https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Findail&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T17:38:10ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=User_talk:Findail&diff=239660User talk:Findail2008-03-16T23:02:30Z<p>Findail: </p>
<hr />
<div>==Welcome to D&D Wiki== <br />
<br />
Hello {{PAGENAME}}, and welcome to D&D Wiki! Thank you for your contributions. I hope you like D&D Wiki and decide to stay. I am the owner of the site, and if you have a question feel free to ask me, however when contacting anyone on D&D Wiki through talk pages please sign your name using four tildes <nowiki>(~~~~)</nowiki>; this will automatically produce your name and the date. Also, if you want to help D&D Wiki but just don't know how [http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new drop me a note] and I'll see what I can do. However, when dropping me a note please tell me how much time you would like to spend working and how well you know the Wiki Format. I hope you enjoy editing here and being a D&D Wikian! If you need help ask me on my talk page, or just right here. Again, welcome! --[[User:Green Dragon|Green Dragon]] 23:08, 3 December 2006 (MST)<br />
<br />
== Rating the PrC's ==<br />
<br />
D&D Wiki has quite a bit of Prestige Classes, with only two having been rated on D&D Wiki's rating scale. So, on a small mission to try to get ratings of PrC's done, I would like you to help. All you would have to do is go to [[DnD Classes]] then to any PrC page. Click on the PrC you would like to rate; then rate its balance by clicking on the "here" in the ''Please, help D&D Wiki by rating the balance of this item '''here'''''. I hope you can take the time to help D&D Wiki become a useful tool for every visitor that comes here; and thanks in advance. --[[User:Green Dragon|Green Dragon]] 22:30, 29 November 2006 (MST)<br />
<br />
== I love your creations... ==<br />
<br />
Great work on all the creations, Findail. I love rating them. Please don't take it hard if I'm harsh (I try not to be)-- I'm just trying to give you some very useful and insightful suggestions about how to make them better. All your contributions are very imaginative, creative, and (very close) to being well balanced. And I love that you are open to constructive criticism. Keep up the good work! --[[User:EldritchNumen|EldritchNumen]] 04:47, 15 December 2006 (MST)<br />
<br />
== Invitation for alpha testing ==<br />
<br />
Hey there. If you have time on your hands, I'd like to ask you to take a look at [[User:Armond/Deadly Assassin (DnD Prestige Class)]] for balance. There are a few things I'm concerned about, which I've listed at the very top of the page's coding in comment brackets. I feel it's only fair to warn you, however, that I've introduced a couple new game mechanics in that class, so it will likely take you a while to read and understand it all - but if you have the time and are willing, I'd really appreciate your input. If not, no worries, but if you know someone else who might be willing to help me find the bugs, I'd appreciate it if you'd let them know. Again, if you can't you can't, and I appreciate the thought all the same. Thanks! [[User:Armond|Armond]] 00:44, 13 March 2007 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=Talk:Master_Arcanist_(3.5e_Prestige_Class)&diff=239591Talk:Master Arcanist (3.5e Prestige Class)2008-03-16T20:37:25Z<p>Findail: /* Purpose */</p>
<hr />
<div>== Rating - 8/10 ==<br />
<br />
I gave it 6/10 because while the class concept is good (i've had a similar idea in my head for some time) a lot of its class features are wasted. You'll never be able to fuse spells above 6th level unless you go epic (Sor 8/ Wiz 7/Master Arc 5 equals Sor 13/Wiz 12, 6th level spells). If you max one class (Wiz 10/ Sor 5/ Master Arc 5 equals Wiz 15/Sor 10) it is fused up to 5th level only. Even going 10 levels will only get you 7th-level spells.--[[User:Zaq|Zaq]] 01:18, 31 October 2007 (MDT)<br />
<br />
:I'm not sure that I follow you (maybe you misread the entry requirements?). You need 2nd level spells in 2 arcane classes. Assuming Wiz/Sorc, that's Wiz 3/Sor 4. 5 levels of Master Arcanist takes you to 12th level as the equivalent of Wiz 8/Sor 9, giving 4th level spells (actually, one level short of 5th). Continuing as a Sorcerer, you're 3 levels behind a straight Sorc (the 3 you spent on Wizard), giving 8th level spells at 19th level and 9th level spells as soon as you hit Epic (21st). --[[User:Findail|Findail]] 11:13, 31 October 2007 (MDT)<br />
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::Yes, but you won't get fused 9th-level spells. You'll only fuse up to 4th, so the rest of the class features are wasted unless you epic.--[[User:Zaq|Zaq]] 18:43, 31 October 2007 (MDT)<br />
<br />
:::Never mind. I get it now. From that point, fusion allows you to scribe spells beyond your effective wizard level and you can add to sorcerer spells known by using spell mastery. Rating 8/10 then.--[[User:Zaq|Zaq]] 19:47, 31 October 2007 (MDT)<br />
<br />
== Problems ==<br />
<br />
This class doesn't seem to work well with theurgic spellcasting classes like Ultimate Magus or [[Arcane Savant (DnD Prestige Class)|Arcane Savant]]. It seems using either of those classes could generate extremely high DC's using the '''Arcane Fusion''' abilities of this class. A basic Wiz 3/Sor 1/Ultimate Magus 10/Master Arcanist 5 (with +0 int bonus, for ease's sake) would be casting spells with DC's of 29. Compare this to a Wiz 20, who would be casting at DC 20. The disparity gets larger as you go up in Epic levels utilizing theurgic arcane classes. --[[User:Othtim|Othtim]] 14:21, 5 March 2008 (MST)<br />
<br />
:I presume you meant "caster level" rather than "DC" (the save DC of any spell is 10 plus the spell level plus the ability modifier, and Arcane Fusion won't change that). Yes, I hadn't anticipated that: I originally designed this class before the Ultimate Magus came out. It seems to be a straightforward fix, however: I'll expand the "no double-counting" rule to cover any other classes the character might have that allow dual advancement in two arcane classes simultaneously. --[[User:Findail|Findail]] 16:35, 13 March 2008 (MDT)<br />
<br />
== Purpose ==<br />
<br />
This class isn't that attractive (to me, anyways) compared to a theurgic progression like Ultimate Magus or [[Arcane Savant (DnD Prestige Class|Arcane Savant]]. What would make a person want to take this class as opposed to a say, Wiz 3/Sor 1/Ultimate Magus 10/Arcane Savant 6? They could then use Practiced Spellcaster to get to Wiz 19/Sor 19 caster levels, and they keep all their spells per day from both casting classes. What would attract someone to this class? Do you have some comments Findail? Also, nice to see you back. I was hoping you'd come around again to revisit this class...I like the idea, it would be nice to see it fleshed out/flavoured out a bit more ''':D''' --[[User:Othtim|Othtim]] 19:22, 13 March 2008 (MDT)<br />
<br />
:...Well, I can see two advantages. Firstly, it's only 5 levels: so the character could maybe fit in another PrC before 20th (or most of one, like maybe 8 levels of Loremaster or whatever). For instance, a Wiz 3/ Sor 2 could qualify for Mage of the Arcane Order, advancing Sorcerer spells for a couple of levels to make Master Arcanist and then taking MA levels only when needed to extend Arcane Fusion to his/her highest level spells: both PrC's could be completed by 20th. Secondly, the character could gain access to the spell lists of other arcane classes by taking one level in the class (e.g. eventually gaining all Bard spells with one level of Bard). In particular, I had this in mind when I wrote the [[Arcane Adept (DnD Feat)|Arcane Adept]] feat: ''Heal'' as a 5th level spell could be quite useful. --[[User:Findail|Findail]] 14:37, 16 March 2008 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=User_talk:Findail&diff=238814User talk:Findail2008-03-13T22:49:15Z<p>Findail: </p>
<hr />
<div>==Welcome to D&D Wiki== <br />
<br />
Hello {{PAGENAME}}, and welcome to D&D Wiki! Thank you for your contributions. I hope you like D&D Wiki and decide to stay. I am the owner of the site, and if you have a question feel free to ask me, however when contacting anyone on D&D Wiki through talk pages please sign your name using four tildes <nowiki>(~~~~)</nowiki>; this will automatically produce your name and the date. Also, if you want to help D&D Wiki but just don't know how [http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new drop me a note] and I'll see what I can do. However, when dropping me a note please tell me how much time you would like to spend working and how well you know the Wiki Format. I hope you enjoy editing here and being a D&D Wikian! If you need help ask me on my talk page, or just right here. Again, welcome! --[[User:Green Dragon|Green Dragon]] 23:08, 3 December 2006 (MST)<br />
<br />
== Rating the PrC's ==<br />
<br />
D&D Wiki has quite a bit of Prestige Classes, with only two having been rated on D&D Wiki's rating scale. So, on a small mission to try to get ratings of PrC's done, I would like you to help. All you would have to do is go to [[DnD Classes]] then to any PrC page. Click on the PrC you would like to rate; then rate its balance by clicking on the "here" in the ''Please, help D&D Wiki by rating the balance of this item '''here'''''. I hope you can take the time to help D&D Wiki become a useful tool for every visitor that comes here; and thanks in advance. --[[User:Green Dragon|Green Dragon]] 22:30, 29 November 2006 (MST)<br />
<br />
== I love your creations... ==<br />
<br />
Great work on all the creations, Findail. I love rating them. Please don't take it hard if I'm harsh (I try not to be)-- I'm just trying to give you some very useful and insightful suggestions about how to make them better. All your contributions are very imaginative, creative, and (very close) to being well balanced. And I love that you are open to constructive criticism. Keep up the good work! --[[User:EldritchNumen|EldritchNumen]] 04:47, 15 December 2006 (MST)<br />
<br />
== Invitation for alpha testing ==<br />
<br />
Hey there. If you have time on your hands, I'd like to ask you to take a look at [[User:Armond/Deadly Assassin (DnD Prestige Class)]] for balance. There are a few things I'm concerned about, which I've listed at the very top of the page's coding in comment brackets. I feel it's only fair to warn you, however, that I've introduced a couple new game mechanics in that class, so it will likely take you a while to read and understand it all - but if you have the time and are willing, I'd really appreciate your input. If not, no worries, but if you know someone else who might be willing to help me find the bugs, I'd appreciate it if you'd let them know. Again, if you can't you can't, and I appreciate the thought all the same. Thanks! [[User:Armond|Armond]] 00:44, 13 March 2007 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=Master_Arcanist_(3.5e_Prestige_Class)&diff=238812Master Arcanist (3.5e Prestige Class)2008-03-13T22:46:46Z<p>Findail: /* Class Features */ - linking ECL definition</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 />
|authors=[[User:Findail|Findail]]<br />
|datecreated=12th July 2006<br />
|adopters=<br />
|dateadopted=<br />
|status=Complete<br />
|editing=<br />
|type=Strong Spellcasting<br />
|desc=After intensive research into the principles of arcane magic, it is possible for one to consolidate their spells a single spell table and spellbook, utilizing both the great functions of a wizard and sorcerer.<br />
|len=5<br />
|minlvl=5<br />
}}<br />
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=Master Arcanist= <br />
<br />
After intensive research into the principles of arcane magic, characters with two or more classes capable of casting arcane spells can begin to consolidate their powers into a single spell table and spellbook, by studying as a Master Arcanist. When this has been achieved, the Master Arcanist can add new spells to his spellbook as a Wizard does (if they appear on the spell lists for any of his arcane spellcasting classes) and can also learn to cast some of those without advance preparation, as a Sorcerer can.<br />
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==Prerequisites==<br />
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'''Skills:''' Knowledge(Arcane) 8 ranks, Spellcraft 8 ranks.<br />
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'''Feat:''' Skill Focus, Knowledge(Arcane).<br />
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'''Spellcasting:''' Ability to cast 2nd level arcane spells from two classes.<br />
<br />
==Class Abilities==<br />
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{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d4</div>Table: Master Arcanist<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! Fort<br/>Save<br />
! Ref<br/>Save<br />
! Will<br/>Save<br />
! style="text-align: left;" | Special<br />
! style="text-align: left;" | Spells per Day<br />
|- <br />
| 1. || +0 || +0 || +0 ||+2 || style="text-align: left;" | Arcane Fusion (0th & 1st level spells) || style="text-align: left;" | +1 spellcaster (all arcane)<br />
|- class="even"<br />
| 2. || +1 || +0 || +0 || +3 || style="text-align: left;" | Arcane Fusion (up to 3rd level spells) || style="text-align: left;" | +1 spellcaster (all arcane)<br />
|-<br />
| 3. || +1 || +1 || +1 || +3 || style="text-align: left;" | Arcane Fusion (up to 5th level spells) || style="text-align: left;" | +1 spellcaster (all arcane)<br />
|- class="even"<br />
| 4. || +2 || +1 ||+1 || +4 || style="text-align: left;" | Arcane Fusion (up to 7th level spells) || style="text-align: left;" | +1 spellcaster (all arcane)<br />
