the target actually has dex bonus or not), the ninja deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points of damage for every six Shinobi levels thereafter. A shinobi can't use sudden strike when flanking an opponent unless the oppenent is denied its dex bonus to ac. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A shinobi can't make a sudden strike while the limbs of a creature whose vitals are out of reach. A shinobi can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. Extra damage from sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target. <br />
<br />
'''''{{#anc:Chakra Accumulation}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Chakra Accumulation : The Shinobi can accumulate chakra at one point in his body to gain amazing gripping power. This can be used to walk on walls, ceilings, otherwise impassable terrain, or to gain a +10 bonus to grapple checks. Uses 2 chakra a round, or 1 chakra per square moved, if not in combat. At 10th level, the Shinobi can use this ability to walk/stand on water at 3 chakra per round or 2 chakra per square(out of combat). While using this ability, the Shinobi must make a DC 15 concentration check for each round the ability is active, or each square moved, or lose the effect.<br />
<br />
'''{{#anc:Great Leap}}:''' See Ninja; Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Trapfinding}}:''' See Rogue; Player's Handbook pg 50<br />
<br />
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, a shinobi gains immunity to all diseases except for supernatural and magical diseases.<br />
<br />
'''{{#anc:Acrobatics}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level or higher, a shinobi within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The shinobi’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her shinobi level.<br />
<br />
'''{{#anc:Speed Climb}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Poison Use}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 12th level, a shinobi’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth he takes only half damage on a failed save. A [[SRD:Helpless|helpless]] shinobi does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 16th level or higher, a shinobi can heal his own wounds. He can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice his current shinobi level each day, and he can spread this healing out among several uses.<br />
<br />
'''{{#anc:Trap Sense +1}}:''' See Rogue, Player's Handbook, pg 50<br />
<br />
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a shinobi gains immunity to poisons of all kinds.<br />
<br />
'''{{#anc:Ninja Path: The Specifics}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Alright. There are three paths.<br />
Ninjutsu; Very similar to spells, but not as potent, and you need somatic components. Unless specified, Jutsu somatic components are free actions.<br />
Taijutsu; Increase your melee potency with Combos giving you extra attacks at specified attack values.<br />
Bloodline Traits; Byakugan and Sharingan. These add special values to your repitoire of normal abilities.<br />
<br />
you may only learn 1 jutsu whenever you attain the required level for the next set of jutsu. I.E. Naruto learned the Sexy Jutsu at level 1, and just attained level 3. He learns Shadow Clone, but can no longer learn Fireball because he must use so much time mastering his new jutsu.<br />
Jutsu with a chakra cost of #+#/d#, such as Dragon Fire Jutsu, 5+1/d6 means there is an extra chakra point used for each d6 of damage. A level 10 Shinobi using Dragon fire jutsu would pay 13 chakra points.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Ninjutsu List}}<br />
|-<br />
! Ninjutsu || Level || Chakra || Effect <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Substitution || 1 || 2 || class="left" | When a Character is allowed a Reflex Save, or find themselves the target of an attack of opportunity, they may use this jutsu to replace themsleves with a random scenery object nearby. A concentration check is required to pull this off, either higher than the reflex DC or higher than the enemy's attack roll, whichever situation is applicable.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sexy Jutsu || 1 || 3 || class="left" | The Character may use this to turn into an attractive female of the opponent's species in order to daze the opponent for 1d4 rounds. The target may opt to make a DC 10 + Shinobi's level will save to avoid being dazed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fireball || 3 || 2+1/d6 || class="left" | 1d6/level(max10d6) fireball with a range of of 40 feet.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Clone || 3 || 2 || class="left" | Create one Copy of Character. Dissapates when the character calls off the jutsu/runs out of chakra points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Bind || 5 || 6&1 || class="left" | Hold one target in place, target must make a grapple check opposing the character's concentration check. 6 chakra to initiate the jutsu, and 1 chakra per round after initiation.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Transformation || 5 || 5 || class="left" | As the ''Polymorph'' spell.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shuriken Replication || 5 || 6 || class="left" | Creates 3 copies of one thrown weapon that last til the end of the player's action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dragon Fire || 7 || 3+1/d6 || class="left" | 50 ft line dealing 1d6/level(max15) fire damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Release || 7 || 11 || class="left" | Can use this ability to make a concentration check instead of will save for mind affecting spells, spell-like abilities, powers, etc.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Phoenix Fire || 9 || 8+1/d6 || class="left" | Imbues thrown weapons with 1d6/4levels fire damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Third Eye || 9 || 6 || class="left" | Creates an eye of sand, dirt, clay, etc. that can move 15 feet away from char.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Grand Fireball || 11 || 10+1/d8 || class="left" | 1d8/level(max 15) fireball that explodes with a 20-foot radius and 80 foot limit range.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning I || 11 || 20 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dance of the<br/>Crescent Moon || 11 || 10 || class="left" | Creates two copies of the character for one round to attack a target.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chidori || 11 || 5+1/d12 || class="left" | Character must prepare a charge attack action and designate that he is activating Chidori in order to use this attack. Adds 1d8/level(max20d8) lightning damage to one unarmed melee strike. This unamred strike can be followed by one more attack at the second highest bonus available. If you choose this jutsu, you cannot choose Giant Ball Rasengan at level 20.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rasengan || 11 || 1/d10 || class="left" | Character must be unarmed to use this attack. Takes one round to charge. Character cannot make any other action while charging. Next round the character may move 10 feet before making the attack. This attack deals 1d10/level(max20d10)+strength mod force damage. If you choose this jutsu, you cannot choose Improved Chidori at level 20.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Earth Rising Wall || 13 || 11 || class="left" | Creates a 15 foot long 5 foot wide wall of earth, 5 hp/level, 2 hardness/level.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Strangulation || 13 || 4/round || class="left" | Can only use after successfully using Shadow Bind. Deal unamred strike damage per round while both are active.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mass Shadow Clone || 15 || 2*x/round || class="left" | As Shadow Clone, but creates x copies of character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning II || 15 || 22 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chakra Barrier || 15 || 3/round || class="left" | +5 AC per round active. Character cannot move or attack.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mud Cannonball || 17 || 10+1/d6 || class="left" | Creates the head of a Blue Dragon that is made of mud and shoots 2 balls of mud at 2 specified targets dealing 1d6/level earth damage up to 100 feet away. Lasts 3 rounds.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fire Dragon Blast || 17 || 10+1/d8 || class="left" | Creates the head of a Red Dragon that is made of fire and shoots a cone of flame that reaches out 50 feet and deals 1d8/level fire damage. Lasts one round.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wind Blade || 19 || 10+1/d6 || class="left" | Deals 1d6/level wind damage to enemy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning III || 19 || 25 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Spirit Projection || 19 || 20 || class="left" | Character projects spirit that moves at half the character's normal speed. If moved into a space with a living creature, character takes control of that creature for 5 minutes/50 rounds or until cancelled. The player's body remains vulnerable to attack and weather, however, and as such this jutsu should never be performed when going solo.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Improved Chidori || 20 || 15+1/d12 || class="left" | As Chidori, but deals 20d10, Half Electric, Half Force. Can also channel Improved Chidori through an equipped melee weapon.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Giant Ball Rasengan || 20 || 15+1/d10 || class="left" | Same as Rasengan, but takes two rounds to charge and deals 20d12+strength mod damage. Half Force, Half Wind<br />
|-<br />
|}<br />
<br />
Now Taijutsu! All Taijutsu are only added onto full-round attack actions, unless stated otherwise.<br />
<table border="1"><br />
<tr><br />
<th>Jutsu</th><br />
<th>Level</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Spinning Leaf Wind</td><br />
<td>3</td><br />
<td>you gain an extra attack at your Highest attack bonus<td/><br />
</tr><br />
<tr><br />
<td>Pain of a <br/>Thousand Years</td><br />
<td>3</td><br />
<td>Must be behind enemy. +1d6 damage and 20 foot knockforward.<td/><br />
</tr><br />
<tr><br />
<td>Lion's Combo</td><br />
<td>5</td><br />
<td>Extra attack at highest and another extra attack at 2nd highest bonuses.<td/><br />
</tr><br />
<tr><br />
<td>Lotus</td><br />
<td>5</td><br />
<td>Three extra attacks at highest attack value, 5 round fatigued effect.<td/><br />
</tr><br />
<tr><br />
<td>Open 1st Gate</td><br />
<td>9</td><br />
<td>Full round action to force open some of the limiters on the body's muscles. +2 damage to all attacks, +10 speed, +2 dodge ac bonus for con mod + 5 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter.<td/><br />
</tr><br />
<tr><br />
<td>Initial Lotus</td><br />
<td>11</td><br />
<td>Must have opened 1st gate in same encounter. Extra Four Attacks at highest attack bonus, Ends 1st gate opened effect as if the length hit 0 rounds left. Adds a 4 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Open 2nd Gate</td><br />
<td>13</td><br />
<td>Must have 1st gate already open. Full round action to force open some more of the limiters on the body's muscles.+4 damage to all attacks, +20 speed, +4 dodge ac bonus for con mod + 6 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 1st gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Shadow Leaf Dance</td><br />
<td>15</td><br />
<td>After dealing damage to opponent, move right behind opponent for more opportunities.<td/><br />
</tr><br />
<tr><br />
<td>Mach Punch</td><br />
<td>15</td><br />
<td>Must be unarmed, unless character is using punching daggers. Extra 7 attacks at lowest attack bonus.<td/><br />
</tr><br />
<tr><br />
<td>Mach Kick</td><br />
<td>17</td><br />
<td>Same as Mach Punch, but with legs. Must be able to move legs.<td/><br />
</tr><br />
<tr><br />
<td>Open 3rd Gate</td><br />
<td>17</td><br />
<td>Must have 2nd gate already open. Full round action to force open some of the limiters on the body's muscles. +6 damage to all attacks, +30 speed, +6 dodge ac bonus for con mod +7 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 2nd gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Secondary Lotus</td><br />
<td>18</td><br />
<td>Must have 3rd gate opened. Extra Six Attacks at highest attack bonus, Ends 3rd gate opened effect as if the length hit 0 rounds left. Adds a 6 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Great Spinning<br/> Leaf Wind</td><br />
<td>18</td><br />
<td>Two extra attacks at highest bonus, +5 to hit and to damage.<td/><br />
</tr><br />
<tr><br />
<td>Open 4th Gate</td><br />
<td>19</td><br />
<td>Must have 3rd gate already open. Full round action to force open some of the limiters on the body's muscles. +8 damage to all attacks, +40 speed, +8 dodge ac bonus for con mod +8 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 3rd gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Primary Lotus</td><br />
<td>20</td><br />
<td>Must have 4th gate opened. Extra Eight Attacks at highest attack bonus, Ends 4th gate opened effect as if the length hit 0 rounds left. Adds a 8 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Drunken Fist</td><br />
<td>20</td><br />
<td>You have become one with the sake. Due to your intoxicated anger, you gain +10 to all damage rolls. On top of that, because of your erratic movement you've got a +10 dodge bonus to your ac. And to top it all off, Your inebreation makes your movements unreadable, giving you a +10 to hit your opponent. Drink and Power up! And yes, you actually need to drink an alcoholic beverage. Lasts 1d8 rounds per alcoholic beverage downed.<td/><br />
</tr><br />
</table><br />
<br />
And Finally, the Bloodline traits. Byakugan and Sharingan.<br />
Although Byakugan has more, Sharingan is easier to acquire.<br />
<br />
<table border="1"><br />
<tr><br />
<th>Sharingan Ability</th><br />
<th>Level</th><br />
<th>Chakra</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>1</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 10 ft. Character can also see through invisibility. +2 dodge bonus to ac.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Hypnotization</td><br />
<td>5</td><br />
<td>10</td><br />
<td> The user of the Sharingan is able to affect his opponent's mind as if he were using a "Suggestion" spell as an equal level sorcerer, as long as he maintains eye contact for one full round.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>5</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 20 ft. Character can also see through invisibility. +4 dodge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>10</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 30 ft. Character can also see through invisibility. +6 dodge bonus to ac. Copy ninja- any technique that involves a somatic component the sharingan user can attempt to copy but must succeed a concentration check of 10 plus spell and caster level </td><br />
</tr><br />
<tr><br />
<td>Sharingan-Triple Windmill</td><br />
<td>10</td><br />
<td>10</td><br />
<td>Character can make three ranged attacks at their highest attack bonus and one Dragon Fire Jutsu on one opponent. Character must pay the jutsu cost for Dragon Fire Jutsu.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>15</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 40 ft. Character can also see through invisibility.+8 dodge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan</td><br />
<td>15</td><br />
<td>2/round</td><br />
<td>Character is - ohhhh ho ho hoo........ This is the big one. Alright. In order to have access to the Mangyekou Sharingan, you must kill a fellow party member. Exactly. WTF!? Heh.. you'd better be good at bribery, cause you'll have to be to convince your dm to allow this. Maybe deception, too. Point is : Good Luck. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu</td><br />
<td>15</td><br />
<td>30</td><br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user deals 15d20 damage, half divine, half fire, with the same parameters as a normal "fireball" spell, but at a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind.</td><br />
</tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu shield of black flames</td><br />
<td>17</td><br />
<td>40</td><br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user surrounds himself in bones covered in amaterasu flames, any persons attacking the sharingan user must succeed a dc 45 reflex save or take full 10 d20 damage, half divine, half fire. On a successful attack on sharingan user the weapon used to deal damage is now on fire and will burn until destroyed 1 round per size category larger than medium, smaller weapons are immediately destroyed. To activate user must pay a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind, also an additional 1 permanent damage per 3 rounds active.</td><br />
</tr><br />
<td>Sharingan Sight</td><br />
<td>20</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 50 ft. Character can also see through invisibility. +10 doge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu/Susanoo </td><br />
<td>20</td><br />
<td>50</td> <br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user summons Susanoo a creature completely made of amaterasu that that surronds their person. Shield of black flames x 2 good and bad. User has complete concealment, and cannot act. Susanoo is equipped with his size category + 5 Bastard sword(Susanoo can be summoned in a place as small as large to his max size of gargantuan if space allows however an extra -1 to spot and search for each size in excess of large) and deals an additional 15d20 damage, half divine, half fire, to every strike. Susanoo's saves and abilities are same as user's with a +39 to base attack bonus, not including shaingan and clone, he has a ranged attack Yasaka magatama its states are the same as grand fire ball x 3 with the attribute of amaterasu cost= 3 x grand fireball, His health is twice the max of user and can be regenerated completely with spending 30 chakra </td><br />
</tr><br />
</table><br />
<br />
Here's Byakugan. Byakugan users must be using unarmed attacks to use any of these abilities other than Byakugan Sight. Their unarmed strikes are also considered to do damage in accordance with their alignment for overcoming damage reduction of good or evil, lawful/chaotic.(For true neutral, just assume it breaks all 4, but only deals half damage).<br />
<table border="1"><br />
<tr><br />
<th>Byakugan Ability</th><br />
<th>Level</th><br />
<th>Chakra</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>1</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 10 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Gentle Fist Style</td><br />
<td>2</td><br />
<td>N/A</td><br />
<td>Character has 25% chance to deal 1 point of Temporary <br/>Con and Wis damage</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>5</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 20 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>64 Strikes</td><br />