|-<br />
| 5. || +2 || +1 ||+1 || +4 || style="text-align: left;" | Arcane Fusion (all spell levels), Spell Mastery || style="text-align: left;" | +1 spellcaster (all arcane)<br />
|-<br />
| colspan="6" style="text-align: left; border: none;" |<br />
'''Class Skills (2 + Int modifier per level)'''<br/>Concentration (Con), Knowledge(Arcane) (Int), and Spellcraft (Int).<br />
|}<br />
<br />
==Class Features==<br />
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''All of the following are class features of the Master Arcanist:''<br />
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'''Weapon and Armour Proficiency:''' Master Arcanists gain no proficiency with weapons or armour.<br />
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'''Spellcasting:''' When a new Master Arcanist level is gained, the character gains new spells per day as if she had also gained a level in each arcane spellcasting class he/she has. The Master Arcanist does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he/she adds the level of Master Arcanist to the level of whatever other arcane spellcasting classes the character has, then determines spells per day and caster level accordingly. If the character subsequently gains a new arcane spellcasting class, the character immediately gains the benefit of his/her Master Arcanist levels on the spellcasting ability of that class.<br />
<br />
'''Arcane Fusion:''' Beginning with 0th and 1st level spells, and progressing to higher level spells as the Master Arcanist rises in level, the character begins to "fuse" spell capability into a single spell list. This has the following effects:<br />
<br />
''Spells per Day:'' For all spell levels currently subject to Arcane Fusion, the base number of spells per day is determined by the character's most favourable arcane spellcasting class (including the bonus spellcasting levels gained as a Master Arcanist), plus one additional spell per day for each additional arcane spellcasting class capable of casting spells of that level (again including the bonus spellcasting levels gained as a Master Arcanist). For instance, if a Master Arcanist has the spell capabilities of a 5th level Sorcerer (6 first spells per day) and a 4th level Wizard (3 first level spells per day), and Arcane Fusion of first level spells, he/she gets 7 first level spells (the larger amount, plus one from the other class). If one of the classes is a specialist wizard, the character also keeps the bonus spell slot reserved for spells in his/her specialist school. Intelligence is the prime spellcasting attribute for all spell levels that have undergone Arcane Fusion.<br />
<br />
''Spells Known:'' For all spell levels currently subject to Arcane Fusion, spells known to any of the character's arcane spellcasting classes are cast using the "fused" spell slots. There are two levels of knowledge: each spell can be merely "known", or it can be "mastered". Master Arcanists have the ability to spontaneously cast "mastered" spells without advance preparation using the "fused" spell slots, sacrificing a prepared spell if necessary. Spells inherited from Wizard levels (or any similar class that prepares arcane spells in advance, using a spellbook) are "known": spells inherited from Bard or Sorcerer levels (or any similar class capable of casting spells spontaneously) are copied into the character's spellbook and are considered to be "mastered". Master Arcanists have access to the [[Spell Mastery (SRD Feat)|Spell Mastery]] feat, and can use this to master known spells: they also gain one free use of this feat at 5th level. They can also prepare mastered spells in advance if they wish, allowing the incorporation of metamagic feats without increasing casting time. Whenever a character gains a level of Master Arcanist, he/she gains knowledge of new spells in the manner appropriate for each arcane spellcasting class. For instance, gaining a Wizard caster level confers knowledge of two more spells, whereas gaining a Sorcerer caster level may confer mastery of additional spells based on the Sorcerer's "spells known" table.<br />
<br />
''Learning new spells:'' For all spell levels currently subject to Arcane Fusion, new arcane spells can be learned from scrolls and spellbooks using the Spellcraft skill exactly as a Wizard does, if the spell appears on the spell list for any of the Master Arcanist's arcane classes, and the Master Arcanist is capable of casting spells of that level. It doesn't matter if the Master Arcanist isn't of sufficiently high level in the appropriate class, provided he/she is of sufficiently high level in at least one other arcane spellcasting class (including the bonus spellcasting levels gained as a Master Arcanist). For instance, a Master Arcanist with a single level of Bard and the casting ability of a 7th level Wizard can learn 4th level Bard spells (if the Arcane Fusion ability includes 4th level spells).<br />
<br />
''Caster level:'' For all spell levels currently subject to Arcane Fusion, the caster level is the sum of the caster levels for all the character's arcane spellcasting classes, plus the levels of Master Arcanist. Note that the effective spellcasting levels in other classes gained while advancing as a Master Arcanist do NOT count when determining caster level: this is to prevent double-counting, as the character is effectively advancing in two or more classes simultaneously. Also, this is the caster level to be used when determining eligibility for item-creation feats. Similarly, any other levels in classes which allow advancement in 2 or more arcane spellcasting progressions simultaneously (such as the Ultimate Magus prestige class), or any other levels which allow such advancement (such as gestalt levels) are only counted once. Another means of reaching this result is to use the character's [[Effective Character Level (terminology)|Effective Character Level]] and subtract those levels which ''don't'' enhance arcane casting ability.<br />
<br />
''Forbidden Schools:'' If a Master Arcanist is a specialist Wizard, he/she cannot gain spells from forbidden schools ''as a Wizard''. Thus, the two spells learned when gaining a level cannot be from forbidden schools. However, for spell levels that have undergone Arcane Fusion, spells can be copied from scrolls and spellbooks if the Master Arcanist has another arcane spellcasting class that can use those spells (typically Sorcerer), even if that class doesn't normally permit the learning of spells in this fashion.<br />
<br />
''Class-specific Feats:'' For all spell levels currently subject to Arcane Fusion, a Master Arcanist is treated as a Wizard with regard to class-specific spell-boosting feats such as Practised Spellcaster or Spellcasting Prodigy (even if he/she has no actual Wizard levels).<br />
<br />
==Example==<br />
Hamish the gnome Has 16 Intelligence and 14 Charisma, and is a 1st level Bard, a 3rd level Wizard (Illusionist), and a 4th level Sorcerer. As an 8th level character who is unable to cast spells above 2nd level, and with very few non-spell capabilities, Hamish is seen as rather weak by his adventuring companions. But Hamish is a gnome with a plan. He has already taken the Skill Focus: Knowledge(Arcane) feat, and has the necessary ranks in Knowledge(Arcane) and Spellcraft. On reaching 9th level, he becomes a Master Arcanist.<br />
<br />
Hamish now casts as a 2nd level Bard, a 4th level Illusionist and a 5th level Sorcerer, except that his 0th and 1st level spells have undergone Arcane Fusion. He can cast eight 0th level spells per day (six from his Sorcerer levels, plus one from Illusionist and one from Bard). From being an Illusionist, he knows all of them that Wizards can cast: furthermore, he has mastered and knows how to spontaneously cast ten different ones without preparation (he was careful not to overlap his Bard and Sorcerer 0th level spells known). These spells are cast as a 9th level caster.<br />
<br />
He can also cast ten 1st level spells per day. One of these must be an illusion (it's his specialist spell slot): the others consist of six spells from his Sorcerer levels, one from Wizard, one from Bard, and one from his Intelligence bonus. His spellbook contains all the spells he knew as an Illusionist (plus the two he's just learned from gaining a level), plus his 1st level Bard and Sorcerer spells. He has mastered and can spontaneously cast six different 1st level spells: four from his Sorcerer levels and the two he's just gained as a Bard. He can learn more spells (of up to 1st level) from either the Sorcerer/Wizard or the Bard lists by using his Spellcraft skill, and casts as a 9th level caster.<br />
<br />
His 2nd level Illusionist and Sorcerer spells are not yet subject to Arcane Fusion, and he casts these exactly as a normal 4th level Illusionist or 5th level Sorcerer. However, his 1st level spell capability is now quite formidable: Hamish can spontaneously cast up to nine Magic Missile spells per day (with five missiles per casting), or nine Cure Light Wounds delivering d8+5 healing each. The rest of his party develop a new appreciation of his abilities.<br />
<br />
Later, Hamish decides to take another level of Master Arcanist. He is now tenth level, but casts as a 3rd level Bard, 5th level Illusionist and 6th level Sorcerer: however, all of the spell levels he can cast have now undergone Arcane Fusion.<br />
<br />
Hamish can now cast eight 0th level spells, ten 1st level spells (one of which must be an illusion), eight 2nd level spells (one illusion, five from his effective Sorcerer level, one from Wizard, and his Intelligence bonus), and six 3rd level spells (one illusion, three from his effective Sorcerer level, one from Wizard, and his Intelligence bonus). His Bard levels don't contribute to his 2nd or 3rd level spells per day, because a 3rd level Bard can't cast spells above 1st level. However, his caster level for all his spells is now 10th, and he can add Sorcerer/Wizard or Bard spells of up to 3rd level into his spellbook (and cast them with preparation). He can later develop the ability to cast his favorite known spells spontaneously, either by taking them as Bard or Sorcerer spells, or by the Spell Mastery feat.<br />
<br />
Hamish continues to take levels as a Master Arcanist. On reaching 13th level, he is a 1st level Bard, 3rd level Illusionist, 4th level Sorcerer, and 5th level Master Arcanist. He can cast spells of up to 4th level (including 4th level Bard spells), with a caster level of 13th. He can spontaneously cast various Sorcerer/Wizard spells of up to 4th level and Bard spells of up to 2nd level (combining the "spells known" tables of a 9th level Sorcerer and a 6th level Bard), plus the spells he mastered with the Spell Mastery feat.<br />
<br />
From now on, probably his best option is to join another prestige class which offers continued advancement as a Sorcerer (such as Loremaster). He will be lagging four levels behind a single-classed Sorcerer with regard to access to higher spell levels. However, his spells will be backed by the power of all his arcane caster levels, and he can expand his spell repertoire much more easily than a Sorcerer, eventually learning all Sorcerer/Wizard and Bard spells: by repeated use of the Spell Mastery feat, he will also be able to spontaneously cast a wider selection of spells than a normal Sorcerer. Furthermore, Intelligence is now his casting attribute, not Charisma: by putting points on Intelligence, he will become more skilled than a Sorcerer. And if he finds another arcane spellcasting class with a different selection of spells, he can gain access to them all if he's willing to take one level in the class (and if he can then find the appropriate scrolls, spellbooks etc).<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>Findailhttps://www.dandwiki.com/w/index.php?title=Master_Arcanist_(3.5e_Prestige_Class)&diff=238811Master Arcanist (3.5e Prestige Class)2008-03-13T22:44:02Z<p>Findail: /* Class Features */ - fixed double-counting issue</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 />
|authors=[[User:Findail|Findail]]<br />
|datecreated=12th July 2006<br />
|adopters=<br />
|dateadopted=<br />
|status=Complete<br />
|editing=<br />
|type=Strong Spellcasting<br />
|desc=After intensive research into the principles of arcane magic, it is possible for one to consolidate their spells a single spell table and spellbook, utilizing both the great functions of a wizard and sorcerer.<br />
|len=5<br />
|minlvl=5<br />
}}<br />
<br />
=Master Arcanist= <br />
<br />
After intensive research into the principles of arcane magic, characters with two or more classes capable of casting arcane spells can begin to consolidate their powers into a single spell table and spellbook, by studying as a Master Arcanist. When this has been achieved, the Master Arcanist can add new spells to his spellbook as a Wizard does (if they appear on the spell lists for any of his arcane spellcasting classes) and can also learn to cast some of those without advance preparation, as a Sorcerer can.<br />
<br />
==Prerequisites==<br />
<br />
'''Skills:''' Knowledge(Arcane) 8 ranks, Spellcraft 8 ranks.<br />
<br />
'''Feat:''' Skill Focus, Knowledge(Arcane).<br />
<br />
'''Spellcasting:''' Ability to cast 2nd level arcane spells from two classes.<br />
<br />
==Class Abilities==<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d4</div>Table: Master Arcanist<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! Fort<br/>Save<br />
! Ref<br/>Save<br />
! Will<br/>Save<br />
! style="text-align: left;" | Special<br />
! style="text-align: left;" | Spells per Day<br />
|- <br />
| 1. || +0 || +0 || +0 ||+2 || style="text-align: left;" | Arcane Fusion (0th & 1st level spells) || style="text-align: left;" | +1 spellcaster (all arcane)<br />