<td>5</td><br />
<td>10</td><br />
<td>Character is given an extra 5 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>10</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 30 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/> Heavenly Spin</td><br />
<td>10</td><br />
<td>10+x</td><br />
<td>Character must save their action to use this jutsu. If and when they are attacked, this jutsu activates, dealing 1d6 damage times "x"(max15d6) and 15 foot knockback as the attacking opponent is blown back by a powerful force of chakra.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>15</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 40 ft radius. Character can also see through invisibility.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>128 Strikes</td><br />
<td>15</td><br />
<td>15</td><br />
<td>Character is given an extra 10 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>20</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 50 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>256 Strikes</td><br />
<td>20</td><br />
<td>20</td><br />
<td>Character is given an extra 15 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
</table><br />
<br />
Shadow Clones : Shadow Clones have the exact same stats, skills, feats, etc. as the player who created them, but the hp and chakra are cut to 1/4 the player's amount.<br />
<br />
====Epic Shinobi====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Shinobi}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! Chakra Points !! Unarmored<br/>Ac Bonus !! Unarmored<br/> Speed Bonus !! Unarmed Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Second Ninja Path || con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Second Ninja Path:''' A Shinobi, at 21st level, is able to choose another path as if he had just started his journey. It's kind of easy to figure out, if you took Ninjutsu, you're gonna take Taijutsu. If you took Taijutsu, you're gonna take Ninjutsu. If you have one of the two bloodlines, you have a free choice. You CANNOT gain a bloodline using this second chance, though.<br />
<br />
'''Chakra Points:''' A Shinobi continues to gain chakra points that he can use for any reason.<br />
<br />
====Human Shinobi Starting Package====<br />
<br />
<br />
'''Weapons:''' 5 Shurikens; 1d2 damage; x2 crit; 1/2lb each, 2&1/2lbs total; Piercing Damage.<br/><br />
ShortSword; 1d6 damage; 19-20/x2 crit; 2lb; Slashing Damage<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Escape Artist || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disable Device || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || &mdash;<br />
|}<br />
<br />
'''Feat:''' Improved Initiative.<br />
<br />
'''Bonus Feats:''' Stealthy.<br />
<br />
'''Ability:''' Ninjutsu - Substitution<br />
<br />
'''Gear:''' Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin.<br />
<br />
'''Gold:''' 1d4 &times;10.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Shinobi====<br />
<br />
<br />
<br />
'''Religion:''' Seeing as how i'm going mostly from the show here, i can't really say what their religion is :/ Go to town with it.<br />
<br />
'''Other Classes:''' Other Classes percive the Shinobi as special Rogues, but Monks see them as cheap mockeries of their devotion and abilities.<br />
<br />
'''Combat:''' See Above Paragraph.<br />
<br />
'''Advancement:''' The Naruto Shinobi is devoted to this path until the see it through.<br />
Until they attain the 20th Level, they are limited to cross-classing with one or more of the following:<br />
<br />
ANBU Black Ops Agent : [[http://www.dandwiki.com/wiki/Naruto_ANBU_Black_Ops_Agent]]<br />
<br />
Legendary Shinobi : [[http://www.dandwiki.com/wiki/Legendary_Shinobi_%283.5e_Prestige_Class%29]]<br />
<br />
Shinobi Sage : Work In progress<br />
<br />
Medical Shinobi : [[http://www.dandwiki.com/wiki/Medical_Shinobi_%283.5e_Class%29]] Also a work in progress, more progress, though.<br />
<br />
====Shinobi in the World====<br />
<br />
<br />
{{quote|"I won’t run away anymore… I won’t go back on my word… that is my Ninja way!"|orig=Naruto Uzumaki, Human Shinobi}}<br />
<br />
Shinobi are whatever you as a DM want them to be. Mercenaries, Assassins, Cultists, you name it.<br />
<br />
'''Daily Life:''' Shinobi Wake up and instantly go through their own personal training regiment, which is determined by their path. Taijutsuists get up and do several physical exercises, Ninjutsuists work on focusing and controlling their chakra, and The bloodliners work on keeping their eyes honed to the maximum.<br />
<br />
'''Notables:''' The three most notable of the Shinobi are the Sannin. Jiraya, aka "Pervy Toad Sage", Tsunade, aka "The Legendary Sucker", and Orochimaru, aka "The really really creepy guy after sasuke's body".<br/> ok maybe I made that last nickname up.<br />
<br />
'''Organizations:''' There are villages of shinobi in the show, these organizations, i guess, are the main things. Hidden village of Fire, Water, Earth, Sound, and Lightning, plus many more, smaller hidden villages.<br />
<br />
'''NPC Reactions:''' Hey, Dms, USE YOUR IMAGINATION! Lazy b******s....<br />
<br />
====Shinobi Lore====<br />
<br />
<br />
Characters with ranks in Knowledge(Local) can research Shinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Shinobi are effective combatants.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Shinobi can use a special energy in every body and create spell-like effects.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Shinobi can use the energy called chakra to boost their combat effectivness twofold or more.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Some Shinobi have special eyes that allow them to see almost everything.<br />
|}<br />
<br />
====Shinobi in the Game====<br />
<br />
<br />
A PC Shinobi could be an extra wheel or a replacement for a missing party member. Or, if going down the Sharingan path, a party liability.....<br />
<br />
'''Adaptation:''' Idunno.<br />
<br />
'''Sample Encounter''' <br />
<br />
{{Stat Block 2<br />
|name=Naruto Uzumaki (pre-Time Skip) |cr=8<br />
|sex=Male |race=[[SRD:Human|human]] |clvl=[[Naruto Shinobi (3.5e Class)|Shinobi]] 8<br />
|al=[[SRD:Chaotic Good|CG]] |size=[[SRD:Medium|Medium]] |type=[[SRD:Humanoid Type|humanoid]] <br />
|init=+7 |sens=|listen=+14 |spot=+14 '''Chakra''' 56<br />
|lang=Common, Elven, Dwarven<br />
|ac=14 |touch=14 |flat=14 |acmods=+3 Dex, +1 ninja<br />
|hp=75 |hd=8<br />
|resist=evasion<br />
|fort=+11 |ref=+9 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=Unarmed Strike +10/+5 (1d8+3/&times;2)<br />
|ranged1=[[SRD:Shuriken|shuriken]] +10/+5 (1d2/&times;2)<br />
|bab=+6/+1 |grp=+6<br />
|atkop=Sexy Jutsu, Shadow Clone, Transformation, Release, Mass Shadow Clone, Rasengan <br />
|cg=''2 [[SRD:Potions|potions]] of [[SRD:Cure Moderate Wounds|cure moderate wounds]]''<br />
|prgrsns=<br />
|str=16 |dex=16 |con=20 |int=16 |wis=14 |cha=16<br />
|sq=Evasion, Ninja Path(Ninjutsu), Sudden Strike +2d6, Chakra Accumulation, Great Leap, Trapfinding, Purity of Body, Acrobatics +2, Slow Fall 20 ft<br />
|feats=Improved Initiative, Weapon Focus (Shuriken), Weapon Focus (Unarmed), Toughness<br />
|skills=Balance;+14, Bluff;+14, Climb;+16, Escape Artist;+14, Gather Information;+14, Hide;+14, Listen;+14, Move Silently;+14, Sense Motive;+14, Sleight of Hand;+14, Spot;+14, Tumble;+16<br />
<br />
|poss=5 [[SRD:Shuriken|shuriken]], Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin<br />
}}<br />
<br />
''EL 10:'' Naruto usually stays nice and quiet at his task. Or ramen shop. Until someone see fit to blame something on the PCs. Naruto then engages words with the PCs. Should the PCs see fit to attack, Naruto uses Shadow Clone, then the clones use Sexy jutsu to daze the Pcs. Begin the beating on. When Naruto is subdued(20 hp or lower) he realizes said other npc set him up, apologizes to the PCs, 75% chance he takes out his frog wallet and pays the PCs 1d20 Platinum, and chases after the other NPC.<br />
<br />
<br />
----<br />
<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Base Class Wikify|September 2009}}<br />
{{Base Class Description Needed|September 2009}}<br />
{{Base Class Stub|September 2009}}<br />
{{Copyright Disclaimer}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
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[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
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--></div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Boxer_(3.5e_Alternate_Class_Feature)&diff=551194Talk:Boxer (3.5e Alternate Class Feature)2012-02-20T12:25:07Z<p>173.245.56.203: </p>
<hr />
<div>==Suggestions==<br />
<br />
This is a good one. I like it. If I would change anything, than state somewhere that the increased unarmed damage is just like monk increased unarmed damage, and fighter and monk levels stack for determining increased unarmed damage. That way, you also clear up whether anything that applies to monk unarmed strikes (monk's belt etc.) also works for the fighter with this substitution level. It also means you can shorten the description because you don't have to repeat the whole text from the monk. --[[User:Mkill|Mkill]] 06:32, 12 August 2007 (MDT)<br />
<br />
:Great points. I changed one statement to, "gains the monk's unarmed strike". That should cover many interaction issues. <br />
<br />
:The ability should work correctly with fighter, any full BAB class/prestige class, and monk/monk prestige class. (Hopefully, the majority of cases.) So now we could have unarmed barbarians raging with their fists-of-fury and unarmed rangers. There are still a few interaction issues in there that I'm not 100% happy with. I'll see if I think of any corner cases that I missed.--[[User:Dmilewski|Dmilewski]] 08:21, 12 August 2007 (MDT)<br />
<br />
::It's probably the easiest just say<br />
::"You use your BAB as your effective monk level to determine your unarmed strike damage. Treat all monk levels as full BAB for this purpose only."<br />
::That way, players only need to calculate once without the need to compare anything.<br />
::Another wording thing: instead of "You may learn the monk ability "Flurry of Blows" as if it were a fighter bonus feat." I would write:<br />
::"At any level where you receive a fighter bonus feat, you may take the monk class feature Flurry of Blows instead. You may only flurry with your unarmed strike, and the -2 attack penalty does not improve at later levels like a monks." --[[User:Mkill|Mkill]] 08:39, 12 August 2007 (MDT)<br />
<br />
:::I like that wording. Please edit that in. --[[User:Dmilewski|Dmilewski]] 08:49, 12 August 2007 (MDT)<br />
<br />
::::Added in the second sentence. Your first sentence doesn't work due to prestige classes. We want the fighter able to pick martial prestige classes and still be able to maintain his chosen weapon. Since we can't guarantee unarmed attack progression in other classes, we need a metric that we can rely on. That is BAB. Unfortunately, we can't use that with monk, as monk prestige classes bump monk abilities specifically, and give 3/4 BAB. This means we can easily wind-up double-counting some elements. Blah. --[[User:Dmilewski|Dmilewski]] 19:44, 12 August 2007 (MDT)<br />
<br />
:::::Why not just make this a fighter only bonus feat (like weapon specialization)? that would be much easier, and I think it would also be better (this is practically a feat with a "fighter level 1st" prequisite, and "fighter bonus feat" special, anyway. Then you can have the "flurry of blows" thing as another seperate feat with prequisites that state that you have to get the first feat to get the second one. --[[User:Sam Kay|Sam Kay]] 08:51, 15 August 2007 (MDT)<br />
<br />
::::::If you compare this ability to [Improved Unarmed Strike], you will find that the this ability outclasses Improved Unarmed Strike by a fair margin. Unlike a feat, this ability advances as you level. It was these two things that convinced me to turn this into an alternate class feature. --[[User:Dmilewski|Dmilewski]] 10:44, 27 August 2007 (MDT)<br />
<br />
:::::::Maybe the Fighter can take it again to get rid of the -2 to hit for all attacks?<br />
<br />
== armor ==<br />
<br />
it would be weird to see a fighter wearing plate armor to throw his fist up to an opponent... O_o --[[User:Jack Bread|Jack Bread]] 00:08, 17 July 2008 (MDT)</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Talk:Psi_Dragons_(3.5e_Creature)&diff=551102Talk:Psi Dragons (3.5e Creature)2012-02-20T02:04:11Z<p>173.245.56.203: </p>
<hr />
<div>This is a good idea. I think it would be better served as one or two distinct things:<br />
<br />
1) A psionic template (called "phrenic" in the ''Expanded Psionics Handbook''), but specifically for dragons. Since the phrenic template turns a dragon into a magical beast, reducing its hit dice from d12 to d8, this sounds like an idea.<br><br />
2) A separate type of dragon altogether, maybe with a different name. Psycho-dragon, while incorrect and alluding to a dragon in women's clothing stabbing defenseless blonde humanoids filled with chocolate syrup, sounds cool enough. Psi-dragon also works.<br><br />
--[[User:Gedren56|Gedren56]] 15:21, 15 July 2009 (MDT)<br />
<br />
I wanted to make a dragon that used psionics instead of magic and one that didn't take more then 300 hundred years to be effective.<br />
<br />
I intended for this dragon to be like Gem dragons.<br />
<br />
<br />
February 19, 2012:<br />
Noticed mistake:<br />
<br />
--Change Size: An Adult psionic dragon can change the size of there dragon form three steps, to a minimum of small and maximum of Gargantuan.<br />
--Conflicting information 1: Adult psionic dragons are Medium Size<br />
--Conflicting information 2: Small size is not three steps away from Medium size<br />
--Suggested Resolution: Change to: "Change Size: An Adult psionic dragon can change the size of there dragon form three steps, to a minimum of Diminutive and maximum of Gargantuan."</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Archer_(3.5e_Class)&diff=551042Archer (3.5e Class)2012-02-19T05:51:18Z<p>173.245.56.203: </p>
<hr />
<div>{{stub|Missing campaign information.}}<br />
{{DnD Base Class Infobox<br />
|img= Archer<br />
|imgloc= http://iseesagitta.files.wordpress.com/2009/03/archer-portrait2.jpg?w=390&h=526<br />
|imgsize= 195px × 263px<br />
|imgcaption= Female archer<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=2<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Complete<br />
|editing=See discussion<br />
|type=Combat-Focused<br />
|desc=The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, the archer has little use for the typical trappings of other warriors. She values agility and skill over brute force and prowess with bow over familiarity with a variety of weapons. <br />
}}<br />
<br />
== Archer ==<br />
<br />
A seasoned marksman who's pursuit of archery and peerless accuracy has elevated and distinguished her amongst adventures.<br />
<br />
=== Making an Archer ===<br />
<br />
The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, the archer has little use for the typical trappings of other warriors. She values accuracy, agility, and skill over brute force and prowess with bow over familiarity with a variety of weapons.<br />
<br />
'''Abilities:''' Dexterity is vital to the archer, as her prowess with the bow and ability to dodge melee blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing her to wield composite bows. Lightly armored, the archer benefits greatly from a high Constitution score which also improves her Aim ability.<br />
<br />
* '''Alignment:''' Any.<br />
<br />
* '''Starting Gold:''' 6d4 x 10gp. ("Moderate" or "As [[fighter]]").<br />
<br />
* '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]].<br />
<br />
* ''' [[Favored Class]]: ''' Archer is a favored class for humans and half-elves, and an additional or alternate favored class for elves, at the DM's discretion.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|BAB]]<br />
! rowspan="2" | AAB<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
|class="left"| +0 <br />
|class="left"| +1 || +0 || +2 || +0<br />
| class="left" | Archer’s Aptitude, Aim (+1d8), Archery Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
|class="left"| +1 <br />
|class="left"| +2 || +0 || +3 || +0<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
|class="left"| +2 <br />
|class="left"| +3 || + 1|| +3 || +1<br />
| class="left" |Aim (+2d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
|class="left"| +3 <br />
|class="left"| +4 || +1 || +4 || +1<br />
| class="left" | Special Ability, Defensive Shot <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
|class="left"| +3 <br />
|class="left"| +5 || +1 || +4 || +1<br />
| class="left" |Aim (+3d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
|class="left"| +4 <br />
|class="left"| +6+1 || +2 || +5 || +2<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
|class="left"| +5 <br />
|class="left"| +7+2 || +2 || +5 || +2<br />
| class="left" |Aim (+4d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
|class="left"| +6/+1 <br />
|class="left"| +8+3 || +2 || +6 || +2<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
|class="left"| +6/+1 <br />
|class="left"| +9/+4 || +3 || +6 || +3<br />
| class="left" |Aim (+5d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
|class="left"| +7/+2 <br />
|class="left"| +10/+5 || +3 || +7 || +3<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
|class="left"| +8/+3 <br />
|class="left"| +11/+6/+1 || +3 || +7 || +3<br />
| class="left" |Aim (+6d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
|class="left"| +9/+4 <br />
|class="left"| +12/+7/+2 || +4 || +8 || +4<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
|class="left"| +9/+4 <br />
|class="left"| +13/+8/+3 || +4 || +8 || +4<br />
| class="left" |Aim (+7d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
|class="left"| +10/+5 <br />
|class="left"| +14/+9/+4 || +4 || +9 || +4<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
|class="left"| +11/+6/+1 <br />
|class="left"| +15/+10/+5 || +5 || +9 || +5<br />
| class="left" |Aim (+8d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
|class="left"| +12/+7/+2 <br />
|class="left"| +16/+11/+6/+1 || +5 || +10 || +5<br />
| class="left" | Special Ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
|class="left"| +12/+7/+2 <br />
|class="left"| +17/+12/+7/+2 || +5 || +10 || +5<br />
| class="left" |Aim (+9d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
|class="left"| +13/+8/+3 <br />
|class="left"| +18/+13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
|class="left"| +14/+9/+4 <br />
|class="left"| +19/+14/+9/+4 || +6 || +11 || +6<br />
| class="left" |Aim (+10d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
|class="left"| +15/+10/+5 <br />
|class="left"| +20/+15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Special Ability<br />
|}<br />
<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]])), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), and [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]). <br />
<br />
==== Class Features ====<br />
<br />
'''Weapon and Armor Proficiency:''' Archers are proficient with all Simple weapons and with all bows. They are proficient with Light armor but not with shields.<br />
<br />
'''Archer’s Aptitude:''' They excel at archery at the expense of combat with other weapons. While wielding any bow, such as the shortbow or composite longbow, the archer substitutes her [[BAB|Base Attack Bonus]] ([[BAB|BAB]]) with her Archery Attack Bonus (AAB). An archer also uses her AAB in lieu of her [[BAB|BAB]] for the purpose of qualifying for archery feat. Finally her Archer levels are applied as [[SRD:Fighter|fighter]] level for the purpose of accessing [[SRD:Feats|feat]] in the [[SRD:Weapon Focus|Weapon Focus]] tree.<br />
<br />
Therefore a 2nd level [[Fighter|fighter]] ([[BAB|BAB]] +2) / 2nd level Archer ([[BAB|BAB]] +1, AAB +2) would qualify either [[SRD:Weapon Specialization|Weapon Specialization]] (Longbow) and [[SRD:Shot on the Run|Shot on the Run]], assuming she had the prerequisite [[SRD:Feats|feat]](s).<br />
<br />
The archer may also consider using her AAB in lieu of his [[BAB|BAB]] and or apply her archer level as fighter level when qualifying for any archery-based feat or prestige class, such as the Zen Archery feat or arcane archer prestige class, with the DM's approval.<br />
<br />
'''Aim: ''' As a standard action an archer may ready a single arrow and take aim a target within 30ft. In doing so the archer is consider to have readied an attack against the target that can be used as an immediate action. An archer can hold her aim in this way for as long as she chooses but may not take any other actions while doing so. <br />
<br />
At the beginning of each round the archer is entitled to an aim check which is resolved as a concentration check (starting at DC 15, and then +2 for each round aimed beyond the first). Each successful check grants the archer an aim counter. The counters are accumulative however if she rolls a natural one on this check all the counters are lost. Any arrows fired while aiming receives a bonus of +2 per aim counter to attack rolls (+10 max). An archer who spends at least three rounds aiming deals addition +1D8 points of precision damage on damage rolls, plus an addition 1D8 for every two archer levels beyond the first. Once the arrow is fired aim ends and the counter are burned likewise the counters are lost if aim is dismissed or dropped for any other reason.<br />
<br />
An archer is considered flat footed while aiming and is treated as such for any attack directed at her while aiming even if she release in response to being attacked, though doing so negate any chance of the attack interfering with the shot. If the archer takes damage while maintaining aim she must make a concentrate check (DC 15 + damage taken) to continue. If the target moves more then five feet within a single action the archer must immediately make a concentration check DC equal to the movement made to maintain aim. She can however release an arrow in response to the targets movement to avoid this check. If she fails any of these checks aim is dropped and the associated counters are burned.<br />
<br />
'''Archery Feats''' [1st / 2nd / 4th / 6th / 8th level] The archer strives to increase his skill and prowess with the bow. At 1st level and every even numbered level, the archer can select a feat for which she qualifies from the following: Deadeye Shot, [[Far Shot|Far Shot]], [[Improved Critical|Improved Critical]] (Any bow), Improved mounted archery, [[SRD:Improved Precise Shot|Improved Precise Shot]], Improved rapid shot, [[SRD:Manyshot|Manyshot]], [[SRD:Greater Manyshot|Greater Manyshot]], [[SRD:Mounted Archery|Mounted Archery]], Penetrating Shot, [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Precise Shot|Precise Shot]], [[SRD:Power Critical|Power Critical]], Ranged disarm, Ranged pin, Range sunder, Ranged Trip, Ranged Weapon Mastery, [[SRD:Rapid Shot|Rapid Shot]], [[SRD:Sharp-Shooting|Sharp-Shooting]], [[SRD:Shot on the Run|Shot on the Run]], [[SRD:Weapon Focus|Weapon Focus]] (Any bow), [[SRD:Greater Weapon Focus|Greater Weapon Focus]] (Any bow), [[SRD:Weapon Specialization|Weapon Specialization]] (Any bow), or [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] (Any bow).<br />
<br />
'''Defensive Shot: ''' Once per round the archer may spend a swift action to grant herself a +4 dodge bonus versus attacks of opportunity drawn from firing a bow within a threatened square. This bonus last until the beginning of her next turn.<br />
<br />
'''Special Archery Ability''' [10th/12th/14th16th/18th/20th level] The archer learns unusual maneuvers with the bow and arrow, such as ricocheting arrows off walls or peppering her enemies with a barrage of arrows. At 11th level and every two levels thereafter, she may select one of the following special abilities; unless otherwise noted, each special ability can be selected only once:<br />
<br />
''Archery:'' The archer can select an additional feat from the Archery class feature. Archery can be taken multiple times.<br />
<br />
''Barrage:'' ([[SRD:Rapid Shot|Rapid Shot]], and [[SRD:Manyshot|Manyshot]]) This ability can be used once per day as a full round action to lay fire to an area. Barrage effects a designated 60ft cone, allowing the archer to make one attack against each creature within the target area at her highest BAB -2. This ability can be taken multiple times to increase the number of daily uses.<br />
<br />
''Called Shot:'' While aiming the archer can attempt to strike a specific body part on a targeted creature within 30 feet, to cause various effects so long as she has at least one aim counter. The archer must declare her intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before the attack roll is made. The archer then makes a single standard attack at the archer's highest BAB. A successful attack deals weapon damage normally, but if the archer's attack roll exceeds the target's AC by 2 or more or resulted in a successful called shot, striking the targeted body part and causing a debilitating secondary effects. Conditions and penalties incurred by called shot lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives the benefit of a lesser restoration spell or equivalent effect. Creatures immune to critical hits are immune to the effects of a Called Shot, and creatures with multiple limbs or eyes may suffer reduced effects. Multiple successful Called Shots against the same body part or body parts of a single creature have a cumulative effects:<br />
<br />
* ''Arm:'' An archer using this ability receives a –2 penalty on her attack roll. A successful hit imparts a -2 penalty to both damage rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize the arm struck. A target with more than four arms is immune to these penalties.<br />
* ''Hand:'' An archer using this ability receives a –5 penalty on her attack roll. The creature struck must succeed Reflex save DC verses damage taken or be disarmed and drop whatever it is holding with the hand struck. A successful hit also imparts a -2 penalty to both attack rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize that hand struck. <br />
* ''Eye:'' An archer using this ability receives a –10 penalty on her attack roll. The creature struck is partially blinded, suffering a -2 penalty to his AC, Spot checks and search checks. If both or all of its eyes are partial blinded with Called Shots, the creature is permanently blinded. If the Called Shot also results in a critical strike, the arrow pierces the brain, and the creature is forced to make a Fortitude 15 save against death from massive damage, regardless of damage roll. A creature with blindsight is immune to these penalties. Blindness and partial blindness represent condition more server than others covered under called shot and require the equivalent a of a remove blindness spell to be cured.<br />
* ''Gut:'' Creature struck by this attack has a 50% chance of being nauseated each round and takes a –2 to Fort saves, until the arrow is removed. Half of the physical damage from this attack is considered subdue damage.<br />
* ''Leg:'' An archer using this ability receives a –2 penalty to attack rolls. A creature stuck by this ability can no longer use a five foot step and can no longer take the run, or charge actions. A successful hit also imparts a -2 penalty to both Reflex saves and skill checks (Climb, Jump, balance, tumble, swim, etc.) in which it utilize it’s legs. Bipeds also incur a –5 movement penalty. A creature with more then 4 legs is unaffected.<br />
* ''Neck:'' An archer using this ability receives a –5 penalty to attack rolls. A creature struck in the neck begins to bleed taking 2 points of Con at the beginning of each of it turn each round. <br />
* ''Wing:'' Reduces target’s creatures fly speed by 5 and their maneuverability by go down one step. A creature brought to 0 speed or below very poor maneuverability losses the ability to fly and falls.<br />
<br />
''Devastating Strike:'' When wielding any bow in which she has [[SRD:Weapon Focus|Weapon Focus]] or [[SRD:Improved Critical|Improved Critical]], the damage multiplier for critical hits increases by x1. Also, should any attack you make with a qualifying weapon deal 50 or more damage in a single attack the DC to avoid death by massive damage is increases from 15 to 20.<br />
<br />
''Dismiss Arrow:'' The archer gains the [[SRD:Deflect Arrows|Deflect Arrows]] feat even if she does not meet the requirements if the archer already has [[SRD:Deflect Arrows|Deflect Arrows]] she instead gains [[SRD:Snatch Arrows|Snatch Arrows]]. This special ability may be taken twice, in order to gain both effects.<br />
<br />
''Eagle Eye:'' While wielding a bow you are considered to be one range increment closer your target for all attack rolls made outside of your first range increment. In addition aim, point blank shot, sniper attack, sneak attack, and skirmish are now effective out to 60ft.<br />
<br />
''Hunter’s Shot:'' (Prerequisite: [[SRD:Survival Skill|Survival]] 12 ranks) The archer can take a shot, while aiming with at least one aim counter, that ignores natural armor. This special ability may be used a number of time per day equal to three plus the archers [[SRD:Wisdom|Wis]] mod.<br />
''Mighty draw:'' ( [[SRD:Strength|Str]] of 15 or higher ) The archer is consider to have +4 Str for the purposes of wielding a composite bow<br />
<br />
''Pepper Shot:'' (Prerequisite: [[SRD:Rapid Shot|Rapid Shot]]) You can use a full round action to pepper a target within 30ft. When doing so make a single attack roll at a -4. Then roll damage as normal plus an additional 4d8 of piercing damage. A successful attack deals full damage and dazes the target for 1 round. If you miss with this attack and have 10 or better on your D20 roll daze is negated but you still deal have damage. This attack expends 5 arrows. Creatures with evasion are afforded no protection from this attack.<br />
<br />
''Piercing Strike:'' When wielding any bow in which she has [[SRD:Weapon Focus|Weapon Focus]] or [[SRD:Improved Critical|Improved Critical]], the net threat range is increased by 1, and is allow to take ten on rolls to confirm crit.<br />
<br />
''Ranged Flank:'' On a successful attack made with a bow against a target within 30ft, you may declare a ranged flanking position. You are therefore treated as though you occupied the nearest square adjacent to the target for the purposes of determining whether or you or and allies are flanking the target, so long as you maintain a position that is known to and within 30ft of the target. You may only use this ability once pre round, and only against one target at a time.<br />
<br />
''Ranged Sneak Attack:'' (Prerequisite: [[SRD:Hide Skill|Hide]] 5 ranks, [[SRD:Move Silently Skill|Move Silently]] and 5 rank) The archer deals an additional +1D6 points of Sneak Attack damage with Projectiles against any target within 30 feet that is flanked or denied its Dexterity bonus to AC. This special ability can be taken multiple times, the effects stack with each other and other sources of sneak attack. This ability otherwise functions as the rouge’s Sneak Attack ability.<br />
<br />
''Ricochet Shot:'' As a standard action the archer can attempt to strike a target within 30 feet with a Ricochet Shot, allowing her to ricochet her arrow off a nearby surface so that the arrow strikes from an angel that negates cover (even total cover) and shield bonus. This ability can be used at any time provide there is a hard surface nearby (ex. Stonewall) and a conceivable flight path. This attack uses the archers highest base attack bonus –2.<br />
<br />
''Sniper:'' (Prerequisite: [[SRD:Hide Skill|Hide]] 12 ranks) When the archer uses the hide skill then attacks she can immediately roll another hide check to remain hidden without incurring the normal penalty so long as she makes only a single attack.<br />
<br />
''Steady Aim:'' The archer no longer losses any accumulated aim bonus on a concentrate check when she rolls a natural and receives a +5 competency bonus on all concentrate checks made for the purpose of aiming.<br />
<br />
''Trace:'' The archer can ignore the first 10 feet of a targets movement and she gains a +10 competency bonus on concentration check required for addition movement beyond that. In addition she may take a five foot step while aiming.<br />
<br />
''Quick Aim:'' This special ability allows the archer may take a single standard action to aim, instantly gaining the benefit of three rounds of aiming. The archer then attempts a DC 15 aim check to receive three aim counters. This ability can be use a number of times each day..<br />
<br />
''Volley:'' As a full round action an archer with this special ability can make an attack against a target who is within line of site but at least four range increment out with a -4 penalty to his attack. This negates all other ranged penalties.<br />
<br />
==== Epic Archer ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Special ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Special ability, Bonus feat<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + ([[SRD:Intelligence|Int]]) modifier skill points per level.<br />
|}<br />
<br />
'''Special ability:''' An epic archer gains one additional special ability 22th level and every 2 levels there after.<br />
<br />
'''Aim:''' An epic archer continues to advance in aim as described, gain an addition 1D8 points of precision damage for every 2 level beyond level 19.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Archer gains a bonus feat (selected from the list of epic Archer bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Archer Bonus Feat List:'' [[SRD:Combat Archery|Combat Archery]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Distant Shot|Distant Shot]], Epic Dodge, Epic Speed, [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Overwhelming Critical|Overwhelming Critical]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]].<br />
<br />
==== Human Archer Starting Package ====<br />
<br />
'''Weapons:''' Longbow, with 50 arrows<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb Skill|Climb]] || 4 || [[SRD:Strength|Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" |[[SRD:Concentration Skill|Concentration]]|| 4 || [[SRD:Concentration Skill|Concentration]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[SRD:Dexterity|Dex]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump Skill|Jump]] || 4 || [[SRD:Strength|Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || ([[SRD:Wisdom|Wis]]) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || ([[SRD:Wisdom|Wis]]) || -<br />
|}<br />
<br />
'''Feat:''' Point blank shot.<br />
<br />
'''Bonus Feats:''' Precise shot, Rapid shot.<br />
<br />
'''Gear:''' Leather armor, quiver, hooded lantern, bedroll, waterskin, flint, winter blanket, lump of wax.<br />
<br />
'''Gold:''' 140gc.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Archer_(3.5e_Class)&diff=550935Archer (3.5e Class)2012-02-18T00:34:25Z<p>173.245.56.203: </p>
<hr />
<div>{{stub|Missing campaign information.}}<br />
{{DnD Base Class Infobox<br />
|img= Archer<br />
|imgloc= http://iseesagitta.files.wordpress.com/2009/03/archer-portrait2.jpg?w=390&h=526<br />
|imgsize= 195px × 263px<br />
|imgcaption= Female archer<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=2<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Complete<br />
|editing=See discussion<br />
|type=Combat-Focused<br />
|desc=The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, the archer has little use for the typical trappings of other warriors. She values agility and skill over brute force and prowess with bow over familiarity with a variety of weapons. <br />
}}<br />
<br />
== Archer ==<br />
<br />
A seasoned marksman who's pursuit of archery and peerless accuracy has elevated and distinguished her amongst adventures.<br />
<br />
=== Making an Archer ===<br />
<br />
The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, the archer has little use for the typical trappings of other warriors. She values accuracy, agility, and skill over brute force and prowess with bow over familiarity with a variety of weapons.<br />
<br />
'''Abilities:''' Dexterity is vital to the archer, as her prowess with the bow and ability to dodge melee blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing her to wield composite bows. Lightly armored, the archer benefits greatly from a high Constitution score which also improves her Aim ability.<br />
<br />
* '''Alignment:''' Any.<br />
<br />
* '''Starting Gold:''' 6d4 x 10gp. ("Moderate" or "As [[fighter]]").<br />
<br />
* '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]].<br />
<br />
* ''' [[Favored Class]]: ''' Archer is a favored class for humans and half-elves, and an additional or alternate favored class for elves, at the DM's discretion.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|BAB]]<br />
! rowspan="2" | AAB<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
|class="left"| +0 <br />
|class="left"| +1 || +0 || +2 || +0<br />
| class="left" | Archer’s Aptitude, Aim (+1d8), Archery Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
|class="left"| +1 <br />
|class="left"| +2 || +0 || +3 || +0<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
|class="left"| +2 <br />
|class="left"| +3 || + 1|| +3 || +1<br />
| class="left" |Aim (+2d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
|class="left"| +3 <br />
|class="left"| +4 || +1 || +4 || +1<br />
| class="left" | Special Ability, Defensive Shot <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
|class="left"| +3 <br />
|class="left"| +5 || +1 || +4 || +1<br />
| class="left" |Aim (+3d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
|class="left"| +4 <br />
|class="left"| +6+1 || +2 || +5 || +2<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
|class="left"| +5 <br />
|class="left"| +7+2 || +2 || +5 || +2<br />
| class="left" |Aim (+4d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
|class="left"| +6/+1 <br />
|class="left"| +8+3 || +2 || +6 || +2<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