|- class="even"<br />
| 2. || +1 || +0 || +0 || +3 || style="text-align: left;" | Arcane Fusion (up to 3rd level spells) || style="text-align: left;" | +1 spellcaster (all arcane)<br />
|-<br />
| 3. || +1 || +1 || +1 || +3 || style="text-align: left;" | Arcane Fusion (up to 5th level spells) || style="text-align: left;" | +1 spellcaster (all arcane)<br />
|- class="even"<br />
| 4. || +2 || +1 ||+1 || +4 || style="text-align: left;" | Arcane Fusion (up to 7th level spells) || style="text-align: left;" | +1 spellcaster (all arcane)<br />
|-<br />
| 5. || +2 || +1 ||+1 || +4 || style="text-align: left;" | Arcane Fusion (all spell levels), Spell Mastery || style="text-align: left;" | +1 spellcaster (all arcane)<br />
|-<br />
| colspan="6" style="text-align: left; border: none;" |<br />
'''Class Skills (2 + Int modifier per level)'''<br/>Concentration (Con), Knowledge(Arcane) (Int), and Spellcraft (Int).<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All of the following are class features of the Master Arcanist:''<br />
<br />
'''Weapon and Armour Proficiency:''' Master Arcanists gain no proficiency with weapons or armour.<br />
<br />
'''Spellcasting:''' When a new Master Arcanist level is gained, the character gains new spells per day as if she had also gained a level in each arcane spellcasting class he/she has. The Master Arcanist does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he/she adds the level of Master Arcanist to the level of whatever other arcane spellcasting classes the character has, then determines spells per day and caster level accordingly. If the character subsequently gains a new arcane spellcasting class, the character immediately gains the benefit of his/her Master Arcanist levels on the spellcasting ability of that class.<br />
<br />
'''Arcane Fusion:''' Beginning with 0th and 1st level spells, and progressing to higher level spells as the Master Arcanist rises in level, the character begins to "fuse" spell capability into a single spell list. This has the following effects:<br />
<br />
''Spells per Day:'' For all spell levels currently subject to Arcane Fusion, the base number of spells per day is determined by the character's most favourable arcane spellcasting class (including the bonus spellcasting levels gained as a Master Arcanist), plus one additional spell per day for each additional arcane spellcasting class capable of casting spells of that level (again including the bonus spellcasting levels gained as a Master Arcanist). For instance, if a Master Arcanist has the spell capabilities of a 5th level Sorcerer (6 first spells per day) and a 4th level Wizard (3 first level spells per day), and Arcane Fusion of first level spells, he/she gets 7 first level spells (the larger amount, plus one from the other class). If one of the classes is a specialist wizard, the character also keeps the bonus spell slot reserved for spells in his/her specialist school. Intelligence is the prime spellcasting attribute for all spell levels that have undergone Arcane Fusion.<br />
<br />
''Spells Known:'' For all spell levels currently subject to Arcane Fusion, spells known to any of the character's arcane spellcasting classes are cast using the "fused" spell slots. There are two levels of knowledge: each spell can be merely "known", or it can be "mastered". Master Arcanists have the ability to spontaneously cast "mastered" spells without advance preparation using the "fused" spell slots, sacrificing a prepared spell if necessary. Spells inherited from Wizard levels (or any similar class that prepares arcane spells in advance, using a spellbook) are "known": spells inherited from Bard or Sorcerer levels (or any similar class capable of casting spells spontaneously) are copied into the character's spellbook and are considered to be "mastered". Master Arcanists have access to the [[Spell Mastery (SRD Feat)|Spell Mastery]] feat, and can use this to master known spells: they also gain one free use of this feat at 5th level. They can also prepare mastered spells in advance if they wish, allowing the incorporation of metamagic feats without increasing casting time. Whenever a character gains a level of Master Arcanist, he/she gains knowledge of new spells in the manner appropriate for each arcane spellcasting class. For instance, gaining a Wizard caster level confers knowledge of two more spells, whereas gaining a Sorcerer caster level may confer mastery of additional spells based on the Sorcerer's "spells known" table.<br />
<br />
''Learning new spells:'' For all spell levels currently subject to Arcane Fusion, new arcane spells can be learned from scrolls and spellbooks using the Spellcraft skill exactly as a Wizard does, if the spell appears on the spell list for any of the Master Arcanist's arcane classes, and the Master Arcanist is capable of casting spells of that level. It doesn't matter if the Master Arcanist isn't of sufficiently high level in the appropriate class, provided he/she is of sufficiently high level in at least one other arcane spellcasting class (including the bonus spellcasting levels gained as a Master Arcanist). For instance, a Master Arcanist with a single level of Bard and the casting ability of a 7th level Wizard can learn 4th level Bard spells (if the Arcane Fusion ability includes 4th level spells).<br />
<br />
''Caster level:'' For all spell levels currently subject to Arcane Fusion, the caster level is the sum of the caster levels for all the character's arcane spellcasting classes, plus the levels of Master Arcanist. Note that the effective spellcasting levels in other classes gained while advancing as a Master Arcanist do NOT count when determining caster level: this is to prevent double-counting, as the character is effectively advancing in two or more classes simultaneously. Also, this is the caster level to be used when determining eligibility for item-creation feats. Similarly, any other levels in classes which allow advancement in 2 or more arcane spellcasting progressions simultaneously (such as the Ultimate Magus prestige class), or any other levels which allow such advancement (such as gestalt levels) are only counted once. Another means of reaching this result is to use the character's Effective Character Level and subtract those levels which ''don't'' enhance arcane casting ability.<br />
<br />
''Forbidden Schools:'' If a Master Arcanist is a specialist Wizard, he/she cannot gain spells from forbidden schools ''as a Wizard''. Thus, the two spells learned when gaining a level cannot be from forbidden schools. However, for spell levels that have undergone Arcane Fusion, spells can be copied from scrolls and spellbooks if the Master Arcanist has another arcane spellcasting class that can use those spells (typically Sorcerer), even if that class doesn't normally permit the learning of spells in this fashion.<br />
<br />
''Class-specific Feats:'' For all spell levels currently subject to Arcane Fusion, a Master Arcanist is treated as a Wizard with regard to class-specific spell-boosting feats such as Practised Spellcaster or Spellcasting Prodigy (even if he/she has no actual Wizard levels).<br />
<br />
==Example==<br />
Hamish the gnome Has 16 Intelligence and 14 Charisma, and is a 1st level Bard, a 3rd level Wizard (Illusionist), and a 4th level Sorcerer. As an 8th level character who is unable to cast spells above 2nd level, and with very few non-spell capabilities, Hamish is seen as rather weak by his adventuring companions. But Hamish is a gnome with a plan. He has already taken the Skill Focus: Knowledge(Arcane) feat, and has the necessary ranks in Knowledge(Arcane) and Spellcraft. On reaching 9th level, he becomes a Master Arcanist.<br />
<br />
Hamish now casts as a 2nd level Bard, a 4th level Illusionist and a 5th level Sorcerer, except that his 0th and 1st level spells have undergone Arcane Fusion. He can cast eight 0th level spells per day (six from his Sorcerer levels, plus one from Illusionist and one from Bard). From being an Illusionist, he knows all of them that Wizards can cast: furthermore, he has mastered and knows how to spontaneously cast ten different ones without preparation (he was careful not to overlap his Bard and Sorcerer 0th level spells known). These spells are cast as a 9th level caster.<br />
<br />
He can also cast ten 1st level spells per day. One of these must be an illusion (it's his specialist spell slot): the others consist of six spells from his Sorcerer levels, one from Wizard, one from Bard, and one from his Intelligence bonus. His spellbook contains all the spells he knew as an Illusionist (plus the two he's just learned from gaining a level), plus his 1st level Bard and Sorcerer spells. He has mastered and can spontaneously cast six different 1st level spells: four from his Sorcerer levels and the two he's just gained as a Bard. He can learn more spells (of up to 1st level) from either the Sorcerer/Wizard or the Bard lists by using his Spellcraft skill, and casts as a 9th level caster.<br />
<br />
His 2nd level Illusionist and Sorcerer spells are not yet subject to Arcane Fusion, and he casts these exactly as a normal 4th level Illusionist or 5th level Sorcerer. However, his 1st level spell capability is now quite formidable: Hamish can spontaneously cast up to nine Magic Missile spells per day (with five missiles per casting), or nine Cure Light Wounds delivering d8+5 healing each. The rest of his party develop a new appreciation of his abilities.<br />
<br />
Later, Hamish decides to take another level of Master Arcanist. He is now tenth level, but casts as a 3rd level Bard, 5th level Illusionist and 6th level Sorcerer: however, all of the spell levels he can cast have now undergone Arcane Fusion.<br />
<br />
Hamish can now cast eight 0th level spells, ten 1st level spells (one of which must be an illusion), eight 2nd level spells (one illusion, five from his effective Sorcerer level, one from Wizard, and his Intelligence bonus), and six 3rd level spells (one illusion, three from his effective Sorcerer level, one from Wizard, and his Intelligence bonus). His Bard levels don't contribute to his 2nd or 3rd level spells per day, because a 3rd level Bard can't cast spells above 1st level. However, his caster level for all his spells is now 10th, and he can add Sorcerer/Wizard or Bard spells of up to 3rd level into his spellbook (and cast them with preparation). He can later develop the ability to cast his favorite known spells spontaneously, either by taking them as Bard or Sorcerer spells, or by the Spell Mastery feat.<br />
<br />
Hamish continues to take levels as a Master Arcanist. On reaching 13th level, he is a 1st level Bard, 3rd level Illusionist, 4th level Sorcerer, and 5th level Master Arcanist. He can cast spells of up to 4th level (including 4th level Bard spells), with a caster level of 13th. He can spontaneously cast various Sorcerer/Wizard spells of up to 4th level and Bard spells of up to 2nd level (combining the "spells known" tables of a 9th level Sorcerer and a 6th level Bard), plus the spells he mastered with the Spell Mastery feat.<br />
<br />
From now on, probably his best option is to join another prestige class which offers continued advancement as a Sorcerer (such as Loremaster). He will be lagging four levels behind a single-classed Sorcerer with regard to access to higher spell levels. However, his spells will be backed by the power of all his arcane caster levels, and he can expand his spell repertoire much more easily than a Sorcerer, eventually learning all Sorcerer/Wizard and Bard spells: by repeated use of the Spell Mastery feat, he will also be able to spontaneously cast a wider selection of spells than a normal Sorcerer. Furthermore, Intelligence is now his casting attribute, not Charisma: by putting points on Intelligence, he will become more skilled than a Sorcerer. And if he finds another arcane spellcasting class with a different selection of spells, he can gain access to them all if he's willing to take one level in the class (and if he can then find the appropriate scrolls, spellbooks etc).<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>Findailhttps://www.dandwiki.com/w/index.php?title=Talk:Master_Arcanist_(3.5e_Prestige_Class)&diff=238806Talk:Master Arcanist (3.5e Prestige Class)2008-03-13T22:35:03Z<p>Findail: /* Problems */ - I'll fix that</p>
<hr />
<div>== Rating - 8/10 ==<br />
<br />
I gave it 6/10 because while the class concept is good (i've had a similar idea in my head for some time) a lot of its class features are wasted. You'll never be able to fuse spells above 6th level unless you go epic (Sor 8/ Wiz 7/Master Arc 5 equals Sor 13/Wiz 12, 6th level spells). If you max one class (Wiz 10/ Sor 5/ Master Arc 5 equals Wiz 15/Sor 10) it is fused up to 5th level only. Even going 10 levels will only get you 7th-level spells.--[[User:Zaq|Zaq]] 01:18, 31 October 2007 (MDT)<br />
<br />
:I'm not sure that I follow you (maybe you misread the entry requirements?). You need 2nd level spells in 2 arcane classes. Assuming Wiz/Sorc, that's Wiz 3/Sor 4. 5 levels of Master Arcanist takes you to 12th level as the equivalent of Wiz 8/Sor 9, giving 4th level spells (actually, one level short of 5th). Continuing as a Sorcerer, you're 3 levels behind a straight Sorc (the 3 you spent on Wizard), giving 8th level spells at 19th level and 9th level spells as soon as you hit Epic (21st). --[[User:Findail|Findail]] 11:13, 31 October 2007 (MDT)<br />
<br />
::Yes, but you won't get fused 9th-level spells. You'll only fuse up to 4th, so the rest of the class features are wasted unless you epic.--[[User:Zaq|Zaq]] 18:43, 31 October 2007 (MDT)<br />
<br />