|class="left"| +6/+1 <br />
|class="left"| +9/+4 || +3 || +6 || +3<br />
| class="left" |Aim (+5d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
|class="left"| +7/+2 <br />
|class="left"| +10/+5 || +3 || +7 || +3<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
|class="left"| +8/+3 <br />
|class="left"| +11/+6/+1 || +3 || +7 || +3<br />
| class="left" |Aim (+6d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
|class="left"| +9/+4 <br />
|class="left"| +12/+7/+2 || +4 || +8 || +4<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
|class="left"| +9/+4 <br />
|class="left"| +13/+8/+3 || +4 || +8 || +4<br />
| class="left" |Aim (+7d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
|class="left"| +10/+5 <br />
|class="left"| +14/+9/+4 || +4 || +9 || +4<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
|class="left"| +11/+6/+1 <br />
|class="left"| +15/+10/+5 || +5 || +9 || +5<br />
| class="left" |Aim (+8d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
|class="left"| +12/+7/+2 <br />
|class="left"| +16/+11/+6/+1 || +5 || +10 || +5<br />
| class="left" | Special Ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
|class="left"| +12/+7/+2 <br />
|class="left"| +17/+12/+7/+2 || +5 || +10 || +5<br />
| class="left" |Aim (+9d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
|class="left"| +13/+8/+3 <br />
|class="left"| +18/+13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
|class="left"| +14/+9/+4 <br />
|class="left"| +19/+14/+9/+4 || +6 || +11 || +6<br />
| class="left" |Aim (+10d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
|class="left"| +15/+10/+5 <br />
|class="left"| +20/+15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Special Ability<br />
|}<br />
<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]])), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), and [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]). <br />
<br />
==== Class Features ====<br />
<br />
'''Weapon and Armor Proficiency:''' Archers are proficient with all Simple weapons and with all bows. They are proficient with Light armor but not with shields.<br />
<br />
'''Archer’s Aptitude:''' They excel at archery at the expense of combat with other weapons. While wielding any bow, such as the shortbow or composite longbow, the archer substitutes her [[BAB|Base Attack Bonus]] ([[BAB|BAB]]) with her Archery Attack Bonus (AAB). An archer also uses her AAB in lieu of her [[BAB|BAB]] for the purpose of qualifying for archery feat. Finally her Archer levels are applied as [[SRD:Fighter|fighter]] level for the purpose of accessing [[SRD:Feats|feat]] in the [[SRD:Weapon Focus|Weapon Focus]] tree.<br />
<br />
Therefore a 2nd level [[Fighter|fighter]] ([[BAB|BAB]] +2) / 2nd level Archer ([[BAB|BAB]] +1, AAB +2) would qualify either [[SRD:Weapon Specialization|Weapon Specialization]] (Longbow) and [[SRD:Shot on the Run|Shot on the Run]], assuming she had the prerequisite [[SRD:Feats|feat]](s).<br />
<br />
The archer may also consider using her AAB in lieu of his [[BAB|BAB]] and or apply her archer level as fighter level when qualifying for any archery-based feat or prestige class, such as the Zen Archery feat or arcane archer prestige class, with the DM's approval.<br />
<br />
'''Aim: ''' As a standard action an archer may ready a single arrow and take aim a target within 30ft. In doing so the archer is consider to have readied an attack against the target that can be used as an immediate action. An archer can hold her aim in this way for as long as she chooses but may not take any other actions while doing so. <br />
<br />
At the beginning of each round the archer is entitled to an aim check which is resolved as a concentration check (starting at DC 15, and then +2 for each round aimed beyond the first). Each successful check grants the archer an aim counter. The counters are accumulative however if she rolls a natural one on this check all the counters are lost. Any arrows fired while aiming receives a bonus of +2 per aim counter to attack rolls (+10 max). An archer who spends at least three rounds aiming deals addition +1D8 points of precision damage on damage rolls, plus an addition 1D8 for every two archer levels beyond the first. Once the arrow is fired aim ends and the counter are burned likewise the counters are lost if aim is dismissed or dropped for any other reason.<br />
<br />
An archer is considered flat footed while aiming and is treated as such for any attack directed at her while aiming even if she release in response to being attacked, though doing so negate any chance of the attack interfering with the shot. If the archer takes damage while maintaining aim she must make a concentrate check (DC 15 + damage taken) to continue. If the target moves more then five feet within a single action the archer must immediately make a concentration check DC equal to the movement made to maintain aim. She can however release an arrow in response to the targets movement to avoid this check. If she fails any of these checks aim is dropped and the associated counters are burned.<br />
<br />
'''Archery Feats''' [1st / 2nd / 4th / 6th / 8th level] The archer strives to increase his skill and prowess with the bow. At 1st level and every even numbered level, the archer can select a feat for which she qualifies from the following: Deadeye Shot, [[Far Shot|Far Shot]], [[Improved Critical|Improved Critical]] (Any bow), Improved mounted archery, [[SRD:Improved Precise Shot|Improved Precise Shot]], Improved rapid shot, [[SRD:Manyshot|Manyshot]], [[SRD:Greater Manyshot|Greater Manyshot]], [[SRD:Mounted Archery|Mounted Archery]], Penetrating Shot, [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Precise Shot|Precise Shot]], [[SRD:Power Critical|Power Critical]], Ranged disarm, Ranged pin, Range sunder, Ranged Trip, Ranged Weapon Mastery, [[SRD:Rapid Shot|Rapid Shot]], [[SRD:Sharp-Shooting|Sharp-Shooting]], [[SRD:Shot on the Run|Shot on the Run]], [[SRD:Weapon Focus|Weapon Focus]] (Any bow), [[SRD:Greater Weapon Focus|Greater Weapon Focus]] (Any bow), [[SRD:Weapon Specialization|Weapon Specialization]] (Any bow), or [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] (Any bow).<br />
<br />
'''Defensive Shot: ''' Once per round the archer may spend a swift action to grant herself a +4 dodge bonus versus attacks of opportunity drawn from firing a bow within a threatened square. This bonus last until the beginning of her next turn.<br />
<br />
'''Special Archery Ability''' [10th/12th/14th16th/18th/20th level] The archer learns unusual maneuvers with the bow and arrow, such as ricocheting arrows off walls or peppering her enemies with a barrage of arrows. At 11th level and every two levels thereafter, she may select one of the following special abilities; unless otherwise noted, each special ability can be selected only once:<br />
<br />
''Archery:'' The archer can select an additional feat from the Archery class feature. Archery can be taken multiple times.<br />
<br />
''Barrage:'' ([[SRD:Rapid Shot|Rapid Shot]], and [[SRD:Manyshot|Manyshot]]) This ability can be used once per day as a full round action to lay fire to an area. Barrage effects a designated 60ft cone, allowing the archer to make one attack against each creature within the target area at her highest BAB -2. This ability can be taken multiple times to increase the number of daily uses.<br />
<br />
''Called Shot:'' While aiming the archer can attempt to strike a specific body part on a targeted creature within 30 feet, to cause various effects so long as she has at least one aim counter. The archer must declare her intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before the attack roll is made. The archer then makes a single standard attack at the archer's highest BAB. A successful attack deals weapon damage normally, but if the archer's attack roll exceeds the target's AC by 2 or more or resulted in a successful called shot, striking the targeted body part and causing a debilitating secondary effects. Conditions and penalties incurred by called shot lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives the benefit of a lesser restoration spell or equivalent effect. Creatures immune to critical hits are immune to the effects of a Called Shot, and creatures with multiple limbs or eyes may suffer reduced effects. Multiple successful Called Shots against the same body part or body parts of a single creature have a cumulative effects:<br />
<br />
* ''Arm:'' An archer using this ability receives a –2 penalty on her attack roll. A successful hit imparts a -2 penalty to both damage rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize the arm struck. A target with more than four arms is immune to these penalties.<br />
* ''Hand:'' An archer using this ability receives a –5 penalty on her attack roll. The creature struck must succeed Reflex save DC verses damage taken or be disarmed and drop whatever it is holding with the hand struck. A successful hit also imparts a -2 penalty to both attack rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize that hand struck. <br />
* ''Eye:'' An archer using this ability receives a –10 penalty on her attack roll. The creature struck is partially blinded, suffering a -2 penalty to his AC, Spot checks and search checks. If both or all of its eyes are partial blinded with Called Shots, the creature is permanently blinded. If the Called Shot also results in a critical strike, the arrow pierces the brain, and the creature is forced to make a Fortitude 15 save against death from massive damage, regardless of damage roll. A creature with blindsight is immune to these penalties. Blindness and partial blindness represent condition more server than others covered under called shot and require the equivalent a of a remove blindness spell to be cured.<br />
* ''Gut:'' Creature struck by this attack has a 50% chance of being nauseated each round and takes a –2 to Fort saves, until the arrow is removed. Half of the physical damage from this attack is considered subdue damage.<br />
* ''Leg:'' An archer using this ability receives a –2 penalty to attack rolls. A creature stuck by this ability can no longer use a five foot step and can no longer take the run, or charge actions. A successful hit also imparts a -2 penalty to both Reflex saves and skill checks (Climb, Jump, balance, tumble, swim, etc.) in which it utilize it’s legs. Bipeds also incur a –5 movement penalty. A creature with more then 4 legs is unaffected.<br />
* ''Neck:'' An archer using this ability receives a –5 penalty to attack rolls. A creature struck in the neck begins to bleed taking 2 points of Con at the beginning of each of it turn each round. <br />
* ''Wing:'' Reduces target’s creatures fly speed by 5 and their maneuverability by go down one step. A creature brought to 0 speed or below very poor maneuverability losses the ability to fly and falls.<br />
<br />
''Devastating Strike:'' When wielding any bow in which she has [[SRD:Weapon Focus|Weapon Focus]] or [[SRD:Improved Critical|Improved Critical]], the damage multiplier for critical hits increases by x1. Also, should any attack you make with a qualifying weapon deal 50 or more damage in a single attack the DC to avoid death by massive damage is increases from 15 to 20.<br />
<br />
''Dismiss Arrow:'' The archer gains the [[SRD:Deflect Arrows|Deflect Arrows]] feat even if she does not meet the requirements if the archer already has [[SRD:Deflect Arrows|Deflect Arrows]] she instead gains [[SRD:Snatch Arrows|Snatch Arrows]]. This special ability may be taken twice, in order to gain both effects.<br />
<br />
''Eagle Eye:'' While wielding a bow you are considered to be one range increment closer your target for all attack rolls made outside of your first range increment. In addition aim, point blank shot, sniper attack, sneak attack, and skirmish are now effective out to 60ft.<br />
<br />
''Hunter’s Shot:'' (Prerequisite: [[SRD:Survival Skill|Survival]] 12 ranks) The archer can take a shot, while aiming with at least one aim counter, that ignores natural armor. This special ability may be used a number of time per day equal to three plus the archers [[SRD:Wisdom|Wis]] mod.<br />
''Mighty draw:'' ( [[SRD:Strength|Str]] of 15 or higher ) The archer is consider to have +4 Str for the purposes of wielding a composite bow<br />
<br />
''Pepper Shot:'' (Prerequisite: [[SRD:Rapid Shot|Rapid Shot]]) You can use a full round action to pepper a target within 30ft. When doing so make a single attack roll at a -4. Then roll damage as normal plus an additional 4d8 of piercing damage. A successful attack deals full damage and dazes the target for 1 round. If you miss with this attack and have 10 or better on your D20 roll daze is negated but you still deal have damage. This attack expends 5 arrows. Creatures with evasion are afforded no protection from this attack.<br />
<br />
''Piercing Strike:'' When wielding any bow in which she has [[SRD:Weapon Focus|Weapon Focus]] or [[SRD:Improved Critical|Improved Critical]], the net threat range is increased by 1, and is allow to take ten on rolls to confirm crit.<br />
<br />
''Ranged Flank:'' On a successful attack made with a bow against a target within 30ft, you may declare a ranged flanking position. You are therefore treated as though you occupied the nearest square adjacent to the target for the purposes of determining whether or you or and allies are flanking the target, so long as you maintain a position that is known to and within 30ft of the target. You may only use this ability once pre round, and only against one target at a time.<br />
<br />
''Ranged Sneak Attack:'' (Prerequisite: [[SRD:Hide Skill|Hide]] 5 ranks, [[SRD:Move Silently Skill|Move Silently]] and 5 rank) The archer deals an additional +1D6 points of Sneak Attack damage with Projectiles against any target within 30 feet that is flanked or denied its Dexterity bonus to AC. This special ability can be taken multiple times, the effects stack with each other and other sources of sneak attack. This ability otherwise functions as the rouge’s Sneak Attack ability.<br />
<br />
''Ricochet Shot:'' As a standard action the archer can attempt to strike a target within 30 feet with a Ricochet Shot, allowing her to ricochet her arrow off a nearby surface so that the arrow strikes from an angel that negates cover (even total cover) and shield bonus. This ability can be used at any time provide there is a hard surface nearby (ex. Stonewall) and a conceivable flight path. This attack uses the archers highest base attack bonus –2.<br />
<br />
''Sniper:'' (Prerequisite: [[SRD:Hide Skill|Hide]] 12 ranks) When the archer uses the hide skill then attacks she can immediately roll another hide check to remain hidden without incurring the normal penalty so long as she makes only a single attack.<br />
<br />
''Steady Aim:'' The archer no longer losses any accumulated aim bonus on a concentrate check when she rolls a natural and receives a +5 competency bonus on all concentrate checks made for the purpose of aiming.<br />
<br />
''Trace:'' The archer can ignore the first 10 feet of a targets movement and she gains a +10 competency bonus on concentration check required for addition movement beyond that. In addition she may take a five foot step while aiming.<br />
<br />
''Quick Aim:'' This special ability allows the archer may take a single standard action to aim, instantly gaining the benefit of three rounds of aiming. The archer then attempts a DC 15 aim check to receive three aim counters. This ability can be use a number of times each day..<br />
<br />
''Volley:'' As a full round action an archer with this special ability can make an attack against a target who is within line of site but at least four range increment out with a -4 penalty to his attack. This negates all other ranged penalties.<br />
<br />
==== Epic Archer ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Special ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Special ability, Bonus feat<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + ([[SRD:Intelligence|Int]]) modifier skill points per level.<br />
|}<br />
<br />
'''Special ability:''' An epic archer gains one additional special ability 22th level and every 2 levels there after.<br />
<br />
'''Aim:''' An epic archer continues to advance in aim as described, gain an addition 1D8 points of precision damage for every 2 level beyond level 19.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Archer gains a bonus feat (selected from the list of epic Archer bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Archer Bonus Feat List:'' [[SRD:Combat Archery|Combat Archery]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Distant Shot|Distant Shot]], Epic Dodge, Epic Speed, [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Overwhelming Critical|Overwhelming Critical]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]].<br />
<br />
==== Human Archer Starting Package ====<br />
<br />
'''Weapons:''' Longbow, with 50 arrows<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb Skill|Climb]] || 4 || [[SRD:Strength|Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" |[[SRD:Concentration Skill|Concentration]]|| 4 || [[SRD:Concentration Skill|Concentration]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[SRD:Dexterity|Dex]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump Skill|Jump]] || 4 || [[SRD:Strength|Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || ([[SRD:Wisdom|Wis]]) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || ([[SRD:Wisdom|Wis]]) || -<br />
|}<br />
<br />
'''Feat:''' Point blank shot.<br />
<br />
'''Bonus Feats:''' Precise shot, Rapid shot.<br />
<br />
'''Gear:''' Leather armor, quiver, hooded lantern, bedroll, waterskin, flint, winter blanket, lump of wax.<br />
<br />
'''Gold:''' 140gc.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Archer_(3.5e_Class)&diff=550934Archer (3.5e Class)2012-02-17T22:50:50Z<p>173.245.56.203: </p>
<hr />
<div>{{stub|Missing campaign information.}}<br />
{{DnD Base Class Infobox<br />
|img= Archer<br />
|imgloc= http://iseesagitta.files.wordpress.com/2009/03/archer-portrait2.jpg?w=390&h=526<br />
|imgsize= 195px × 263px<br />
|imgcaption= Female archer<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=2<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Complete<br />
|editing=See discussion<br />
|type=Combat-Focused<br />
|desc=The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, the archer has little use for the typical trappings of other warriors. She values agility and skill over brute force and prowess with bow over familiarity with a variety of weapons. <br />
}}<br />
<br />
== Archer ==<br />
<br />
A seasoned marksman who's pursuit of archery and peerless accuracy has elevated and distinguished her amongst adventures.<br />
<br />
=== Making an Archer ===<br />
<br />
The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, the archer has little use for the typical trappings of other warriors. She values accuracy, agility, and skill over brute force and prowess with bow over familiarity with a variety of weapons.<br />