:::Never mind. I get it now. From that point, fusion allows you to scribe spells beyond your effective wizard level and you can add to sorcerer spells known by using spell mastery. Rating 8/10 then.--[[User:Zaq|Zaq]] 19:47, 31 October 2007 (MDT)<br />
<br />
== Problems ==<br />
<br />
This class doesn't seem to work well with theurgic spellcasting classes like Ultimate Magus or [[Arcane Savant (DnD Prestige Class)|Arcane Savant]]. It seems using either of those classes could generate extremely high DC's using the '''Arcane Fusion''' abilities of this class. A basic Wiz 3/Sor 1/Ultimate Magus 10/Master Arcanist 5 (with +0 int bonus, for ease's sake) would be casting spells with DC's of 29. Compare this to a Wiz 20, who would be casting at DC 20. The disparity gets larger as you go up in Epic levels utilizing theurgic arcane classes. --[[User:Othtim|Othtim]] 14:21, 5 March 2008 (MST)<br />
<br />
:I presume you meant "caster level" rather than "DC" (the save DC of any spell is 10 plus the spell level plus the ability modifier, and Arcane Fusion won't change that). Yes, I hadn't anticipated that: I originally designed this class before the Ultimate Magus came out. It seems to be a straightforward fix, however: I'll expand the "no double-counting" rule to cover any other classes the character might have that allow dual advancement in two arcane classes simultaneously. --[[User:Findail|Findail]] 16:35, 13 March 2008 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=User_talk:Findail&diff=214105User talk:Findail2008-01-23T12:04:29Z<p>Findail: </p>
<hr />
<div>==Welcome to D&D Wiki== <br />
<br />
Hello {{PAGENAME}}, and welcome to D&D Wiki! Thank you for your contributions. I hope you like D&D Wiki and decide to stay. I am the owner of the site, and if you have a question feel free to ask me, however when contacting anyone on D&D Wiki through talk pages please sign your name using four tildes <nowiki>(~~~~)</nowiki>; this will automatically produce your name and the date. Also, if you want to help D&D Wiki but just don't know how [http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new drop me a note] and I'll see what I can do. However, when dropping me a note please tell me how much time you would like to spend working and how well you know the Wiki Format. I hope you enjoy editing here and being a D&D Wikian! If you need help ask me on my talk page, or just right here. Again, welcome! --[[User:Green Dragon|Green Dragon]] 23:08, 3 December 2006 (MST)<br />
<br />
== Rating the PrC's ==<br />
<br />
D&D Wiki has quite a bit of Prestige Classes, with only two having been rated on D&D Wiki's rating scale. So, on a small mission to try to get ratings of PrC's done, I would like you to help. All you would have to do is go to [[DnD Classes]] then to any PrC page. Click on the PrC you would like to rate; then rate its balance by clicking on the "here" in the ''Please, help D&D Wiki by rating the balance of this item '''here'''''. I hope you can take the time to help D&D Wiki become a useful tool for every visitor that comes here; and thanks in advance. --[[User:Green Dragon|Green Dragon]] 22:30, 29 November 2006 (MST)<br />
<br />
== I love your creations... ==<br />
<br />
Great work on all the creations, Findail. I love rating them. Please don't take it hard if I'm harsh (I try not to be)-- I'm just trying to give you some very useful and insightful suggestions about how to make them better. All your contributions are very imaginative, creative, and (very close) to being well balanced. And I love that you are open to constructive criticism. Keep up the good work! --[[User:EldritchNumen|EldritchNumen]] 04:47, 15 December 2006 (MST)<br />
<br />
== Invitation for alpha testing ==<br />
<br />
Hey there. If you have time on your hands, I'd like to ask you to take a look at [[User:Armond/Deadly Assassin (DnD Prestige Class)]] for balance. There are a few things I'm concerned about, which I've listed at the very top of the page's coding in comment brackets. I feel it's only fair to warn you, however, that I've introduced a couple new game mechanics in that class, so it will likely take you a while to read and understand it all - but if you have the time and are willing, I'd really appreciate your input. If not, no worries, but if you know someone else who might be willing to help me find the bugs, I'd appreciate it if you'd let them know. Again, if you can't you can't, and I appreciate the thought all the same. Thanks! [[User:Armond|Armond]] 00:44, 13 March 2007 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=User_talk:Findail&diff=214104User talk:Findail2008-01-23T12:04:10Z<p>Findail: </p>
<hr />
<div>}}==Welcome to D&D Wiki== <br />
<br />
Hello {{PAGENAME}}, and welcome to D&D Wiki! Thank you for your contributions. I hope you like D&D Wiki and decide to stay. I am the owner of the site, and if you have a question feel free to ask me, however when contacting anyone on D&D Wiki through talk pages please sign your name using four tildes <nowiki>(~~~~)</nowiki>; this will automatically produce your name and the date. Also, if you want to help D&D Wiki but just don't know how [http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&action=edit&section=new drop me a note] and I'll see what I can do. However, when dropping me a note please tell me how much time you would like to spend working and how well you know the Wiki Format. I hope you enjoy editing here and being a D&D Wikian! If you need help ask me on my talk page, or just right here. Again, welcome! --[[User:Green Dragon|Green Dragon]] 23:08, 3 December 2006 (MST)<br />
<br />
== Rating the PrC's ==<br />
<br />
D&D Wiki has quite a bit of Prestige Classes, with only two having been rated on D&D Wiki's rating scale. So, on a small mission to try to get ratings of PrC's done, I would like you to help. All you would have to do is go to [[DnD Classes]] then to any PrC page. Click on the PrC you would like to rate; then rate its balance by clicking on the "here" in the ''Please, help D&D Wiki by rating the balance of this item '''here'''''. I hope you can take the time to help D&D Wiki become a useful tool for every visitor that comes here; and thanks in advance. --[[User:Green Dragon|Green Dragon]] 22:30, 29 November 2006 (MST)<br />
<br />
== I love your creations... ==<br />
<br />
Great work on all the creations, Findail. I love rating them. Please don't take it hard if I'm harsh (I try not to be)-- I'm just trying to give you some very useful and insightful suggestions about how to make them better. All your contributions are very imaginative, creative, and (very close) to being well balanced. And I love that you are open to constructive criticism. Keep up the good work! --[[User:EldritchNumen|EldritchNumen]] 04:47, 15 December 2006 (MST)<br />
<br />
== Invitation for alpha testing ==<br />
<br />
Hey there. If you have time on your hands, I'd like to ask you to take a look at [[User:Armond/Deadly Assassin (DnD Prestige Class)]] for balance. There are a few things I'm concerned about, which I've listed at the very top of the page's coding in comment brackets. I feel it's only fair to warn you, however, that I've introduced a couple new game mechanics in that class, so it will likely take you a while to read and understand it all - but if you have the time and are willing, I'd really appreciate your input. If not, no worries, but if you know someone else who might be willing to help me find the bugs, I'd appreciate it if you'd let them know. Again, if you can't you can't, and I appreciate the thought all the same. Thanks! [[User:Armond|Armond]] 00:44, 13 March 2007 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=Wizard_(Triclops_Substitution_Level)&diff=213173Wizard (Triclops Substitution Level)2008-01-22T14:21:35Z<p>Findail: /* Triclopean Wizard Substitution Levels */ SRD links</p>
<hr />
<div>===Triclopean Wizard Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes have unusual mental powers and an aptitude for powerful magic: their [[SRD:Wizard|Wizards]] can develop an extended mastery of magic, especially if they are not specialists (for a specialist Wizard, these powers are confined to his/her specialist school).<br />
<br />
'''1st level:''' A Triclopean Wizard who gives up the Wizard's right to have a familiar gains a special psychomagical ability instead (a familiar can still be gained by other means, such as taking a level of Sorcerer, but Wizard levels will normally no longer count towards familiar advancement). Normally, a Wizard may choose to leave one or more spell slots "unassigned": if faced with an unforeseen problem later that day, the Wizard can then prepare a spell in the left-open slot by studying his/her spellbook for 15 minutes. A Triclopean Wizard can do this too, but this ability also allows him/her to assign a left-open slot to a spell as a free action by using another prepared spell he/she is carrying (of the same level or lower) as a template: the unassigned spell immediately becomes an identical copy of the template spell. Note that only another prepared Wizard spell that has not yet been cast can be used as a template. Alternatively, the Wizard can use this ability to copy a spell he/she has mastered via the Spell Mastery feat (even if he/she doesn't have that spell prepared). However, in both cases a specialist Wizard can only use this ability to copy spells in his/her specialist school (non-specialist Wizards don't have this limitation). If the character also gains levels in the "Mage of the Arcane Order" prestige class, these unassigned slots can also be used with the "spellpool" ability (i.e. it is not necessary to prepare left-open slots separately for the two abilities). This ability is less flexible than the spellpool (because it's limited to copying an existing or mastered spell, and may be limited to one school of magic), but it's faster (the spell can be cast in the same round, rather than the following round) and isn't restricted to a specific number of uses per day.<br />
<br />
'''5th, 10th, 15th & 20th level:''' At these levels, a Wizard is entitled to a bonus metamagic or item-creation feat, or the Spell Mastery feat. Alternatively, a Triclopean Wizard can gain knowledge of two new spells from the spell lists of other core character classes instead (excluding clerical domain spells). These will always be at least 2 levels higher than normal, plus another level if crossing the Arcane/Divine division: thus, the Wizard could learn ''[[SRD:Cure Serious Wounds|Cure Serious Wounds]]'' as a 5th level spell (from the Bard list, where it's normally 3rd level) and ''[[SRD:Raise Dead|Raise Dead]]'' as an 8th level spell (from the Cleric list, normally 5th level). This can also be done with Epic Wizard feats. However, a specialist Wizard can only use this ability to learn spells in his/her specialist school (non-specialist Wizards don't have this limitation).<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Triclops Racial Substitution Levels|Triclops Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Wizard_(Triclops_Substitution_Level)&diff=213172Wizard (Triclops Substitution Level)2008-01-22T14:19:56Z<p>Findail: Triclops Wizard Substitution Levels</p>
<hr />
<div>===Triclopean Wizard Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes have unusual mental powers and an aptitude for powerful magic: their [[SRD:Wizard|Wizards]] can develop an extended mastery of magic, especially if they are not specialists (for a specialist Wizard, these powers are confined to his/her specialist school).<br />
<br />
'''1st level:''' A Triclopean Wizard who gives up the Wizard's right to have a familiar gains a special psychomagical ability instead (a familiar can still be gained by other means, such as taking a level of Sorcerer, but Wizard levels will normally no longer count towards familiar advancement). Normally, a Wizard may choose to leave one or more spell slots "unassigned": if faced with an unforeseen problem later that day, the Wizard can then prepare a spell in the left-open slot by studying his/her spellbook for 15 minutes. A Triclopean Wizard can do this too, but this ability also allows him/her to assign a left-open slot to a spell as a free action by using another prepared spell he/she is carrying (of the same level or lower) as a template: the unassigned spell immediately becomes an identical copy of the template spell. Note that only another prepared Wizard spell that has not yet been cast can be used as a template. Alternatively, the Wizard can use this ability to copy a spell he/she has mastered via the Spell Mastery feat (even if he/she doesn't have that spell prepared). However, in both cases a specialist Wizard can only use this ability to copy spells in his/her specialist school (non-specialist Wizards don't have this limitation). If the character also gains levels in the "Mage of the Arcane Order" prestige class, these unassigned slots can also be used with the "spellpool" ability (i.e. it is not necessary to prepare left-open slots separately for the two abilities). This ability is less flexible than the spellpool (because it's limited to copying an existing or mastered spell, and may be limited to one school of magic), but it's faster (the spell can be cast in the same round, rather than the following round) and isn't restricted to a specific number of uses per day.<br />
<br />