<br />
'''Abilities:''' Dexterity is vital to the archer, as her prowess with the bow and ability to dodge melee blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing her to wield composite bows. Lightly armored, the archer benefits greatly from a high Constitution score which also improves her Aim ability.<br />
<br />
* '''Alignment:''' Any.<br />
<br />
* '''Starting Gold:''' 6d4 x 10gp. ("Moderate" or "As [[fighter]]").<br />
<br />
* '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]].<br />
<br />
* ''' [[Favored Class]]: ''' Archer is a favored class for humans and half-elves, and an additional or alternate favored class for elves, at the DM's discretion.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|BAB]]<br />
! rowspan="2" | AAB<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
|class="left"| +0 <br />
|class="left"| +1 || +0 || +2 || +0<br />
| class="left" | Archer’s Aptitude, Aim (+1d8), Archery Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
|class="left"| +1 <br />
|class="left"| +2 || +0 || +3 || +0<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
|class="left"| +2 <br />
|class="left"| +3 || + 1|| +3 || +1<br />
| class="left" |Aim (+2d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
|class="left"| +3 <br />
|class="left"| +4 || +1 || +4 || +1<br />
| class="left" | Archery Feat, Defensive Shot <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
|class="left"| +3 <br />
|class="left"| +5 || +1 || +4 || +1<br />
| class="left" |Aim (+3d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
|class="left"| +4 <br />
|class="left"| +6+1 || +2 || +5 || +2<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
|class="left"| +5 <br />
|class="left"| +7+2 || +2 || +5 || +2<br />
| class="left" |Aim (+4d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
|class="left"| +6/+1 <br />
|class="left"| +8+3 || +2 || +6 || +2<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
|class="left"| +6/+1 <br />
|class="left"| +9/+4 || +3 || +6 || +3<br />
| class="left" |Aim (+5d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
|class="left"| +7/+2 <br />
|class="left"| +10/+5 || +3 || +7 || +3<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
|class="left"| +8/+3 <br />
|class="left"| +11/+6/+1 || +3 || +7 || +3<br />
| class="left" |Aim (+6d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
|class="left"| +9/+4 <br />
|class="left"| +12/+7/+2 || +4 || +8 || +4<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
|class="left"| +9/+4 <br />
|class="left"| +13/+8/+3 || +4 || +8 || +4<br />
| class="left" |Aim (+7d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
|class="left"| +10/+5 <br />
|class="left"| +14/+9/+4 || +4 || +9 || +4<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
|class="left"| +11/+6/+1 <br />
|class="left"| +15/+10/+5 || +5 || +9 || +5<br />
| class="left" |Aim (+8d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
|class="left"| +12/+7/+2 <br />
|class="left"| +16/+11/+6/+1 || +5 || +10 || +5<br />
| class="left" | Special Ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
|class="left"| +12/+7/+2 <br />
|class="left"| +17/+12/+7/+2 || +5 || +10 || +5<br />
| class="left" |Aim (+9d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
|class="left"| +13/+8/+3 <br />
|class="left"| +18/+13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
|class="left"| +14/+9/+4 <br />
|class="left"| +19/+14/+9/+4 || +6 || +11 || +6<br />
| class="left" |Aim (+10d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
|class="left"| +15/+10/+5 <br />
|class="left"| +20/+15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Special Ability<br />
|}<br />
<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]])), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), and [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]). <br />
<br />
==== Class Features ====<br />
<br />
'''Weapon and Armor Proficiency:''' Archers are proficient with all Simple weapons and with all bows. They are proficient with Light armor but not with shields.<br />
<br />
'''Archer’s Aptitude:''' They excel at archery at the expense of combat with other weapons. While wielding any bow, such as the shortbow or composite longbow, the archer substitutes her [[BAB|Base Attack Bonus]] ([[BAB|BAB]]) with her Archery Attack Bonus (AAB). An archer also uses her AAB in lieu of her [[BAB|BAB]] for the purpose of qualifying for archery feat. Finally her Archer levels are applied as [[SRD:Fighter|fighter]] level for the purpose of accessing [[SRD:Feats|feat]] in the [[SRD:Weapon Focus|Weapon Focus]] tree.<br />
<br />
Therefore a 2nd level [[Fighter|fighter]] ([[BAB|BAB]] +2) / 2nd level Archer ([[BAB|BAB]] +1, AAB +2) would qualify either [[SRD:Weapon Specialization|Weapon Specialization]] (Longbow) and [[SRD:Shot on the Run|Shot on the Run]], assuming she had the prerequisite [[SRD:Feats|feat]](s).<br />
<br />
The archer may also consider using her AAB in lieu of his [[BAB|BAB]] and or apply her archer level as fighter level when qualifying for any archery-based feat or prestige class, such as the Zen Archery feat or arcane archer prestige class, with the DM's approval.<br />
<br />
'''Aim: ''' As a standard action an archer may ready a single arrow and take aim a target within 30ft. In doing so the archer is consider to have readied an attack against the target that can be used as an immediate action. An archer can hold her aim in this way for as long as she chooses but may not take any other actions while doing so. <br />
<br />
At the beginning of each round the archer is entitled to an aim check which is resolved as a concentration check (starting at DC 15, and then +2 for each round aimed beyond the first). Each successful check grants the archer an aim counter. The counters are accumulative however if she rolls a natural one on this check all the counters are lost. Any arrows fired while aiming receives a bonus of +2 per aim counter to attack rolls (+10 max). An archer who spends at least three rounds aiming deals addition +1D8 points of precision damage on damage rolls, plus an addition 1D8 for every two archer levels beyond the first. Once the arrow is fired aim ends and the counter are burned likewise the counters are lost if aim is dismissed or dropped for any other reason.<br />
<br />
An archer is considered flat footed while aiming and is treated as such for any attack directed at her while aiming even if she release in response to being attacked, though doing so negate any chance of the attack interfering with the shot. If the archer takes damage while maintaining aim she must make a concentrate check (DC 15 + damage taken) to continue. If the target moves more then five feet within a single action the archer must immediately make a concentration check DC equal to the movement made to maintain aim. She can however release an arrow in response to the targets movement to avoid this check. If she fails any of these checks aim is dropped and the associated counters are burned.<br />
<br />
'''Archery Feats''' [1st / 2nd / 4th / 6th / 8th level] The archer strives to increase his skill and prowess with the bow. At 1st level and every even numbered level, the archer can select a feat for which she qualifies from the following: Deadeye Shot, [[Far Shot|Far Shot]], [[Improved Critical|Improved Critical]] (Any bow), Improved mounted archery, [[SRD:Improved Precise Shot|Improved Precise Shot]], Improved rapid shot, [[SRD:Manyshot|Manyshot]], [[SRD:Greater Manyshot|Greater Manyshot]], [[SRD:Mounted Archery|Mounted Archery]], Penetrating Shot, [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Precise Shot|Precise Shot]], [[SRD:Power Critical|Power Critical]], Ranged disarm, Ranged pin, Range sunder, Ranged Trip, Ranged Weapon Mastery, [[SRD:Rapid Shot|Rapid Shot]], [[SRD:Sharp-Shooting|Sharp-Shooting]], [[SRD:Shot on the Run|Shot on the Run]], [[SRD:Weapon Focus|Weapon Focus]] (Any bow), [[SRD:Greater Weapon Focus|Greater Weapon Focus]] (Any bow), [[SRD:Weapon Specialization|Weapon Specialization]] (Any bow), or [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] (Any bow).<br />
<br />
'''Defensive Shot: ''' Once per round the archer may spend a swift action to grant herself a +4 dodge bonus versus attacks of opportunity drawn from firing a bow within a threatened square. This bonus last until the beginning of her next turn.<br />
<br />
'''Special Archery Ability''' [10th/12th/14th16th/18th/20th level] The archer learns unusual maneuvers with the bow and arrow, such as ricocheting arrows off walls or peppering her enemies with a barrage of arrows. At 11th level and every two levels thereafter, she may select one of the following special abilities; unless otherwise noted, each special ability can be selected only once:<br />
<br />
''Archery:'' The archer can select an additional feat from the Archery class feature. Archery can be taken multiple times.<br />
<br />
''Barrage:'' ([[SRD:Rapid Shot|Rapid Shot]], and [[SRD:Manyshot|Manyshot]]) This ability can be used once per day as a full round action to lay fire to an area. Barrage effects a designated 60ft cone, allowing the archer to make one attack against each creature within the target area at her highest BAB -2. This ability can be taken multiple times to increase the number of daily uses.<br />
<br />
''Called Shot:'' While aiming the archer can attempt to strike a specific body part on a targeted creature within 30 feet, to cause various effects so long as she has at least one aim counter. The archer must declare her intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before the attack roll is made. The archer then makes a single standard attack at the archer's highest BAB. A successful attack deals weapon damage normally, but if the archer's attack roll exceeds the target's AC by 2 or more or resulted in a successful called shot, striking the targeted body part and causing a debilitating secondary effects. Conditions and penalties incurred by called shot lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives the benefit of a lesser restoration spell or equivalent effect. Creatures immune to critical hits are immune to the effects of a Called Shot, and creatures with multiple limbs or eyes may suffer reduced effects. Multiple successful Called Shots against the same body part or body parts of a single creature have a cumulative effects:<br />
<br />
* ''Arm:'' An archer using this ability receives a –2 penalty on her attack roll. A successful hit imparts a -2 penalty to both damage rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize the arm struck. A target with more than four arms is immune to these penalties.<br />
* ''Hand:'' An archer using this ability receives a –5 penalty on her attack roll. The creature struck must succeed Reflex save DC verses damage taken or be disarmed and drop whatever it is holding with the hand struck. A successful hit also imparts a -2 penalty to both attack rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize that hand struck. <br />
* ''Eye:'' An archer using this ability receives a –10 penalty on her attack roll. The creature struck is partially blinded, suffering a -2 penalty to his AC, Spot checks and search checks. If both or all of its eyes are partial blinded with Called Shots, the creature is permanently blinded. If the Called Shot also results in a critical strike, the arrow pierces the brain, and the creature is forced to make a Fortitude 15 save against death from massive damage, regardless of damage roll. A creature with blindsight is immune to these penalties. Blindness and partial blindness represent condition more server than others covered under called shot and require the equivalent a of a remove blindness spell to be cured.<br />
* ''Gut:'' Creature struck by this attack has a 50% chance of being nauseated each round and takes a –2 to Fort saves, until the arrow is removed. Half of the physical damage from this attack is considered subdue damage.<br />
* ''Leg:'' An archer using this ability receives a –2 penalty to attack rolls. A creature stuck by this ability can no longer use a five foot step and can no longer take the run, or charge actions. A successful hit also imparts a -2 penalty to both Reflex saves and skill checks (Climb, Jump, balance, tumble, swim, etc.) in which it utilize it’s legs. Bipeds also incur a –5 movement penalty. A creature with more then 4 legs is unaffected.<br />
* ''Neck:'' An archer using this ability receives a –5 penalty to attack rolls. A creature struck in the neck begins to bleed taking 2 points of Con at the beginning of each of it turn each round. <br />
* ''Wing:'' Reduces target’s creatures fly speed by 5 and their maneuverability by go down one step. A creature brought to 0 speed or below very poor maneuverability losses the ability to fly and falls.<br />
<br />
''Devastating Strike:'' When wielding any bow in which she has [[SRD:Weapon Focus|Weapon Focus]] or [[SRD:Improved Critical|Improved Critical]], the damage multiplier for critical hits increases by x1. Also, should any attack you make with a qualifying weapon deal 50 or more damage in a single attack the DC to avoid death by massive damage is increases from 15 to 20.<br />
<br />
''Dismiss Arrow:'' The archer gains the [[SRD:Deflect Arrows|Deflect Arrows]] feat even if she does not meet the requirements if the archer already has [[SRD:Deflect Arrows|Deflect Arrows]] she instead gains [[SRD:Snatch Arrows|Snatch Arrows]]. This special ability may be taken twice, in order to gain both effects.<br />
<br />
''Eagle Eye:'' While wielding a bow you are considered to be one range increment closer your target for all attack rolls made outside of your first range increment. In addition aim, point blank shot, sniper attack, sneak attack, and skirmish are now effective out to 60ft.<br />
<br />
''Hunter’s Shot:'' (Prerequisite: [[SRD:Survival Skill|Survival]] 12 ranks) The archer can take a shot, while aiming with at least one aim counter, that ignores natural armor. This special ability may be used a number of time per day equal to three plus the archers [[SRD:Wisdom|Wis]] mod.<br />
''Mighty draw:'' ( [[SRD:Strength|Str]] of 15 or higher ) The archer is consider to have +4 Str for the purposes of wielding a composite bow<br />
<br />
''Pepper Shot:'' (Prerequisite: [[SRD:Rapid Shot|Rapid Shot]]) You can use a full round action to pepper a target within 30ft. When doing so make a single attack roll at a -4. Then roll damage as normal plus an additional 4d8 of piercing damage. A successful attack deals full damage and dazes the target for 1 round. If you miss with this attack and have 10 or better on your D20 roll daze is negated but you still deal have damage. This attack expends 5 arrows. Creatures with evasion are afforded no protection from this attack.<br />
<br />
''Piercing Strike:'' When wielding any bow in which she has [[SRD:Weapon Focus|Weapon Focus]] or [[SRD:Improved Critical|Improved Critical]], the net threat range is increased by 1, and is allow to take ten on rolls to confirm crit.<br />
<br />
''Ranged Flank:'' On a successful attack made with a bow against a target within 30ft, you may declare a ranged flanking position. You are therefore treated as though you occupied the nearest square adjacent to the target for the purposes of determining whether or you or and allies are flanking the target, so long as you maintain a position that is known to and within 30ft of the target. You may only use this ability once pre round, and only against one target at a time.<br />
<br />
''Ranged Sneak Attack:'' (Prerequisite: [[SRD:Hide Skill|Hide]] 5 ranks, [[SRD:Move Silently Skill|Move Silently]] and 5 rank) The archer deals an additional +1D6 points of Sneak Attack damage with Projectiles against any target within 30 feet that is flanked or denied its Dexterity bonus to AC. This special ability can be taken multiple times, the effects stack with each other and other sources of sneak attack. This ability otherwise functions as the rouge’s Sneak Attack ability.<br />
<br />
''Ricochet Shot:'' As a standard action the archer can attempt to strike a target within 30 feet with a Ricochet Shot, allowing her to ricochet her arrow off a nearby surface so that the arrow strikes from an angel that negates cover (even total cover) and shield bonus. This ability can be used at any time provide there is a hard surface nearby (ex. Stonewall) and a conceivable flight path. This attack uses the archers highest base attack bonus –2.<br />
<br />
''Sniper:'' (Prerequisite: [[SRD:Hide Skill|Hide]] 12 ranks) When the archer uses the hide skill then attacks she can immediately roll another hide check to remain hidden without incurring the normal penalty so long as she makes only a single attack.<br />
<br />
''Steady Aim:'' The archer no longer losses any accumulated aim bonus on a concentrate check when she rolls a natural and receives a +5 competency bonus on all concentrate checks made for the purpose of aiming.<br />
<br />
''Trace:'' The archer can ignore the first 10 feet of a targets movement and she gains a +10 competency bonus on concentration check required for addition movement beyond that. In addition she may take a five foot step while aiming.<br />
<br />
''Quick Aim:'' This special ability allows the archer may take a single standard action to aim, instantly gaining the benefit of three rounds of aiming. The archer then attempts a DC 15 aim check to receive three aim counters. This ability can be use a number of times each day..<br />
<br />
''Volley:'' As a full round action an archer with this special ability can make an attack against a target who is within line of site but at least four range increment out with a -4 penalty to his attack. This negates all other ranged penalties.<br />
<br />
==== Epic Archer ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Special ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Special ability, Bonus feat<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + ([[SRD:Intelligence|Int]]) modifier skill points per level.<br />
|}<br />
<br />
'''Special ability:''' An epic archer gains one additional special ability 22th level and every 2 levels there after.<br />
<br />
'''Aim:''' An epic archer continues to advance in aim as described, gain an addition 1D8 points of precision damage for every 2 level beyond level 19.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Archer gains a bonus feat (selected from the list of epic Archer bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Archer Bonus Feat List:'' [[SRD:Combat Archery|Combat Archery]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Distant Shot|Distant Shot]], Epic Dodge, Epic Speed, [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Overwhelming Critical|Overwhelming Critical]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]].<br />
<br />
==== Human Archer Starting Package ====<br />
<br />
'''Weapons:''' Longbow, with 50 arrows<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb Skill|Climb]] || 4 || [[SRD:Strength|Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" |[[SRD:Concentration Skill|Concentration]]|| 4 || [[SRD:Concentration Skill|Concentration]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[SRD:Dexterity|Dex]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump Skill|Jump]] || 4 || [[SRD:Strength|Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || ([[SRD:Wisdom|Wis]]) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || ([[SRD:Wisdom|Wis]]) || -<br />
|}<br />
<br />
'''Feat:''' Point blank shot.<br />
<br />
'''Bonus Feats:''' Precise shot, Rapid shot.<br />
<br />
'''Gear:''' Leather armor, quiver, hooded lantern, bedroll, waterskin, flint, winter blanket, lump of wax.<br />
<br />
'''Gold:''' 140gc.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Martial_Artist,_Variant_(3.5e_Class)&diff=549468Martial Artist, Variant (3.5e Class)2012-02-04T00:15:34Z<p>173.245.56.203: </p>
<hr />
<div>==Martial artist==<br />
<br />
'''Alignment:''' Any lawful.<br />
<br />
'''Starting Age:''' Complex.<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Martial artist}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | BAB<br />
! colspan="3" | Saving Throws<br />
! rowspan="2" | Special<br />
! rowspan="2" | Flurry of Blows Attack Bonus<br />
! rowspan="2" | Unarmed<br/>Damage<sup>1</sup><br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmored Speed Bonus<br />
|- {{#vardefine:odd|0}}<br />
! Fort || Ref || Will<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | Ability, Flurry of Blows, Unarmed Strike, Bonus feat || class="left" | –2/–2||1d6||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Ability, Evasion || class="left" | –1/–1||1d6||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Bonus feat || class="left" | +0/+0||1d6||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | Ability || class="left" | +1/+1||1d8||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | || class="left" | +2/+2||1d8||+1||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | Ability, Leap of the clouds, Bonus feat || class="left" | +3/+3||1d8||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | QiGong || class="left" | +4/+4||1d8||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Ability || class="left" | +5/+5/+0||1d10||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Improved Evasion, Bonus feat || class="left" | +6/+6/+1||1d10||+1||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | Ability|| class="left" | +7/+7/+2||1d10||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | Greater Flurry || class="left" | +8/+8/+8/+3||1d10||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Ability, Bonus feat|| class="left" | +9/+9/+9/+4||2d6||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | || class="left" | +9/+9/+9/+4||2d6||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | Ability || class="left" | +10/+10/+10/+5||2d6||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | Quivering Palm, Bonus feat|| class="left" | +11/+11/+11/+6/+1||2d6||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Ability || class="left" | +12/+12/+12/+7/+2||2d8||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | || class="left" | +12/+12/+12/+7/+2||2d8||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | Ability, Bonus feat || class="left" | +13/+13/+13/+8/+3||2d8||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | || class="left" | +14/+14/+14/+9/+4||2d8||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | Ability, Perfect Self|| class="left" | +15/+15/+15/+10/+5||2d10||+4||+60 ft.<br />
|-<br />
| colspan="10" class="foot" |<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + Int modifier per level, &times;4 at 1st level)'''<br/><br />
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (any one) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Martial artists are proficient with all simple weapons and any special monk weapons. <br />
<br />
Martial artists are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a medium or heavy load, a Martial artist loses her AC bonus, as well as his fast movement, flurry of blows, and his combat abilities.<br />
<br />
'''{{#anc:AC Bonus}}:''' When unarmored and unencumbered, the martial artist adds his Wisdom bonus (if any) to her AC. In addition, a martial artist gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five martial artist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to AC apply even against touch attacks or when the martial astist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.<br />
<br />
'''{{#anc:Flurry of Blows}}:''' When unarmored, a martial artist may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Martial artist. This penalty applies for 1 round, so it also affects attacks of opportunity the martial artist might make before her next action. When a martial artist reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A martial artist must use a full attack action to strike with a flurry of blows.<br />
<br />
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons. He may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a martial artist applies his Strength bonus (not SRD:Strength|Str bonus &times; 1-1/2 or &times;1/2) to her damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The martial artist can’t use any weapon other than a special monk weapon as part of a flurry of blows.<br />
<br />
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a martial artist may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in her flurry of blows routine to do so.<br />
<br />
When a martial artist reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at her full base attack bonus.<br />
<br />
'''{{#anc:Unarmed Strike}}:''' At 1st level, a martial artist gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat. A martial artist's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking unarmed. A martial artist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.<br />
<br />
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
A martial artist’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
A martial artist also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The martial artist. The unarmed damage on this table is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see below.<br />
<br />
'''{{#anc:Ability}} (Ex):''' At first level level, and every even level there after, a martial artist gains an Abilitie. He may choose one ability from the list below, or he may create his own, although he should be careful that his new Ability is not more powerful then the ones I present. <br />
<br />
There are four types of Abilities: Stances, Maneuvers, Powers, and Constants.<br />
Stances are Abilities that bestow a containt effect for a set period of time, entering or exiting a stance costs a move action, and you may always choose to end it prematurely. Maneuvers are one shot attacks or effects, the number of daily uses is given in the maneuver's description. Powers are spell-like or ki related effects, they usualy last for a set period of rounds, laid down in the power's description. A constant ability always effects you.<br />
<br />
''' Blue Demon''' Requries: Type: Stance <br />
<br />
Benifit: While this Stance is active, you may increse your critical threat range by taking a penalty to your attack rolls. you may take a minus 2 penalty to all attack rolls that you make this round to increase your threat range by one. The bonus to your threat range cannot excede your base attack bonus. Also, increse your critical damage multiplier by x1. This Stance lasts for a number of rounds equal to your Martial artist level. you may use this stance once per day. <br />
<br />
''' Red Demon ''', Requries: Blue Demon, Type: Maneuver <br />
<br />
Benifit: At the start of your turn, you may choose to take a penalty to all your attacks this round, this includes your attacks of oppritunity this round. for every -3 you took, you increase your critical damage modifier by 1 on your next Attack ONLY. You may use this Manuver a number of times per day equal to your INT modifier (mimimum 1).<br />
<br />
'''Happy Melon ''', Requries: - , Type: Power <br />
<br />
Benifit: Your QiGong class feature heals extra damage equal to your Wisdom modifier.<br />
<br />
''' Twin Heavens ''', Requries: BAB +4, Type: Stance <br />
<br />
Benifit: You enter the Twin Heavens Stance, this stance lasts for a number of rounds equal to twice your Martial artist level. <br />
<br />
''' Thunder Palm ''', Requries: Twin Heavens, Type: Maneuver,<br />
<br />
Benifit: While you are in the Twin Heavens Stance, you may, as a full round action, unlease the fury of the skies with a palm thrust. This mighty blow deals 5d6 Sonic damage to all creatures in a 20ft. Cone. Targets are allowed a Fortitude save (DC 15+ your CON mod.) For half damage. <br />
<br />
''' Yoroi ''' Requries: -, Type: Constant,<br />
<br />
Benifit: You become proficient with ''Yoroi'' armour. you may wear Yoroi Armour and still use all of your Martial Artist class features as though you were unarmoured. Special: This Ability may only be taken at first level. When you take this Ability, you lose your flurry of blows class feature. <br />
<br />
''' Iajutsu ''' Requries: Yoroi, Quick Draw (feat), Type: Constant,<br />
<br />
Benifit: You may use Iajutsu, the art of drwing a blade and striking in one motion. Iajutsu Special:<br />
<br />
''' ''' Requries: Type: Benifit: Special:<br />
<br />
''' ''' Requries: Type: Benifit: Special:<br />
<br />
''' ''' Requries: Type: Benifit: Special:<br />
<br />
<br />
'''{{#anc:Evasion}} (Ex):''' At 2nd level or higher if a Martial Artist makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Martial Artist is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} (Ex):''' At 3rd level, a Martial Artist gains an enhancement bonus to his speed, as shown on his class table. A Martial Artist in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Qi Gong}} (Su):''' At 7th level or higher, a Martial Artist can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Martial Artist level each day, and he can spread this healing out among several uses.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] monk does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the monk’s level + the monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:Perfect Self}}:''' At 20th level, a monk becomes a magical creature. She is forevermore treated as an [[SRD:Outsider Type|outsider]] rather than as a [[SRD:Humanoid Type|humanoid]] (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other [[SRD:Outsider Type|outsiders]], the monk can still be brought back from the [[SRD:Dead|dead]] as if she were a member of her previous creature type.<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>173.245.56.203https://www.dandwiki.com/w/index.php?title=100_Adventure_Ideas_(DnD_Other)&diff=548643100 Adventure Ideas (DnD Other)2012-01-29T22:52:15Z<p>173.245.56.203: </p>
<hr />
<div>== 270+ Adventure Ideas ==<br />
Remember as you add ideas that you are writing a story. Things that make both quests and novels interesting are falsities, Imagery, and most importantly options. Players can't just play along to what you say they should do. If they don't want to go explore the castle they don't have to. make them decide what encounters they do. Allow them to choose weither to whip off their disguises and battle the unguarded baron or to leave with the information they have gathered. As a DM you have to be vigilant of what the party might do. Problem solving makes for a good quest.<br />
# Your party is sent to kill an evil Duke/King/Emperor etc.<br />
# Captured by bandits<br />
# Drugged and put on boat in middle of Ocean <br />
# Trapped on island with monsters and little food or water<br />
# Dungeon Brawl<br />
# Maze or obstacle course<br />
# Leader of an army<br />
# Soldier of an army<br />
# Hired as a mercenary<br />
# Spy for an army<br />
# Part of an exploration team<br />
# Plain old surviving (who knows? bandits, highwaymen, monsters, women, etc.)<br />
# Portal from one plane has been opened, and elemental monsters are invading a peaceful land<br />
# Priest is kidnapped by opposing clerics<br />
# Cult becomes angry with rival gang and attacks them<br />
# Mysterious mound threatens military base<br />
# Rival country threatens war, peace must be obtained<br />
# Wizard hires you to retrieve magical artifacts from ruins of ancient city<br />
# Locals hear chants in nearby ruins<br />
# Undead threaten cities across the nation<br />
# Queer lightning storm wipes out an entire city- king orders you to investigate<br />
# Encrypted stone tablet is discovered during an archaeological expedition<br />
# Several major politicians have been assassinated<br />
# Large gang/terrorist organization wages war against a local city<br />
# Barbaric humanoid tribes threaten supply post which boast majority of country's natural resources<br />
# Players come across a gladiator stadium and are offered money to battle.<br />
# Dragon blood is needed to cure a plague, and your group is sent to collect some<br />
# A powerful bard hires your party to retrieve a fabled magical instrument from a dead wizard's coffin<br />
# A huge drought arises, and you must travel to the Water Plane and battle elementals in order to direct a flow into the drying world<br />
# Breaking into a dungeon/room/fortress etc to rescue or capture a person or artifact<br />
# The PCs must solve a mystery<br />
# Characters must escort a dignitary<br />
# A nation's enemies have a secret base that must be found<br />
# PCs are teleported to an odd place and must find where they are and how to escape<br />
# Characters are imprisoned and must escape<br />
# Ship PCs are riding in is hijacked<br />
# Safari: PCs must hunt down a creature<br />
# Mysteriously, an entire city has lost its inhabitants overnight<br />
# PCs must be counterspies and seek enemy agents<br />
# Players compete in a sport/competition/game<br />
# PCs must chase escaping bandits through the countryside<br />
# A discovery of a portal to another plane leads to an exploration party<br />
# A group of Doppelgangers have assassinated the town council, and have assumed their identities. <br />
# A beholder is constructing a garden of statues using townsfolk. <br />
# A Lich is raising a massive undead army. <br />
# A group of Yuan-Ti have been sacrificing to Merrshaulk.<br />
# A wizard has been kidnapped and his book of immortality is hidden in his tower, and wanted by rival guilds<br />
# A group of warriors has challenged the party to a match, to prove which team is more "Heroic".<br />
# A thief has stolen one of the player's main piece of equipment (spell book, sword, divine focus, etc.).<br />
# Demons are appearing all over the kingdom. Why?<br />
# A Giant believes that all humans exist for his dining pleasure.<br />
# A half-dragon is found lying in the road, nearly dead.<br />
# A man with one eye is being hanged for "looking sinister."<br />
# A wizard has declared himself ruler of all he surveys (most of everywhere).<br />
# The well has turned black.<br />
# A party member picks up the sands of time<br />
# Party members find a chained and punished god in an ancient, forgotten temple.<br />
# Catacombs have opened beneath the city, and are guarded by ancient undead who let no one pass .<br />
# The sacred spear of Lesh has gone missing.<br />
# There is a black cloaked man in a tavern, though he is dead. Everybody says they saw him walk in just fine.<br />
# An ogre regards a female party member as "The perfect mate."<br />
# A corrupt noble attempts to open an adventurer's union to keep an eye on all the adventurers in the world.<br />
# Lances (without horses) have become the new preferred fighting style of the king, and thus the nobles. What caused this sudden change in the king's attitude?<br />
# A wandering rogue believes that a PC is his long lost brother.<br />
# An angel begs for help from an evil party member<br />
# A god's weapon has fallen to earth, now there is a race to obtain it.<br />
# Suddenly an entire country turns blue.<br />
# A party member discovers a Great sword made of red metal that has the properties of adamantine, mithril, silver, and cold iron, but can be wielded in one hand as if it were a longsword. What is it?<br />
# A party member's armor comes to life and tries to leave.<br />
# A tribe of trolls is trying to make peace with a nearby village.<br />
# The devil overlord of a justly ruled town is looking for a mate.<br />
# The PCs meet several groups of travelers all headed in the same direction, claiming to be going to something called "The Games."<br />
# An earthquake that leaves magical glowing fissures in the ground shakes directly beneath a kingdom's capital.<br />
# A previously righteous and good god suddenly calls genocide on all that are not his followers.<br />
# A paladin is after a party member because of a case of mistaken identity<br />
# An area has an uprising of half-dragon animals. Where are they coming from?<br />
# A human craftsman has invented something called a gun, using black powder from the dwarves (Mage's for Forgotten Realms) as a propulsion system. how will this affect the campaign?<br />
# Everybody who buys a charm from a certain vendor begins experiencing the effects of an odd curse that causes a physical aspect to change (Blue skin, longer legs, hair turning green, etc.). So far, no REALLY bad effects have happened, but how long will that keep up?<br />
# Red and gold half-Dragons are killing everything from paladins to assassins. Whose side are they on?<br />
# A shady character asks you to smuggle some barrels of moonshine into a city.<br />
# We need the Demon-Slaying Sword if we are to overcome the oncoming siege. Travel to that indifferent neighboring country and negotiate with their Shogun for a loan of the sword.<br />
# A member of a party of adventurers is on the run from the law but the Duke has asked to see the party. The adventurer is welcome but the guards do not know this and the character must be sneaked in to the city.<br />
# An organization is attempting to capture demons and use their power for evil<br />
# A hero of destiny fulfills prophecy and is fated to save the world with miraculous deeds, but dies abruptly and prematurely- the characters (and the rest of the world) have to buckle down and face dark days on their own merits.<br />
# Facing a pack of werewolves becomes a grueling all-nighter (game time) as they use hit-and-run tactics trying to lure characters away from the group to gang up on them (perhaps the party is 'hold up' in a remote cabin or makeshift fort in some ruins)- add helpless NPC's to protect for added flavor.<br />
# Book passage on a ghost ship; at night the crew turn into ghouls and kill each other (and anyone else unfortunate enough to be aboard)- below decks, it gets worse..<br />
# A ring of regeneration is a great find!, until the character realizes what it is turning him/her into.. one hp at a time.. can the party do what it takes to remove the curse in time?<br />
# The party has gone through a time portal sending them to the 21st century with all the creatures from their time somewhat evolved in some way. How do they adapt?