'''5th, 10th, 15th & 20th level:''' At these levels, a Wizard is entitled to a bonus metamagic or item-creation feat, or the Spell Mastery feat. Alternatively, a Triclopean Wizard can gain knowledge of two new spells from the spell lists of other core character classes instead (excluding clerical domain spells). These will always be at least 2 levels higher than normal, plus another level if crossing the Arcane/Divine division: thus, the Wizard could learn Cure Serious Wounds as a 5th level spell (from the Bard list, where it's normally 3rd level) and Raise Dead as an 8th level spell (from the Cleric list, normally 5th level). This can also be done with Epic Wizard feats. However, a specialist Wizard can only use this ability to learn spells in his/her specialist school (non-specialist Wizards don't have this limitation).<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Triclops Racial Substitution Levels|Triclops Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Sorcerer_(Triclops_Substitution_Level)&diff=213171Sorcerer (Triclops Substitution Level)2008-01-22T14:12:31Z<p>Findail: /* Triclopean Sorcerer Substitution Levels */</p>
<hr />
<div>===Triclopean Sorcerer Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes have unusual mental powers and an aptitude for powerful magic: their [[SRD:Sorcerer|Sorcerers]] can gain Wizard-like abilities. As a Triclops needs to progress as an actual Sorcerer to gain these abilities (rather than switching to a prestige class that offers spellcasting progression, as many Sorcerers do), I've also added a bonus metamagic feat every 5 levels (similar to the bonus metamagic or item-creation feats that a Wizard would get).<br />
<br />
'''1st level:''' A Triclopean Sorcerer may choose not to gain proficiecy with all simple weapons (at least, not as a Sorcerer: he/she may have this from another class), choosing the more limited weapons selection of a Wizard instead, and gaining the ability to apply metamagic feats to his/her Sorcerer spells without increasing their casting time.<br />
<br />
'''3rd, 6th, 9th, 12th, 15th & 18th level:''' Every 3 levels, a Triclopean Sorcerer gains the opportunity to permanently sacrifice a spell slot in order to develop the ability to prepare and cast a few low-level spells from a spellbook as a Wizard does, bypassing the Sorcerer's restrictions on spells known. When this option is first selected, the Sorcerer gives up a 1st level spell slot and gains the ability to learn 0th and 1st level spells as a Wizard does, maintaining a spellbook (which will initially be blank: spells must be obtained from scrolls and other spellbooks). The Sorcerer will gain the Arcane Preparation feat (allowing him/her to prepare some or all of his/her Sorcerer spells in advance as a Wizard would) and can prepare a limited number of 0th and 1st level Wizard spells from his/her spellbook using Sorcerer spell slots: up to one 0th and one 1st level spell per day, plus the bonus spells that a Wizard with the character's Intelligence score would gain (one for 12 Int, another for 20 Int etc). The character will need an Intelligence score of at least 10 plus the spell level. Note that these bonus spells for high Intelligence will still be deducted from the character's Sorcerer spells-per-day allowance: thus, a high Intelligence won't actually increase the total number of spells the character can cast. Save DC's for these spells will be based on the Sorcerer's Intelligence or Charisma score, whichever is higher. For example, normally a 3rd level Sorcerer with 16 Charisma and 14 Intelligence can cast six 0th level spells and six 1st level spells per day: on taking this ability, he/she loses one 1st level slot and gains the ability to prepare up to one 0th level spell and two 1st level spells from his/her spellbook, using the remaining slots (in this case, five 0th level and three 1st level) for normal Sorcerer spells.<br />
<br />
When this option is taken a second time, the Sorcerer will sacrifice a 2nd level spell slot to gain the ability to add 2nd level spells to his/her spell book and prepare up to one per day (plus possible Int bonus: another for 14 Int, another for 22 Int etc) from his/her remaining Sorcerer spell slots. Next time, the Sorcerer loses a 3rd level slot and can learn/prepare 3rd level spells... and so on.<br />
<br />
If the character subsequently gains an ability which makes this ability obsolete (e.g. the "Arcane Fusion" ability of the [[Master Arcanist (DnD Prestige Class)|Master Arcanist]] prestige class), the sacrificed spell slots are regained.<br />
<br />
'''5th, 10th, 15th & 20th level:''' Every 5 levels, a Triclopean Sorcerer gains a bonus metamagic feat.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Triclops Racial Substitution Levels|Triclops Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Sorcerer_(Triclops_Substitution_Level)&diff=213170Sorcerer (Triclops Substitution Level)2008-01-22T14:09:19Z<p>Findail: /* Triclopean Sorcerer Substitution Levels */</p>
<hr />
<div>===Triclopean Sorcerer Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes have unusual mental powers and an aptitude for powerful magic: their [[SRD:Sorcerer|Sorcerers]] can gain Wizard-like abilities. As a Triclops needs to progress as an actual Sorcerer to gain these abilities (rather than switching to a prestige class that offers spellcasting progression, as many Sorcerers do), I've also added a bonus metamagic feat every 5 levels (similar to the bonus metamagic or item-creation feats that a Wizard would get).<br />
<br />
'''1st level:''' A Triclopean Sorcerer may choose not to gain proficiecy with all simple weapons (at least, not as a Sorcerer: he/she may have this from another class), choosing the more limited weapons selection of a Wizard instead, and gaining the ability to apply metamagic feats to his/her Sorcerer spells without increasing their casting time.<br />
<br />
'''3rd, 6th, 9th, 12th, 15th & 18th level:''' Every 3 levels, a Triclopean Sorcerer gains the opportunity to permanently sacrifice a spell slot in order to develop the ability to prepare and cast a few low-level spells from a spellbook as a Wizard does, bypassing the Sorcerer's restrictions on spells known. When this option is first selected, the Sorcerer gives up a 1st level spell slot and gains the ability to learn 0th and 1st level spells as a Wizard does, maintaining a spellbook (which will initially be blank: spells must be obtained from scrolls and other spellbooks). The Sorcerer will gain the Arcane Preparation feat (allowing him/her to prepare some or all of his/her Sorcerer spells in advance as a Wizard would) and can prepare a limited number of 0th and 1st level Wizard spells from his/her spellbook using Sorcerer spell slots: up to one 0th and one 1st level spell per day, plus the bonus spells that a Wizard with the character's Intelligence score would gain (one for 12 Int, another for 20 Int etc). The character will need an Intelligence score of at least 10 plus the spell level. Save DC's for these spells will be based on the Sorcerer's Intelligence or Charisma score, whichever is higher. For example, normally a 3rd level Sorcerer with 16 Charisma and 14 Intelligence can cast six 0th level spells and six 1st level spells per day: on taking this ability, he/she loses one 1st level slot and gains the ability to prepare up to one 0th level spell and two 1st level spells from his/her spellbook, using the remaining slots (in this case, five 0th level and three 1st level) for normal Sorcerer spells.<br />
<br />
When this option is taken a second time, the Sorcerer will sacrifice a 2nd level spell slot to gain the ability to add 2nd level spells to his/her spell book and prepare up to one per day (plus possible Int bonus: another for 14 Int, another for 22 Int etc) from his/her remaining Sorcerer spell slots. Next time, the Sorcerer loses a 3rd level slot and can learn/prepare 3rd level spells... and so on.<br />
<br />
If the character subsequently gains an ability which makes this ability obsolete (e.g. the "Arcane Fusion" ability of the [[Master Arcanist (DnD Prestige Class)|Master Arcanist]] prestige class), the sacrificed spell slots are regained.<br />
<br />
'''5th, 10th, 15th & 20th level:''' Every 5 levels, a Triclopean Sorcerer gains a bonus metamagic feat.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Triclops Racial Substitution Levels|Triclops Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Sorcerer_(Triclops_Substitution_Level)&diff=213169Sorcerer (Triclops Substitution Level)2008-01-22T14:08:27Z<p>Findail: Triclops Sorcerer Substitution Levels</p>
<hr />
<div>===Triclopean Sorcerer Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes have unusual mental powers and an aptitude for powerful magic: their [[SRD:Sorcerer|Sorcerers]] can gain Wizard-like abilities. As a Triclops needs to progress as an actual Sorcerer to gain these abilities (rather than switching to a prestige class that offers spellcasting progression, as many Sorcerers do), I've also added a bonus metamagic feat every 5 levels (similar to the bonus metamagic or item-creation feats that a Wizard would get).<br />
<br />
'''1st level:''' A Triclopean Sorcerer may choose not to gain proficiecy with all simple weapons (at least, not as a Sorcerer: he/she may have this from another class), choosing the more limited weapons selection of a Wizard instead, and gaining the ability to apply metamagic feats to his/her Sorcerer spells without increasing their casting time.<br />
<br />
'''3rd, 6th, 9th, 12th, 15th & 18th level:''' Every 3 levels, a Triclopean Sorcerer gains the opportunity to permanently sacrifice a spell slot in order to develop the ability to prepare and cast a few low-level spells from a spellbook as a Wizard does, bypassing the Sorcerer's restrictions on spells known. When this option is first selected, the Sorcerer gives up a 1st level spell slot and gains the ability to learn 0th and 1st level spells as a Wizard does, maintaining a spellbook (which will initially be blank: spells must be obtained from scrolls and other spellbooks). The Sorcerer will gain the Arcane Preparation feat (allowing him/her to prepare some or all of his/her Sorcerer spells in advance as a Wizard would) and can prepare a limited number of 0th and 1st level Wizard spells from his/her spellbook using Sorcerer spell slots: up to one 0th and one 1st level spell per day, plus the bonus spells that a Wizard with the character's Intelligence score would gain (one for 12 Int, another for 20 Int etc). The character will need an Intelligence score of at least 10 plus the spell level. Save DC's for these spells will be based on the Sorcerer's Intelligence or Charisma score, whichever is higher. For example, normally a 3rd level Sorcerer with 16 Charisma and 14 Intelligence can cast six 0th level spells and six 1st level spells per day: on taking this ability, he/she loses one 1st level slot and gains the ability to prepare up to one 0th level spell and two 1st level spells from his/her spellbook, using the remaining slots (in this case, five 0th level and three 1st level) for normal Sorcerer spells.<br />
<br />
When this option is taken a second time, the Sorcerer will sacrifice a 2nd level spell slot to gain the ability to add 2nd level spells to his/her spell book and prepare up to one per day (plus possible Int bonus: another for 14 Int, another for 22 Int etc) from his/her remaining Sorcerer spell slots. Next time, the Sorcerer loses a 3rd level slot and can learn/prepare 3rd level spells... and so on.<br />
<br />
If the character subsequently gains an ability which makes this ability obsolete (e.g. the "Arcane Fusion" ability of the [[Master Arcanist (DnD Prestige Class)|Master Arcanist]] prestige class), the sacrificed spell slots are regained.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Triclops Racial Substitution Levels|Triclops Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Bard_(Triclops_Substitution_Level)&diff=213168Bard (Triclops Substitution Level)2008-01-22T13:59:25Z<p>Findail: /* Triclopean Bard Substitution Levels */ typo</p>
<hr />
<div>===Triclopean Bard Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes have unusual mental powers and an aptitude for powerful magic: their Bards can gain some of the abilities of Sorcerers.<br />
<br />
'''1st level:''' A Triclopean [[SRD:Bard|Bard]] can choose not to gain the normal weapon, armour and shield proficiencies of the class (at least, not as a Bard: he/she may have these from another class) and the ability to avoid arcane spell failure in light armour, remaining proficient only with all simple weapons. Instead, he/she may gain a familiar, as a Sorcerer or Wizard would (and Bard levels will count towards familiar advancement). Also, he/she will lose the Bard's normal inability to use the Silent Spell feat with Bardic spells.<br />
<br />
'''3rd, 6th, 9th, 12th, 15th & 18th level:''' Evey 3 levels, a Triclopean Bard has the option of not taking an extra daily use of Bardic music at that level and increasing his/her spell repertoire instead. The first time the Bard does this, he/she will gain knowledge of an extra 0th level spell and an extra 1st level spell, both of which will be drawn from the Sorcerer spell list rather than the Bard spell list. The next time, a 2nd level spell will be gained from the Sorcerer spell list, then a 3rd level spell... and so on.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Triclops Racial Substitution Levels|Triclops Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=3.5e_Racial_Substitution_Levels_Triclops&diff=2131673.5e Racial Substitution Levels Triclops2008-01-22T13:58:55Z<p>Findail: /* Triclops Racial Substitution Levels */ typo</p>
<hr />
<div>===Triclops Racial Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes have unusual mental powers and an aptitude for powerful magic (especially arcane magic): their Bards can gain some of the abilities of Sorcerers, their Sorcerers can be somewhat Wizard-like, and their Wizards can develop an extended mastery of magic. Also, their Psions and Psychic Warriors can gain additional powers.<br />
<br />