<br />
# All who come in contact with the waters of a holy water fountain rot and eventually become zombies.<br />
# A mysterious goblin raids town at night, striking and seemingly vanishing without a trace. Is it a ghost or goblin?<br />
# A druid is accused of killing other druids.<br />
# You find a new race and the king orders you to capture a being. <br />
# A hidden pathway in an abandoned house leads to a lair of a terrible demon. The demon keeps "slave girls" where a friend of the party is, but the "slave girls" are secretly demons in disguise.<br />
# Barbarian is offered a slave girl as a reward for a quest well done. Paladin finds this morally reprehensible and demands to let her go. FUNTIME!<br />
# Your party finds a dog that can smell treasure. <br />
# Your party finds themselves in the setting of a popular movie or TV show (For example: Pirates of the Caribbean, Xena, etc). The DM's job is to try to cleverly disguise the setting and see how long it takes for the party members to figure it out. Introduce them to main characters without revealing their names at first and leave clues in the form of references to the movie or show.<br />
# Your party and some others are raiding a city they are captured and forced to entertain the king in the gladiator arena.<br />
# A close friend of the party has been kidnapped.<br />
# A large tribe of orcs are planning a raid on the Elven capital.<br />
# A wizard summons a demon but it back fires and possesses him.<br />
# The world is hit by an asteroid that mutates anyone that touches it.<br />
# A large egg of some sort is discovered and the orcs are coming for it. Will the players try to hatch it?<br />
# A thick plague inducing fog is slowly covering the countryside.<br />
# A paladin goes mad, turning evil while still thinking he's good.<br />
# All the players are shrunk by an evil wizard and have to find a way to reverse the spell.<br />
# An illusion of peace and tranquility is projected over a town. The players must escape the illusion and see what's really happening.<br />
# The god of time punishes a town/city/village for disgraceful worship, making everything happen out of sequence.<br />
# The player is bit by a were-creature early on in the levels but doesn't say anything until it's too late.<br />
# All the local wild life is killing people, are the druid societies to blame?<br />
# NPC clones of players are appearing in strange places doing bad things. Later on they meet and battle to the death!<br />
# Everyone is turned into monsters by an evil wizard and the players are run out of town.<br />
# The players are framed for a genocide they didn't cause.<br />
# While crossing a sea, the boat is sank by a monster of some variety. The players are saved by merfolk but trapped on an deserted island miles from other useful people.<br />
# A dragon takes the players to feed her wyrmling on a tall mountain.<br />
# The players are sucked into a war filled alternate universe by a crappy portal spell.<br />
# The players complete a mission but their employer doesn't want to pay them.<br />
# players are captured and thrown into a portal, where they find ancient plane traveling devices, and they can explore plane after plane and world after world. Fighting evils that you throw at them and getting themselves stuck in political and magical situations.<br />
#Monsters are attacking the castle! Kill all the monsters to prevent them from destroying the castle.You lose when a monster reaches the castle.<br />
# A large rock worm is attacking a large city, the PC must kill the rock worm before the city goes under <br />
# A time warp descends upon an isolated village, setting everyone and everything back a century into the past. <br />
# Several of the king’s tax collectors have disappeared after traveling to a particularly dangerous area. <br />
# A good cleric tries to establish a temple to his god in a hostile city, hoping to gradually convert the populace. <br />
# Suspicion arises that the inhabitants of a town are gradually being replaced by doppelgangers. <br />
# A powerful wizard has created a castle filled with monsters, traps and treasure, as a way to test the skills of brave adventurers. <br />
# The animals in a particular area are becoming monstrous mutations. <br />
# Ships are disappearing within a five-mile radius of ocean. <br />
# A phantom river barge sails past a small town once per month, leaving malevolent, supernatural occurrences in its wake. <br />
# A local ruler is suspected of making a pact with a powerful devil or demon. <br />
# The Assassin’s Guild is planning to kill the mayor. <br />
# A witch’s curse is causing farmers’ crops and livestock to die. <br />
# A mysterious curse is settling on town after town, making all good magic ineffective, while doubling the power of evil magic. <br />
# A diabolical band of clerics is robbing graves at a large cemetery, and creating an army of undead creatures. <br />
# A secret vigilante society is inflicting barbaric punishments on “evil-doers.” <br />
# A wealthy merchant hires adventurers to capture a young Pegasus from a nest atop a towering mountain spire, so that he can train the animal as a flying mount. <br />
# The daughter of a good nobleman has run off with a seedy, disreputable commoner. <br />
# A small community of neutrally-aligned orcs tries to convince inhabitants of a nearby town that they mean them no harm. <br />
# A once-good cleric is suspected of secretly worshiping an evil god. <br />
# A powerful bandit leader, about to be hanged for his crimes, is sprung from jail by his cohorts. <br />
# Kobolds occupy an abandoned diamond mine, using it as a base from which to launch raids on human settlements. <br />
# A sorceress has lost her unique familiar, and all efforts so far to reveal the creature’s whereabouts have been fruitless. <br />
# Adventurers are sent to deliver the ransom for a noblewoman, who is being held by a gang of brigands. <br />
# The king’s ambassador has disappeared while en route to a hostile country, and is suspected of being a traitor. <br />
# A megalomaniacal duke has sent his minions in search of a weapon that would make him nearly invincible. <br />
# Hellwasp swarms have been appearing on the outskirts of town, stinging people to death. <br />
# Statues in a large cemetery come to life at night. <br />
# The king, a just, good ruler, is somehow being manipulated by his new adviser. <br />
# A series of murders are being committed with the MO of an executed killer. <br />
# Clerics are stymied as to how to remove a bizarre desecration that has fallen on a good temple. <br />
# Strange, glowing runes appear on the door of the town hall, forming a riddle. <br />
# Townsfolk are somehow being shrunk to six inches in height, and authorities can’t figure out why. <br />
# A local farmer is suspected of breeding hell hounds, after several of the beasts were spotted killing cattle of other farmers. <br />
# A kraken is destroying ships trying to enter or leave a city’s port. <br />
# Someone has uncorked a decanter of endless water, and has placed the item somewhere in the hills above a small valley, where it is flooding a small town. <br />
# An undersea city, covered by a huge dome, is discovered. <br />
# A huge maelstrom near a rocky coast sucks ships into another plane of existence. <br />
# Adventurers are hired as marshals to escort a powerful, evil fighter back to the city, where he is to stand trial. <br />
# Magical droughts are descending upon an increasing number of communities. <br />
# A basilisk is wandering out of a nearby forest, turning people and livestock to stone. <br />
# The king sends a group of adventurers to parlay with an adjacent kingdom contemplating war. <br />
# Villagers are fed up with the mischief being caused by a band of sprites. <br />
# Dryads fight to preserve their forest against an encroaching human settlement. <br />
# Messengers must travel through a haunted swamp to deliver a timely warning to the queen. <br />
# Members of a coven have infiltrated the city’s populace, and are working their black magic. <br />
# A rakshasa is loose in the city, and even the most powerful divination spells are unable to reveal his identity. <br />
# A dire bear, possessed of unnatural intelligence, is devouring inhabitants of a rural village. <br />
# Strange lights flickering over a marsh at night may be will-o’-wisps. <br />
# Something is endowing area livestock with both human intelligence and the power of speech. <br />
# A magical fire in town resists all efforts to extinguish it. <br />
# An ancient artifact must be retrieved from the bottom of the sea.<br />
# A druid is framing a werewolf by committing crimes while wildshaped as a wolf.<br />
# A group of gypsies curse a man, who attacks the gypsies as revenge.<br />
# A silver mine appears haunted by ghosts- objects seem to move themselves. It turns out it's a lycanthrope priest using animate objects to destroy the silver mine. <br />
# One PC is being hunted by a ruthless killer that destroyed everyone else in their home village and sees the PC as unfinished business.<br />
# Local bandits are far too well informed about trade caravans. A trade post keeper is suspected of being an informant.<br />
# A small town is being raided every few weeks by an unusually well organized group of goblins and hobgoblins. Turns out that a group of Blue's (Psionic goblins from Expanded Psionics Handbook) are ordering these raids to draw out and eliminate the best soldiers and adventurer's in the land before unleashing a massive army of goblins, hobgoblins, bugbears, ogres and trolls.<br />
# A Merchant comes to the PCs wanting them to retrieve a chest that was stolen by bandits allied with a dragon. when the PCs find the dragon, he tells them that the Merchant had been trading baby dragon skin. The PCs can then chose between the Dragon and the Merchant.<br />
# The PCs are assisted by a vampire-slaying organization, and are led to a tavern to track down a suspected vampire. However, little do they know that every single person in the tavern is a vampire!<br />
# Strange lights appear on a local river at night. Are they will'o'wisps? No, they're just big fireflies. The PCs, though, have no idea. Good for installing humor or realism into a campaign.<br />
# Adventurers come across a metal cave with strange artifacts. This is actually an alien ship, crashed here. How will the strange technology affect the world?<br />
# A popular adventuring site turns out to be a humble, peaceful civilization of Drow and goblins, cultivating giant rats. It's up to the PCs to stop reckless adventurers from destroying the civilization.<br />
# A cursed wand of awakening has an inverted affect- reducing intelligent life into feral states.<br />
# A present to the King/High Priest/Grand Archmage/etc. is actually an explosive trap, which must be stopped before it is opened.<br />
# An insane wizard is using baleful polymorph to change everyone into chickens.<br />
# A Horizon Walker has seen all of the world that he wishes to see, and is going to commit suicide.<br />
# The local bard's lyrics hint at his family being held hostage.<br />
# An evil spell removes Common from public speak, forcing everyone to speak indigenous tongues.<br />
# Suddenly, everyone is arbitrarily divided into two groups- plainly identifiable, thanks to magic, but physically indistinct.<br />
# A wizard's magic staff is lost in a magnetic cave. No metal equipment can be worn within.<br />
# An evil adventuring party decides to loot villages and castles, killing livestock, dwarves, and many law-abiding citizens. Their only goal is to gain money and treasure.<br />
# you come into a cave that warps you to a past time.<br />
# A merchant sells and incomplete artifact to the adventurers. Upon completion of the artifact a NPC is released from imprisonment and becomes an arch enemy to the players.<br />
# while traveling by boat you are shipwrecked in a strange land on the coast of a capital city that was recently destroyed. A nearly completed museum gives clues about the history and culture of the city but are there any clues as to what transpired recently and destroyed the city? (fresh haunts occur often in places of recent tragedy)<br />
# while exploring your party finds a statue with a cloth sack tied over one hand. removing the cloth exposes a magic arm guard/ring/scepter/symbol. the item may be cursed or exert its will on someone in order to further its own ends.<br />
# a young gnome/pixie/sprite/imp/satyr/halfling must prank the adventurers to be accepted by or meet the dare of a peer group and the adventurers may not realize it is classic scenario of peer pressure<br />
# a magic ring is found that offers complete immunity to an element, but any party member within a certain range experiences temporary random alterations in there own magic items<br />
# a naga asks for help returning a burdensome but powerful magical dagger to its rightful place so he/she can continue to guard it<br />
# a philosophically reflective Kou-Toa (actually a absentminded, polymorphed alchemist who miss-mixed a potion) discusses the importance of identity with a treant and a djinn because he must convince them to relinquish a reagent he needs to regain his natural shape. The treant does not relate well and is even suspicious that he may have been insulted, and the djinn thinks it would be best if he turned the alchemist insubstantial like himself so he could more readily change shape since he seems to go through so much trouble and time collecting reagents anyway. The alchemist just wants to be "normal" again, for good grief...<br />
# an animated object (candelabra/mop/dancing fire poker/hall tree/shovel/rope) has been secretly stowing away in the parties supplies or following the party. It can scratch out words in common. Who knows what the objects agenda is. It may be friendly, lonely, and/or just hitching a ride. Or it could be a spy or assassin...<br />
# A large treant and mummy walk hand in hand under the moonlight. "Uuuuugh." "There, there. Go back to bed." The treat will explain that the mummy guards a nearby tomb, but has become more senile as the years have past. Part of the tomb collapsed so the mummy could not make his rounds to check the back entrance of the tomb without coming out of the tomb. But he loses his way a lot of the time. Will the party investigate this tomb? <br />
# A house in the middle of the woods features a welcome mat that closes the door behind the adventurers. A magical carpet traps people and uses them as participants in a horrid game show to entertain other evil sentient magic items. He likes to suffocate contestants that lose (using the bones to make furniture) and enjoys saying "And that's a wrap!" when he does it. "I walked all over that one." (He usually asks questions about monsters that require a knowledge check)<br />
# A metallic dragon and chromatic dragon collide overhead and fall to the ground by the party while they are traveling in the wilderness. The metallic dragon and chromatic dragon ignore the party for two rounds and then one dragon tries to bribe the party to her side, then the other dragon counter bribes. Who will you fight for? <br />
# A kobold throws a rock at a party member (improvised weapon) and tries to lure the party into an ambush where lots of kobolds have rocks (improvised weapons). These hungry kobolds might continue to harass and stalk the party.<br />
# A party member trips over a small metal figurine of a halfling soldier. This magic item causes an illusionary phantom battalion of 1000 halfling soldiers to appear in the world wherever they put the metal figure on a map. These phantom soldiers can do no harm but will charge into battle if commanded to by the possessor of the figuring. This can be used to intimidate cities or armies in upper level campaigns. This power should be a daily power and destroys the map. (Maps could be hard to come by and/or expensive, too.)<br />
# A water elemental demands you drop a gold coin in the creek or river in order to be allowed to cross a bridge<br />
# A prideful half-orc is challenged by his friends to arm wrestle your strongest party member. From the looks of things they aren't giving you a choice, and they are forcing a wager. Hope you win.<br />
# A traveling monk wishes to camp with your party for the night trusting in safety in numbers, in exchange he has offered to cook for your party. He brings news from the place(s) you are heading to. (He can cure some diseases and ailments, a helping hand if the PCs party is getting ragged and drug down by afflictions.)<br />
# Your party has once been the elite task force for the king only to find out from a duke who you were sent to kill that the king is working with the forces of the underdark to gather shards of an crystal that the kings former dark master was trapped in. Now you must run as outlaws and try to stop the greater evil from rising again.<br />
# A gang of monks attempts to knock the party out and tie them up.<br />
# A wyvern has made the city gatehouse its home. A siege is on the horizon, and the gatehouse must be made operational as soon as possible!<br />
# A skilled warrior teams up with the party, but a recurring memory disorder leads her to wake up one day believing she has been captured.<br />
# Distinct armor recently looted by the party turns out to have once belonged to the father of a local hero, who identifies it and confronts the party.<br />
# A Powerful Arachnomancer attempts to conquer the land with spider minions; the party is sent to kill him.<br />
# A cabal of powerful golem-builders has sent a messenger that if the kingdom does not submit to their demands, they will unleash powerful collosi upon the kingdom.<br />
# A Centaur stampede! Run for your life!<br />
# Commoners dissapear and reappear naked in a nearby field, with a weird tattoo on ther backs, and no memories of what happened. At night, tattooed people turn into aggressive dire animals. <br />
# House animals and small critters seem to be suffering mistaken identity. Dogs chase mice, pidgeons swim, snakes bark.<br />
# A strange man in a dark cloak spawns around the city at different times of the day, sacrificing people as his only way of gaining experience. He sets traps, enslaves minions and scars the world with fear.<br />
# You are walking down a road when a man in a fine carriage stops you and asks for your aid in the retrieving of scandalous information about a local noble.<br />
# Wake up inside a dark cave, in a lil´boat that floats over a pool of acid. On one side of the kayak or whatever, a good cleric. On the other, an evil cleric. Boat be rockin soon.<br />
# A magic ring is given to the PCs by an evil wizard to fight a dragon. When combat starts, the ring fires random offensive spells on the players, and healing spells on the dragon. The players don't know where they spells are coming from, and the ring is stuck anyway.<br />
# The players are randomly lit on fire in a massive spirits cellar, they are trapped and need a way out. (Recommended: a stupid character throws liquor on the others to put out the flames.)