* [[DnD Triclops Bard Substitution Levels|Bard]]<br />
* [[DnD Triclops Psion Substitution Levels|Psion]]<br />
* [[DnD Triclops Psychic Warrior Substitution Levels|Psychic Warrior]]<br />
* [[DnD Triclops Sorcerer Substitution Levels|Sorcerer]]<br />
* [[DnD Triclops Wizard Substitution Levels|Wizard]]<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Psychic_Warrior_(Triclops_Substitution_Level)&diff=213166Psychic Warrior (Triclops Substitution Level)2008-01-22T13:55:59Z<p>Findail: Triclops Psychic Warrior Substitution Levels</p>
<hr />
<div>===Triclopean Psychic Warrior Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes are naturally psionic, and their mental control allows them to develop additional powers.<br />
<br />
'''4th, 8th, 12th, 16th & 20th level:''' At 4th level, a Triclopean [[SRD:Psychic Warrior|Psychic Warrior]] gains an additional 0th level and an additional 1st level power. This is followed by an additional 2nd level power at 8th level, an additional 3rd level power at 12th level... and so on.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Triclops Racial Substitution Levels|Triclops Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Psion_(Triclops_Substitution_Level)&diff=213165Psion (Triclops Substitution Level)2008-01-22T13:52:45Z<p>Findail: Triclops Psion Substitution Levels</p>
<hr />
<div>===Triclopean Psion Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes are naturally psionic, and their mental control allows them to develop additional powers.<br />
<br />
'''3rd, 6th, 9th, 12th, 15th & 18th level:''' At 3rd level, a Triclopean [[SRD:Psion|Psion]] gains an additional 0th level and an additional 1st level power. This is followed by an additional 2nd level power at 6th level, an additional 3rd level power at 9th level... and so on.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Triclops Racial Substitution Levels|Triclops Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Bard_(Triclops_Substitution_Level)&diff=213162Bard (Triclops Substitution Level)2008-01-22T13:42:14Z<p>Findail: Triclops Bard Substitution Levels</p>
<hr />
<div>===Triclopean Bard Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes have unusual mental powers and an aptitde for powerful magic: their Bards can gain some of the abilities of Sorcerers.<br />
<br />
'''1st level:''' A Triclopean [[SRD:Bard|Bard]] can choose not to gain the normal weapon, armour and shield proficiencies of the class (at least, not as a Bard: he/she may have these from another class) and the ability to avoid arcane spell failure in light armour, remaining proficient only with all simple weapons. Instead, he/she may gain a familiar, as a Sorcerer or Wizard would (and Bard levels will count towards familiar advancement). Also, he/she will lose the Bard's normal inability to use the Silent Spell feat with Bardic spells.<br />
<br />
'''3rd, 6th, 9th, 12th, 15th & 18th level:''' Evey 3 levels, a Triclopean Bard has the option of not taking an extra daily use of Bardic music at that level and increasing his/her spell repertoire instead. The first time the Bard does this, he/she will gain knowledge of an extra 0th level spell and an extra 1st level spell, both of which will be drawn from the Sorcerer spell list rather than the Bard spell list. The next time, a 2nd level spell will be gained from the Sorcerer spell list, then a 3rd level spell... and so on.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Triclops Racial Substitution Levels|Triclops Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=3.5e_Racial_Substitution_Levels_Triclops&diff=2131613.5e Racial Substitution Levels Triclops2008-01-22T13:35:19Z<p>Findail: Triclops Racial Substitution Levels</p>
<hr />
<div>===Triclops Racial Substitution Levels===<br />
Note: Only pureblood [[Triclopes (DnD Race)|Triclopes]] are eligible for these, not Half-Triclopes. Triclopes have unusual mental powers and an aptitde for powerful magic (especially arcane magic): their Bards can gain some of the abilities of Sorcerers, their Sorcerers can be somewhat Wizard-like, and their Wizards can develop an extended mastery of magic. Also, their Psions and Psychic Warriors can gain additional powers.<br />
<br />
* [[DnD Triclops Bard Substitution Levels|Bard]]<br />
* [[DnD Triclops Psion Substitution Levels|Psion]]<br />
* [[DnD Triclops Psychic Warrior Substitution Levels|Psychic Warrior]]<br />
* [[DnD Triclops Sorcerer Substitution Levels|Sorcerer]]<br />
* [[DnD Triclops Wizard Substitution Levels|Wizard]]<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Wizard_(Skraal_Substitution_Level)&diff=213159Wizard (Skraal Substitution Level)2008-01-22T13:19:54Z<p>Findail: Skraal Wizard Substitution Levels</p>
<hr />
<div>===Skraal Wizard Substitution Levels===<br />
Note: Only pureblood [[Skraal (DnD Race)|Skraal]] are eligible for these, not Half-Skraal. Skraal [[SRD: Wizard|Wizards]] rarely take familiars (most of which would have difficulty surviving in the Skraal homelands), instead gaining improved access to spells that aid survival in harsh environments. As merely adding the spells to his/her spellbook would not be a significant advantage to a Wizard (who has no limits on spells known, but ''is'' more limited than a Sorcerer on spells per day), I've also given them dedicated bonus spell slots that can only be used to prepare these spells.<br />
<br />
'''1st level:''' A Skraal Wizard may choose not to take a familiar (as a Wizard: a familiar can still be gained by other means, such as taking a level in another class that offers one) and Sorcerer levels will not normally count towards familiar advancement. Instead the spell ''[[SRD: Endure Elements|Endure Elements]]'' is added to his/her spellbook, and the Wizard gains one extra 1st level spell slot per day that can only be used to prepare this spell.<br />
<br />
'''3rd level:''' Skraal Wizards who chose the ''Endure Elements'' option at 1st level, and are still advancing as Wizards, may add ''[[SRD:Resist Energy|Resist Energy]]'' to their spellbooks, and they gain one extra 2nd level spell slot per day that can only be used to prepare this spell.<br />
<br />
'''5th level:''' Skraal Wizards who chose the ''Endure Elements'' option at 1st level, and are still advancing as Wizards, may add ''[[SRD:Create Food and Water|Create Food and Water]]'' to their spellbooks, and they gain one extra 3rd level spell slot per day that can only be used to prepare this spell.<br />
<br />
'''7th level:''' Skraal Wizards who chose the ''Endure Elements'' option at 1st level, and are still advancing as Wizards, may add ''[[SRD:Secure Shelter|Secure Shelter]]'' to their spellbooks, and they gain one extra 4th level spell slot per day that can only be used to prepare this spell.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Skraal Racial Substitution Levels|Skraal Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Sorcerer_(Skraal_Substitution_Level)&diff=213158Sorcerer (Skraal Substitution Level)2008-01-22T13:10:55Z<p>Findail: /* Skraal Sorcerer Substitution Levels */ SRD links</p>
<hr />
<div>===Skraal Sorcerer Substitution Levels===<br />
Note: Only pureblood [[Skraal (DnD Race)|Skraal]] are eligible for these, not Half-Skraal. Skraal [[SRD: Sorcerer|Sorcerers]] rarely take familiars (most of which would have difficulty surviving in the Skraal homelands), instead gaining improved access to spells that aid survival in harsh environments. As a Skraal needs to progress as an actual Sorcerer to gain these abilities (rather than switching to a prestige class that offers spellcasting progression, as many Sorcerers do), I've also added bonus feats every 5 levels from a "Skraal-themed" shortlist (similar to the bonus metamagic or item-creation feats that a Wizard would get).<br />
<br />
'''1st level:''' A Skraal Sorcerer may choose not to take a familiar (as a Sorcerer: a familiar can still be gained by other means, such as taking a level in another class that offers one) and Sorcerer levels will not normally count towards familiar advancement. Instead the spell ''[[SRD: Endure Elements|Endure Elements]]'' is added to his/her spell repertoire (exceeding normal limits on spells known).<br />
<br />
'''4th level:''' Skraal Sorcerers who chose the ''Endure Elements'' option at 1st level, and are still advancing as Sorcerers, may add ''[[SRD:Resist Energy|Resist Energy]]'' to their spell repertoire at this level (exceeding normal limits on spells known).<br />
<br />
'''6th level:''' Skraal Sorcerers who chose the ''Endure Elements'' option at 1st level, and are still advancing as Sorcerers, may add ''[[SRD:Create Food and Water|Create Food and Water]]'' to their spell repertoire (as a 3rd level Sorcerer spell) at this level (exceeding normal limits on spells known).<br />
<br />
'''8th level:''' Skraal Sorcerers who chose the ''Endure Elements'' option at 1st level, and are still advancing as Sorcerers, may add ''[[SRD:Secure Shelter|Secure Shelter]]'' to their spell repertoire at this level (exceeding normal limits on spells known).<br />
<br />
'''5th, 10th, 15th & 20th level:''' At these levels, Skraal Sorcerers gain a bonus feat from the following list: Arcane Preparation, Energy Admixture (cold), Energy Substitution (cold), Practiced Spellcaster (Sorcerer), Spell Focus (abjuration), Spell Focus (evocation). Normal requirements apply.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Skraal Racial Substitution Levels|Skraal Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Sorcerer_(Skraal_Substitution_Level)&diff=213157Sorcerer (Skraal Substitution Level)2008-01-22T13:04:50Z<p>Findail: Skraal Sorcerer Substitution Levels</p>
<hr />
<div>===Skraal Sorcerer Substitution Levels===<br />
Note: Only pureblood [[Skraal (DnD Race)|Skraal]] are eligible for these, not Half-Skraal. Skraal Sorcerers rarely take familiars (most of which would have difficulty surviving in the Skraal homelands), instead gaining improved access to spells that aid survival in harsh environments. As a Skraal needs to progress as an actual Sorcerer to gain these abilities (rather than switching to a prestige class that offers spellcasting progression, as many Sorcerers do), I've also added bonus feats every 5 levels from a "Skraal-themed" shortlist (similar to the bonus metamagic or item-creation feats that a Wizard would get).<br />
<br />
'''1st level:''' A Skraal Sorcerer may choose not to take a familiar (as a Sorcerer: a familiar can still be gained by other means, such as taking a level in another class that offers one) and Sorcerer levels will not normally count towards familiar advancement. Instead the spell ''Endure Elements'' is added to his/her spell repertoire (exceeding normal limits on spells known).<br />
<br />
'''4th level:''' Skraal Sorcerers who chose the ''Endure Elements'' option at 1st level, and are still advancing as Sorcerers, may add ''Resist Energy'' to their spell repertoire at this level (exceeding normal limits on spells known).<br />
<br />
'''6th level:''' Skraal Sorcerers who chose the ''Endure Elements'' option at 1st level, and are still advancing as Sorcerers, may add ''Create Food and Water'' to their spell repertoire (as a 3rd level Sorcerer spell) at this level (exceeding normal limits on spells known).<br />
<br />
'''8th level:''' Skraal Sorcerers who chose the ''Endure Elements'' option at 1st level, and are still advancing as Sorcerers, may add ''Secure Shelter'' to their spell repertoire at this level (exceeding normal limits on spells known).<br />
<br />
'''5th, 10th, 15th & 20th level:''' At these levels, Skraal Sorcerers gain a bonus feat from the following list: Arcane Preparation, Energy Admixture (cold), Energy Substitution (cold), Practiced Spellcaster (Sorcerer), Spell Focus (abjuration), Spell Focus (evocation). Normal requirements apply.<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Skraal Racial Substitution Levels|Skraal Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Adept_(Skraal_Substitution_Level)&diff=213155Adept (Skraal Substitution Level)2008-01-22T12:54:42Z<p>Findail: fixed link</p>
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<div>===Skraal Adept Substitution Levels===<br />
Note: Only pureblood [[Skraal (DnD Race)|Skraal]] are eligible for these, not Half-Skraal. All Skraal [[Adept (SRD NPC Class)|Adept]] racial substitution levels are based on the assumption that the Adept is a divine caster: if the character has taken the [[Arcane Adept (DnD Feat)|Arcane Adept]] feat, arcane levels will not be eligible for these changes. Skraal Adepts are comparable to Clerics in Skraal culture: they already gain significant extra abilities ("place magic" and access to both the Adept and the Ranger spell tables), but Skraal characters who choose to advance as actual Adepts (rather than switching to a prestige class) can gain further upgrades.<br />
<br />
'''1st level:''' A Skraal character may choose to forfeit the right to gain a familiar as an Adept, and Adept levels will not normally count towards familiar advancement. Instead, all current and future levels of Adept are upgraded to the hitdice, Base Attack Bonus and saving throws of a Cleric.<br />
<br />
'''5th level:''' From this level onwards, a Skraal Adept can prepare and cast one additional spell per day for each spell level he/she can cast, eventually gaining an extra 0th, 1st, 2nd, 3rd, 4th and 5th level spell per day (even if he/she does not continue as an actual Adept beyond 5th level, but switches to a prestige class).<br />
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'''8th level:''' A Skraal Adept gains access to Create Food and Water and Dispel Magic as 3rd level Adept spells.<br />
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'''10th level:''' From this level onwards, a Skraal Adept can turn undead as a Cleric of 9 levels lower.<br />