<br />
# Players start falling down a bottomless pit and need to stop falling and climb back up.<br />
# Multiple hydras attack the group. All players are given vorpal weapons. Feeding Frenzy!<br />
# A pregnant celestial needs to be returned to Celestia to give birth. Oh yeah, demons don't like celestials OR pregnant people.<br />
# The players are locked in a room with no doors, windows, food, water, or equipment. Lets see how long they last...<br />
# Your party has to travel the globe searching for the pieces of an ancient set of armour.<br />
# The mage (or magical being) of your group meets someone from his past - will he be a friend or a foe?<br />
# A strange alien race has recently landed in massive airships just outside of a country's capital. Will the PCs come bearing an olive branch or a full quiver?<br />
# A village in the outskirts of a nearby fief has disappeared without a clue and the PCs are commissioned to discover the nature of the incident. <br />
# One of the PCs is kidnapped by a roc. Can the others mount a rescue in time?<br />
# After looking into an enchanted mirror, the PCs meet shadowy copies of themselves.<br />
# One of the PCs loses their shadow. What could this mean?<br />
# A mishap with a love potion results in a being who is half-infernal, half celestial, and completely at a loss as to where they belong in the world.<br />
# The PCs meet a fallen god (who may or may not be aware of this status).<br />
# A dissident religious group begins worshiping a darker aspect of their normally peaceful god. They may or may not have a very good reason to do this.<br />
# The party meets a well-to-do, respectable merchant - who is also a monstrous creature. <br />
# The PCs are invited to visit a nearby monastery, finding out only when they reach it that the monks happen to be owlbears.<br />
# The PCs are enslaved by tiefling pirates and must find a way to escape. <br />
# A manor is taken over by undead - the PCs must find out why, and put a stop to it.<br />
# The person the PCs were sent to meet has been replaced by a doppelganger.<br />
# People are dancing in the streets. They can't stop.<br />
# The PCs' shadows attack them. <br />
# <i><u>Requires Player Assistance</u></i> A PC is replaced by a doppelganger. The others must discover the switch and find their comrade.<br />
# A reclusive blacksmith, famed for quality craftsmanship, turns out to be a kobold. (If there is a gnome in the party, problems may arise.)<br />
# The PCs are stranded on an island with hostile inhabitants.<br />
# In the center of a city there is a magical castle + guild headquarters. The king of this country (not in the city) goes to war with another nation despite public opinion. the further half of the country breaks away in civil war. two alternative governments are set up. the larger is a monarch and the lesser is a republic. the border of all 3 nations lie on this city. all of them lay claim to the castle but the headmaster remains neutral and doesn't say what country will have the castle. All of the players are lesser members of this guild not very high in rank. they are restricted from parts of the very large and elaborite castle. All players may choose to which country their loyalties lie. Inside the castle there is a secret sosiety comparitive to the illuminati within the free masons. the loyalties of this sosiety lie in the country that the player's country has gone to war with. They must defeat this secret sosiety while also not being caught for the assasinations and exploring the restricted parts of the castle. restrict the races to humans mainly and human-like races - I've DMed this campagne it is very fun.<br />
# Play a quest on a magic the gathering plane. I'm doing one for Kamigawa and it's really fun<br />
# A Princess of a ruling nation gets lost in her room? The Guards report that she went in and never came back out. The truth is that she ran away with a noble of another nation, and on the way in a caravan to the boat that will take them to their private island, their caravan is ravaged and orcs capture the princess and throw the noble out in the cold snow. All the loot is taken. After you fight through all the orcs you find a pack of wolves approaching the princess who has bite, scorch and scratch marks all over her skin. Her clothes is ripped in...almost everywhere and she is wide-eyed in terror.<br />
# You Wake up to a morning with two moons<br />
# The only living member of the royal line left is a Young queen who the noble consider very pretty but extremely stupid, is suggested to take a husband to become the King. She is walking by one day and notices one of the party members and runs over to them and insists on them becoming the king.<br />
# A Princess loves the players and escapes after them, and the king thinks it is kidnapping.<br />
# The Prince needs a wife, and is holding a contest to find the most beautiful female in the land, winner becomes a princess and later a queen.<br />
# Food is falling from the sky for no reasons at all, priests think it's a curse<br />
# The Kingdom has suffered a series of foolish and insane rulers and the current young king has decided the best solution is to find the most intelligent being in the kingdom and make them his new queen, gender and race can in his words be fixed if need be. The party has to decide whether to support him or join the swelling rebellion.<br />
# Rocks fall, everyone dies. Campaign takes place in the hereafter.<br />
# Painter Bard traps people in his painting<br />
# A flying temple-in-the-sky is used to deliver rain to those below, but the mechanisms inside have been broken. The party is commissioned to ascend and repair the temple, and remove the evil that caused the damage in the first place.<br />
#mysterious symbols appear all over the capital of a country they match the emblem of a fallen civilization. <br />
#Plants are attacking farmers a group of druids are blamed and they ask party to prove their innocence. <br />
# One Pc discovers he is the rightful heir to a kingdom, but his\her evil brother has taken over<br />
# A group of people are trapped in a city because they have somehow managed to offend the entire city. You are asked to rescue them.<br />
# Dragon-like creatures are killing farmer's herds.<br />
# ''Undead/Ghost Campaign'' The party wakes up in a castle dungeon or graveyard, and unknown to them, they have already been executed. They were wrongly accused and must quest to regain mortal form.<br />
# ''Requires either a large group of players or each player to run two characters'' The party is transported to a darker, mirror realm of their own. Due to the transportation method, they trade places with creatures of that realm, sending those beings into the normal world. Despite being a dimension away, the party must work with their traded counterparts to get home.<br />
# The party comes across a strange creature which claims to be from the floating island kingdom of Atlantis, hidden behind a wall of clouds. Later on, the party is confronted by a Demon who demands they help him find and destroy the floating kingdom as part of an ancient on-going war. Which side do they take?<br />
# After a mysterious purple lightning storm the party wakes up to find they are in a strange area and have been transformed (race, gender, class). A starting game requiring amenable players where after character creation they randomly switch characters playing their orginal personality/history with the new stats.<br />
# A very powerful ancient wizard has disapeared and several countries are gearing up for war over his tower and the artifacts therein (a large number of epic level equipment, unique items and powerful spells). The party are hired to prevent the war by locating and returning the wizard to his home. Depending on DM nature the wizard will be either finally dead of old age or taking a vacation at a popular beachside resort, possibly in another dimension.<br />
# Paintings throughout the kingdom are suddenly coming alive. That is if you look at them you'll see streams flowing, tree's moving in the wind, people walking around occasionally stopping to chat with the person watching, feel the heat from a sunny day or the chill of a winter one. Problem is no one know's what's causing it and several darker painting e.g. a drawing of a werewolf have shown signs of trying to break through into the "real world".<br />
# Suddenly nothing in the world can die humans, animals, plants are all immortal and unkillable, chop up and cook a cow the head will still be mooing mournfally at you, hack apart an opposing warrior and he'll still be alive in his cripppled body unable to die.<br />
# An old one but suddenly a number of gods are transformed into mortals and approach the party to protect them from the enemies they've made.<br />
# The gods of good and evil put aside their differences and start working together to stop "the advesary" but don't explain things to their worhsipers.<br />
# (Requires roleplayers who can work without stats) The party awaken to find themselves in a strange land stripped of everything skills, feats, spells, all they have is their equipment and their knowledge which includes the information that they are competing for the right to become a god but there's only one opening.<br />
# Strange symbols start appearing on buildings, as evidence of a new cult / religion coming into the area.<br />
# PC loses memory during an encounter with a sorceress who supposedly died (x number) of years ago.<br />
# Players come upon a town protected by a Grey Render.<br />
# a powerful succubus falls in love with a pc (its true love but what will the pc's thoughts be?)<br />
<br />
<br />
More to come. Feel free to add any ideas you may have.<br />
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{{3.5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>173.245.56.203https://www.dandwiki.com/w/index.php?title=Mountain_Giant_(3.5e_Race)&diff=548496Mountain Giant (3.5e Race)2012-01-28T17:58:17Z<p>173.245.56.203: /* Racial Traits */</p>
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<div>[http://media.photobucket.com/image/mountain%20giant%20age%20of%20mythology/TheFireReborn/th_AoM_Concept_MountainGiant.png]<br />
=Mountain Giants=<br />
<br />
==Personality==<br />
<br />
Mountain giants are violent as a result of their history. Banished by their hill giant ancestors, they were forced to drive out the stone giants from their northern ranges. They regularly mock-fight amongst each other. However, they prefer not to start a real fight without a genuine reason (although they will jump into a fight that's already started without hesitation). As such, they may not act anymore violent than an average human on a good day. <br />
<br />
==Physical Description==<br />
<br />
Skin color among mountain [[SRD:Giant Type|giants]] is usually light, as they do not see much sunlight in the mountains. Their hair is brown, black or occasionally red (because of its rarity, red hair is held in regards to great beauty among mountain giants), with eyes ranging from brown to green to blue. Males are known for their massive beards.<br />
<br />
==Relations==<br />
<br />
Mountain giants get along with most other giants as giants do. Relations with stone giants are bitter after over a century of conflict ended with the stone giants being forced to retreat from the North. Hill giants, from which the mountain giants are descent, have mixed feelings toward them. On one hand, they are the descendants of hill giants banished for their horrible crimes. On the other hand, they managed to beat the stone giants in combat, something the hill giants could never accomplish. Cloud and Frost giants are encountered with relative frequency on the high, cold mountains. All 3 races have learned to give each other decent berths and respect each other, if only as foes not worth fighting. Individuals of non-giant races relate the same way to mountain giants as they do hill giants.<br />
<br />
==Adventurers==<br />
<br />
While not the brightest of races, mountain giants are smart enough to know their place in a party of adventurers. Barbarians, warriors, or occasionally monks or paladins, they charge into the fray without hesitation or fear, overwhelming opponents with sheer physical might and acting as a shield for allies behind them. Some have even been known to throw their allies at opponents. In the wilderness, they will take advantage of their size and often carry teammates across rivers, up cliffs and other places normal races have a hard time reaching. Once in a civilized area, mountain giants are impeded by their size, particularly in crowds, narrow alleys or when trying to pass through doors. Although rarely comfortable in big cities, mountain giants are fine when in a building that has large rooms with tall ceilings, such as castles, theaters/concert halls/stadiums (as they can see over everyone, they do not mind sitting in the back row, something normal patrons can appreciate) and forts. Other buildings they feel home in are smaller versions of the buildings that they frequent at home, such as smiths, armories, restaurants and taverns (provided they can fit through the door)<br />
<br />
==Alignment==<br />
<br />
Often Chaotic and/or Neutral<br />
<br />
==Lands==<br />
<br />
Having evicted the stone giants, mountain giants dwell the Northern mountain ranges and are very resistant to the cold weather. Their breathing is largely unaffected by high or low altitudes.<br />
<br />
==Religion==<br />
Very few mountain giants follow gods other than Kord and Obad-Hai. Mountain giants are largely agnostic, perhaps building an occasional temple or calling out for Kord's help when they are in mortal danger.<br />
<br />
==Language==<br />
<br />
Giant, Common (albeit with bad grammar, usually resulting in referring to everyone in the third person)<br />
<br />
==Names==<br />
<br />
Mountain giants are named at birth. As in many human and giant cultures, the family name is same as the father's, while the mother picks the first name. Mountain giants will not have officially obtained a middle name until manhood. The middle name of an adult mountain giant is a verb (that he is very good at or performs frequently) or an adjective(that describes him). No one is quite sure how this tradition started. Some sources claim the most logical explanation is that one of the first mountain giants had a habit of saying "(verb or adjective)? (verb or adjective)is my middle name!"<br />
<br />
==Racial Traits==<br />
<br />
</noinclude>* +16 [[SRD:Strength|Strength]], –2 [[SRD:Dexterity|Dexterity]], +10 [[SRD:Constitution|Constitution]], –4 [[SRD:Intelligence|Intelligence]], –4 [[SRD:Charisma|Charisma]].<br />
* ''[[SRD:Giant Type|Giant]]''<br />
* ''[[SRD:Large|Large]] size:'' –1 penalty to [[SRD:Armor Class|Armor Class]], –1 penalty on [[SRD:Attack Roll|attack roll]]s, –4 penalty on [[SRD:Hide Skill|Hide]] checks, +4 bonus on [[SRD:Grapple|grapple]] checks, lifting and carrying limits double those of [[SRD:Medium|Medium]] characters.<br />
* ''Space/Reach:'' 10 feet/10 feet.<br />
* A mountain [[SRD:Giant Type|giant]]’s [[SRD:Base Land Speed|base land speed]] is 40 feet.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]''<br />
* ''Racial [[SRD:Hit Dice|Hit Dice]]:'' A mountain [[SRD:Giant Type|giant]] begins with twelve levels of [[SRD:Giant Type|giant]], which provide 12d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +8, and base [[SRD:Saving Throw|saving throw]] bonuses of [[SRD:Fortitude Save|Fort]] +8, [[SRD:Reflex Save|Ref]] +4, and [[SRD:Will Save|Will]] +4.<br />
* ''Racial Skills:'' A mountain [[SRD:Giant Type|giant]]’s [[SRD:Giant Type|giant]] levels give it [[SRD:Skill Points|skill points]] equal to 15 &times; (3 + [[SRD:Intelligence|Int]] modifier). Its [[SRD:Class|class]] skills are [[SRD:Climb Skill|Climb]], [[SRD:Jump Skill|Jump]], [[SRD:Listen Skill|Listen]], and [[SRD:Spot Skill|Spot]].<br />
* ''Racial [[SRD:Feats|Feats]]:'' A mountain [[SRD:Giant Type|giant]]’s [[SRD:Giant Type|giant]] levels give it five [[SRD:Feats|feats]].<br />
* +9 [[SRD:Natural Armor|natural armor]] bonus.<br />
* ''[[SRD:Natural Weapon|Natural Weapons]]:'' 2 [[SRD:Slam|slam]]s (1d8).<br />
* ''Weapon and Armor Proficiency:'' A mountain [[SRD:Giant Type|giant]] is automatically proficient with [[SRD:Simple Weapon|simple weapons]], [[SRD:Martial Weapon|martial weapons]], [[SRD:Light Armor|light]] and [[SRD:Medium Armor|medium armor]], and [[SRD:Shields|shields]].<br />
* ''Rock Throwing ([[SRD:Ex|Ex]]):'' Adult mountain [[SRD:Giant Type|giants]] are accomplished rock throwers and receive a +1 racial bonus on [[SRD:Attack Roll|attack roll]]s when throwing rocks. A mountain [[SRD:Giant Type|giant]] of at least [[SRD:Large|Large]] size can hurl rocks weighing 45 to 50 pounds each ([[SRD:Small|Small]] objects, 2d6) up to five range increments. The range increment is 130 feet for a mountain [[SRD:Giant Type|giant]]’s thrown rocks. A [[SRD:Huge|Huge]] mountain [[SRD:Giant Type|giant]] can hurl rocks of 65 to 80 pounds ([[SRD:Medium|Medium]] objects, 3d6).<br />
* ''Rock Catching ([[SRD:Ex|Ex]]):'' A mountain [[SRD:Giant Type|giant]] of at least [[SRD:Large|Large]] size can catch [[SRD:Small|Small]], [[SRD:Medium|Medium]], or [[SRD:Large|Large]] rocks (or projectiles of similar shape). Once per [[SRD:Round|round]], a mountain [[SRD:Giant Type|giant]] that would normally be hit by a rock can make a [[SRD:Reflex Save|Reflex]] save to catch it as a [[SRD:Free Actions|free action]]. The [[SRD:DC|DC]] is 15 for a [[SRD:Small|Small]] rock, 20 for a [[SRD:Medium|Medium]] one, and 25 for a [[SRD:Large|Large]] one. (If the projectile provides a magical bonus on [[SRD:Attack Roll|attack roll]]s, the [[SRD:DC|DC]] increases by that amount.) The mountain [[SRD:Giant Type|giant]] must be ready for and aware of the attack in order to make a rock catching attempt.</p><br />
*[[Cold Homeland (DnD Trait)]]<br />
* ''[[SRD:Automatic Language|Automatic Language]]:'' Giant, Common (albeit with bad grammar, usually resulting in referring to everyone in the third person). ''[[SRD:Bonus Language|Bonus Languages]]:'' Elven, Goblin, Orc, Dwarven.<br />
* ''[[SRD:Favored Class|Favored Class]]:'' [[SRD:Barbarian|Barbarian]].<br />
* ''[[SRD:Level Adjustment|Level Adjustment]]:'' +4.<noinclude><br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Mountain Giant Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 20 years || + 2d4|| + 5d6 || + 5d12<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age || Old<sup>1</sup> || Venerable<sup>2</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 60 || 130 || 150 || + 3 d12 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At old age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 10' 9" || + 2 d12 || 1,350 lb. || 5 &times; (3 d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 10' 2" || + 3 d6 || 1,010 lb. || 5 &times; (1 d12) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Giant Type]]<br />
[[Category:LA5]]<br />
[[Category:ECL5]]</div>173.245.56.203