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'''17th and 20th level:''' At each of these levels, a Skraal Adept gains one use of the (normally Epic) Improved Spell Capacity feat, gaining a 6th level and a 7th level spell slot respectively (possibly higher, if he/she has already reached Epic levels and taken this feat before), plus appropriate Wisdom bonus.<br />
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Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Skraal Racial Substitution Levels|Skraal Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Adept_(Skraal_Substitution_Level)&diff=213154Adept (Skraal Substitution Level)2008-01-22T12:53:37Z<p>Findail: Skraal Adept Substitution Levels</p>
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<div>===Skraal Adept Substitution Levels===<br />
Note: Only pureblood [[Skraal (DnD Race)|Skraal]] are eligible for these, not Half-Skraal. All Skraal [[Adept (SRD Class)|Adept]] racial substitution levels are based on the assumption that the Adept is a divine caster: if the character has taken the [[Arcane Adept (DnD Feat)|Arcane Adept]] feat, arcane levels will not be eligible for these changes. Skraal Adepts are comparable to Clerics in Skraal culture: they already gain significant extra abilities ("place magic" and access to both the Adept and the Ranger spell tables), but Skraal characters who choose to advance as actual Adepts (rather than switching to a prestige class) can gain further upgrades.<br />
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'''1st level:''' A Skraal character may choose to forfeit the right to gain a familiar as an Adept, and Adept levels will not normally count towards familiar advancement. Instead, all current and future levels of Adept are upgraded to the hitdice, Base Attack Bonus and saving throws of a Cleric.<br />
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'''5th level:''' From this level onwards, a Skraal Adept can prepare and cast one additional spell per day for each spell level he/she can cast, eventually gaining an extra 0th, 1st, 2nd, 3rd, 4th and 5th level spell per day (even if he/she does not continue as an actual Adept beyond 5th level, but switches to a prestige class).<br />
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'''8th level:''' A Skraal Adept gains access to Create Food and Water and Dispel Magic as 3rd level Adept spells.<br />
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'''10th level:''' From this level onwards, a Skraal Adept can turn undead as a Cleric of 9 levels lower.<br />
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'''17th and 20th level:''' At each of these levels, a Skraal Adept gains one use of the (normally Epic) Improved Spell Capacity feat, gaining a 6th level and a 7th level spell slot respectively (possibly higher, if he/she has already reached Epic levels and taken this feat before), plus appropriate Wisdom bonus.<br />
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Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]] &rarr; [[DnD Skraal Racial Substitution Levels|Skraal Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=3.5e_Racial_Substitution_Levels_Skraal&diff=2131533.5e Racial Substitution Levels Skraal2008-01-22T12:47:49Z<p>Findail: Skraal Substitution Levels</p>
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<div>===Skraal Racial Substitution Levels===<br />
Note: Only pureblood [[Skraal (DnD Race)|Skraal]] are eligible for these, not Half-Skraal. Skraal Sorcerers and Wizards rarely take familiars (most of which would have difficulty surviving in the Skraal homelands), instead gaining improved access to spells that aid survival in harsh environments. Skraal Adepts receive various upgrades intended to make the Adept somewhat viable as a PC class.<br />
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* [[DnD Skraal Adept Substitution Levels|Adept]]<br />
* [[DnD Skraal Sorcerer Substitution Levels|Sorcerer]]<br />
* [[DnD Skraal Wizard Substitution Levels|Wizard]]<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Racial Substitution Levels|Racial Substitution Levels]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=3.5e_Racial_Substitution_Levels&diff=2131523.5e Racial Substitution Levels2008-01-22T12:39:24Z<p>Findail: Racial Substitution Levels</p>
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<div>===Racial Substitution Levels===<br />
* [[DnD Skraal Racial Substitution Levels|Skraal]]<br />
* [[DnD Triclops Racial Substitution Levels|Triclops]]<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]].</div>Findailhttps://www.dandwiki.com/w/index.php?title=Anchorite_(3.5e_Prestige_Class)&diff=194658Anchorite (3.5e Prestige Class)2008-01-03T12:51:19Z<p>Findail: /* Class Features */ cleared up ambiguous wording (the familiar doesn't gain Sorcerer/Wizard powers!)</p>
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<div><dplc>Anchorite (DnD Prestige Class)|{{PrC Description|Anchorite|6|Strong Spellcasting|Living in one place can have its advantages, especially if by living there one can gain a special awareness of the area. Anchorites live in just such places, and with few distractions they can learn to use their spells effectively, projecting magical influence over great distances.|10|7}}</dplc><br />
{{Balance|6}}<br />
{{author|author_name=Findail|date_created=18th July 2006|status=Complete}}<br />
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=Anchorite= <br />
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"Anchorite" is a generic term for a person who lives in seclusion in one place, usually for religious reasons. Historically, some have taken this to extremes: some medieval churches had cells built into their walls, where anchorites were imprisoned for life (at their own request), and the saint Simeon Stylites spent 36 years perched on a pillar in Syria. This class is an adaptation of the Anchorite concept designed for spellcasters who wish to remain in one place, for a variety of reasons. A Cleric may wish to remain within a specific temple, a Druid may wish to become the resident guardian of a place of natural beauty, a Wizard may become so devoted to studying the magical arts that he never wants to leave his laboratory again, and anyone might wish to go into semi-retirement in a place of safety after encountering too many horrors in dark dungeons. The class is also suitable for Nymphs and Dryads (especially the latter) who tend to be associated with specific locations in any event (the Monster Manual has no Level Adjust for the Dryad, as their "tree dependency" is assumed to make them non-viable as PC's or cohorts: as this is no longer the case, assume a Level Adjust of +3). A lack of distractions and plenty of time for meditation allows an Anchorite to devote more time to developing his/her magical powers, and the class also allows the development of various means of projecting magical influence over great distances.<br />
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==Prerequisites==<br />
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* '''Skills:''' [[Concentration (SRD Skill)|Concentration]] 10 ranks, [[Spellcraft (SRD Skill)|Spellcraft]] 10 ranks.<br />
* '''Feat:''' [[Skill Focus (SRD Feat)|Skill Focus]] ([[Concentration (SRD Skill)|Concentration]]).<br />
* '''Spellcasting:''' Ability to cast 3rd level spells.<br />
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{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Anchorite</div> Hit Die: d4<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base Attack<br/>Bonus]]<br />
! [[Saving Throw (SRD Rules)|Fort<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Ref<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Will<br/>Save]]<br />
! style="text-align: left;" | Special<br />
! style="text-align: left;" | Spells per Day/Spells Known<br />
|-<br />
| 1st || +0 || +0 || +0 || +2 ||style="text-align: left;" | Anchoring, Familiar, Proxy, Sustenance ||style="text-align: left; white-space: nowrap;" | +1 level of existing class<br />
|- class="even"<br />
| 2nd || +1 || +0 || +0 || +3 ||style="text-align: left;" | Special Ability, Spell Preparation ||style="text-align: left; white-space: nowrap;" | +1 level of existing class<br />
|-<br />
| 3rd || +1 || +1 || +1 || +3 ||style="text-align: left;" | Anchored Constitution (+1), Transdimensional Proxy ||style="text-align: left; white-space: nowrap;" | +1 level of existing class<br />
|- class="even"<br />
| 4th || +2 || +1 || +1 || +4 ||style="text-align: left;" | Special Ability ||style="text-align: left; white-space: nowrap;" | +1 level of existing class<br />
|-<br />
| 5th || +2 || +1 ||+1 || +4 ||style="text-align: left;" | Anchored Phasing ||style="text-align: left; white-space: nowrap;" | +1 level of existing class<br />
|- class="even"<br />
| 6th || +3 || +2 ||+2 || +5 ||style="text-align: left;" | Special Ability ||style="text-align: left; white-space: nowrap;" | +1 level of existing class<br />
|-<br />
| 7th || +3 || +2 ||+2 || +5 ||style="text-align: left;" | Anchored Constitution (+2) ||style="text-align: left; white-space: nowrap;" | +1 level of existing class<br />
|- class="even"<br />
| 8th || +4 || +2 ||+2 || +6 ||style="text-align: left;" | Special Ability ||style="text-align: left; white-space: nowrap;" | +1 level of existing class<br />
|-<br />
| 9th || +4 || +3 ||+3 || +6 ||style="text-align: left;" | Ghostly Binding ||style="text-align: left; white-space: nowrap;" | +1 level of existing class<br />
|- class="even"<br />
| 10th || +5 || +3 ||+3 || +7 ||style="text-align: left;" | Special Ability ||style="text-align: left; white-space: nowrap;" | +1 level of existing class<br />
|-<br />
| colspan="7" style="text-align: left; border: none;" |<br />
'''Class Skills (4 + Int modifier per level)'''<br/>[[Concentration (SRD Skill)|Concentration]], [[Craft (SRD Skill)|Craft]], [[Knowledge (SRD Skill)|Knowledge]] (arcane), [[Knowledge (SRD Skill)|Knowledge]] (religion), [[Knowledge (SRD Skill)|Knowledge]] (the planes), [[Spellcraft (SRD Skill)|Spellcraft]].<br />
|}<br />
<br />
==Class Features==<br />
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''All of the following are class features of the Anchorite:''<br />
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'''Weapon and Armour Proficiency:''' Anchorites gain no proficiency with weapons and armour.<br />
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'''Spellcasting:''' When a new Anchorite level is gained, the character gains new spells per day as if he/she had also gained a level in a spellcasting class he/she belonged to before adding the prestige class. He/she does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Anchorite, he/she must decide to which class the new level is added for purposes of determining spells per day.<br />
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'''Anchoring (Su):''' By remaining in one place and meditating there for a period of one month, the Anchorite becomes "anchored" to his or her chosen location (a newly-qualified 1st level Anchorite must do this as part of his/her training for attaining 1st level). Thereafter, the Anchorite must never venture more than 100 yards from the location's central point (many Anchorites choose to remain within a smaller area than this). If the Anchorite leaves this area, he/she will permanently lose one level of experience and temporarily lose all remaining spellcasting levels gained as an Anchorite, in addition to losing any Anchorite abilities described as operating "while anchored". These abilities (other than the lost experience level) return when the Anchorite has re-anchored, either in the same location or in a new one. Mind-infuencing spells or similar effects will never cause an anchored Anchorite to leave the chosen location (e.g. a Fear spell will not cause an Anchorite to flee out of the area). A forcibly removed Anchorite can avoid the level loss if he/she tries as hard as possible to return and successfully does so within 24 hours.<br />
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A living Anchorite, or an undead one with a corporeal body, can leave the location "in spirit" via spells such as [[Magic Jar (SRD Spell)|Magic Jar]] or [[Astral Projection (SRD Spell)|Astral Projection]], provided the body remains within it and the soul returns within 24 hours. Astral projection will terminate automatically when this duration is up (even if cast by somebody else) and the soul will return to the body from any range or any plane, unless constrained by powerful magic (e.g. a ''Trap The Soul'' spell): ''Magic Jar'' has no such guarantee, and it's up to the Anchorite to get back in time. The Anchorite must then remain in his/her anchored location for an amount of time at least equal to the time spent "elsewhere" before venturing forth in this fashion again.<br />
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Similar restrictions apply if the Anchorite enters an extradimensional space within his/her anchored location (a portable hole, [[Rope Trick (SRD Spell)|Rope Trick]], [[Mage's Magnificent Mansion (SRD Spell)|Mage's Magnificent Mansion]] or similar): the entry/exit (if mobile) must not leave the area, and the Anchorite must emerge within 24 hours and spend at least as much time outside it as inside it.<br />
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'''Familiar:''' An Anchorite can acquire a familiar, just as a Sorcerer or Wizard can. When determining familiar advancement, each Anchorite level counts as TWO Sorcerer/Wizard levels, provided the total does not exceed the character's overall experience level: this allows the powers of an Anchorite's familiar to eventually catch up with, but not to exceed, those of the familiar of a comparable single-classed human Sorcerer or Wizard.<br />
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'''Proxy (Su):''' An Anchorite has the power to nominate another intelligent creature as his/her proxy, or "field agent". The souls of both must be in close proximity (within a few feet) when this nomination takes place (which usually means that the proxy must visit the Anchorite, unless one or both is astrally-projecting). The creature must be willing (though a charm spell could be used here), each Anchorite can have only one proxy at a time, and no creature can be the proxy of more than one Anchorite at a time. Once per day, for a period of up to 10 minutes, the Anchorite can establish a two-way telepathic connection with his/her proxy, sufficient for detailed information to be transferred. Range is not a factor, provided the Anchorite and the proxy are on the same plane of existence. To establish communication, the Anchorite must be anchored, and fully present at the anchor location (i.e. not astrally-projecting or whatever).<br />
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In addition to exchanging information, this ability also allows an Anchorite to gain experience points from the actions performed on the Anchorite's behalf by the proxy. An Anchorite who is the cohort of a party member gains experience just as a normal cohort does (see the description of the Leadership feat) by nominating his/her PC as the proxy. A non-cohort Anchorite who is present "in spirit" via a ''Magic Jar'' or ''Astral Projection'' spell (or similar means) is considered to be physically present when calculating experience in the normal fashion. Otherwise, if a party contains the proxy of a distant Anchorite who is NOT a cohort (i.e. the Anchorite is a PC, or an NPC patron) and the distant Anchorite is able to make a significant contribution to the party's power (by sending his/her own cohort to assist the party, or providing spells to his/her proxy via the Spell Transference special ability), the party's average CR is calculated as if the Anchorite was present, experience is divided as if the Anchorite is to receive a half-share, but the Anchorite nevertheless receives the same experience as everyone else. Thus, if a party of four PC's includes three on the scene and one PC Anchorite who is providing assistance from afar, the experience is divided by 3.5, but everyone gets this amount (including the Anchorite), allowing the Anchorite to advance in level at the same rate as the others. The Anchorite is probably making a smaller contribution than the others, and isn't facing the same risk of being killed, but is also studying and meditating intensively while the others are adventuring: whereas the rest of the party faces a somewhat stiffer challenge than they would if the Anchorite was physically present and able to provide more assistance.<br />
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'''Sustenance (Su):''' After the first three days of performing the "anchoring" ritual, the Anchorite begins to benefit from the same magical effects as normally bestowed by a Ring of Sustenance: the Anchorite no longer needs to eat or drink, and only needs 2 hours of sleep per night. This effect persists until the anchoring process is complete, and for as long as he/she remains anchored thereafter.<br />
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'''Spell Preparation:''' From 2nd level, an Anchorite who normally casts spells spontaneously has the option to prepare all or some of his/her spells in advance instead. Each prepared spell occupies a slot normally reserved for a spontaneous spell. This advance preparation allows metamagic feats to be incorporated into a spell without increasing its casting time, and also allows the spell to be transferred to another via the Spell Transference special ability.<br />
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'''Special Ability:''' On every even-numbered Anchorite level, the Anchorite may choose a special ability from the following list:<br />
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''Advanced Spellcasting:'' This ability adds the equivalent of one caster level to any one spellcasting class the Anchorite has (and it can be stacked with the Anchorite's normal spellcasting progression, giving the equivalent of a +2 level increase). It can be selected multiple times. All aspects of spellcasting are enhanced by this, including possible access to higher-level spells and the ability to cast more spells per day. However, the Anchorite's total caster level in any spellcasting class cannot exceed the character's overall experience level: thus, this ability allows the spellcasting level of a multiclassed Anchorite (or one with a racial Level Adjustment) to eventually catch up with, but not to exceed, that of an equivalent single-classed human spellcaster. This ability can also confer higher-level spell slots beyond the usual maximum for the class (similar to the Improved Spell Capacity epic feat) if this maximum has already been reached: for every 3 caster levels beyond that at which the class normally receives its highest-level spells (e.g. every 3 caster levels above 16th for the Bard spell list), add one higher-level spell slot (7th, 8th, 9th etc) plus any applicable bonus slots for a high spellcasting ability score (e.g. Charisma for the Bard), but no more than once for each occasion that Advanced Spellcasting has been selected. This benefit can be gained retrospectively if Advanced Spellcasting was taken at a lower level.<br />
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''Astral Projection (Su):'' This ability can only be selected if the Anchorite has at least 18 ranks in the Knowledge(the planes) skill. It is similar to the ''Astral Projection'' spell, except as follows: it's a supernatural ability that is usable once per day and requires no components, and it only affects the Anchorite.<br />
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''One with Nature (Ex):'' This ability can only be selected if the Anchorite has chosen an anchor location in a natural setting (typically a forest) and has at least 10 ranks of the Knowledge(nature) skill. It allows Knowledge(nature) and Survival to be treated as Anchorite class skills thereafter, and the Anchorite can use ''Commune with Nature'' (as the spell) as a supernatural ability three times per day (caster level is the Anchorite's overall character level). Also, like a Druid, the Anchorite can gain an animal companion and use the Wild Empathy ability, as follows: ignoring all previous Anchorite levels, treat the current level and all following Anchorite levels as TWO Druid levels each, but total animal companion and Wild Empathy abilities cannot exceed those of a single-classed human Druid of the character's overall experience level.<br />
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''Remote Aid (Su):'' This ability allows a distant Anchorite to cast spells upon his/her proxy, regardless of range (and even across planes), up to three times per day. The Anchorite must be anchored and fully present at the anchor location (i.e. not astrally-projecting elsewhere), and a body part of the proxy will be required as a focus component (hair, nail clippings etc). Only spells which can normally be cast on another creature can be cast in this way (i.e. not spells with a range of "personal", unless the proxy is the Anchorite's familiar). Spells which normally affect a group of creatures, or an area, will affect only the proxy (thus, a ''Fireball'' will briefly cause the proxy to be engulfed in flames, but won't include others nearby). This ability allows the spell to be cast while maintaining concentration on a ''Scrying'' spell or similar remote-viewing method. It is possible to remotely raise a slain proxy from death by this means, provided some physical remains still exist at the proxy's location. Though this ability is normally used to cast ''beneficial'' spells, a ruthless Anchorite could use it to cast a spell such as ''Disintegrate'' on a captured or slain proxy (spells which normally require a touch attack roll will hit automatically, but normal saves apply). This ability can be taken multiple times to gain another 3 uses per day each time.<br />
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''Skill Focus feat:'' This is identical to the standard feat of the same name, and can be selected multiple times (for a different skill each time). As an Anchorite special ability, it can only be selected for a skill which is an Anchorite class skill.<br />
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''Spell Focus feat:'' This is identical to the standard feat of the same name, and can be selected multiple times (for a different school of magic each time).<br />
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''Spell Knowledge:'' This ability can be selected multiple times. Each time, the Anchorite gains knowledge of two new spells (spell level cannot exceed the maximum level which can be cast, and multiclassed Anchorites with more than one spell table must choose which it will apply to). This can be used to exceed the spells-known limit of classes with a limited spell repertoire, such as Bard or Sorcerer. Specialist Wizards can use this ability to gain spells from forbidden schools. Spells can also be learned from the spell lists of other core character classes (excluding clerical domain spells), but these will always be at least 2 levels higher, plus another level if crossing the Arcane/Divine division: thus, a Wizard could learn ''Cure Serious Wounds'' as a 5th level spell (from the Bard list, where it's normally 3rd level) and ''Raise Dead'' as an 8th level spell (from the Cleric list, normally 5th level).<br />
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''Spell Transference (Su):'' This ability allows an Anchorite to transfer prepared spells to his/her nominated proxy during the daily telepathic-communication period. Initially, only 0th and 1st level spells can be transferred, but this then improves by two spell levels for each additional Anchorite level gained (Epic spells cannot be transferred, but ordinary spell-slots above 9th can be). Up to half of the Anchorite's spells at each spell level can be transferred (fractions rounded up, and the count includes bonus spells from class features and ability score modifiers). The proxy can then cast those spells, supplying whatever components are needed (though an Anchorite with feats such as Eschew Materials, Silent Spell and Still Spell can reduce these requirements). The power of each spell is determined as if it emanated from the Anchorite (but ignoring modifiers from items worn by the Anchorite and including modifiers from items worn by the proxy). Unused spells are lost after 24 hours or when the Anchorite renews his/her spell selection, whichever happens first.<br />
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''Spells of Projection:'' This ability allows the Anchorite to add the following spells to his/her spells known, at the levels indicated: 1st, ''Message'': 2nd, ''Clairvoyance/Clairaudience'': 3rd, ''Scrying'': 4th, ''Sending'': 5th, ''Greater Scrying'': 6th, ''Magic Jar'': 7th, ''Demand'': 8th, ''Astral Projection'': 9th, ''Gate''. For classes with a limited number of spells known (e.g. Bard, Sorcerer), such limits are expanded to accommodate these spells. Multi-classed spellcasters may add them to each spellcasting class.<br />
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''Supernatural Knowledge (Su):'' This ability can only be selected if the Anchorite has at least 10 ranks in both the Knowledge(arcane) and Knowledge(religion) skills. Once selected, all knowledge skills become Anchorite class skills, and the Anchorite gains the equivalent of Bardic lore as follows: ignoring all previous Anchorite levels, treat the current level and all following Anchorite levels as TWO Bard levels each, but total Lore ability cannot exceed the character's overall experience level. This ability also allows an Anchorite to ''Contact Other Plane'' (as the spell) as a supernatural ability usable once per day.<br />
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'''Anchored Constitution (Su):''' At 3rd level, when anchored and fully present at the anchored location (i.e. not astrally-projecting), the Anchorite draws stamina from his/her surroundings, gaining a +1 Constitution bonus. This increases to +2 at 7th level. When astrally-projecting, the bonus still applies to the left-behind physical body, but not the astral body or any new body formed elsewhere.<br />
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'''Transdimensional Proxy (Su):''' From 3rd level, the telepathic communication between an Anchorite and his/her proxy will function across the planes, allowing contact to be maintained wherever the proxy goes.<br />
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'''Anchored Phasing (Su):''' At 5th level, an anchored Anchorite can modify his/her body to make it "out of phase" with reality. The Anchorite's body becomes invisible and incorporeal, and the Anchorite no longer needs to breathe in this state. No concentration is required to maintain the effect, which can even be used to hide the body when astrally-projecting: however, the anchorite's death will terminate the effect.<br />
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'''Ghostly Binding (Ex):''' From 9th level, an anchored Anchorite cannot be permanently killed by normal means, as he/she will reappear as a ghost at the anchor location, permanently haunting the location (unless he/she chooses true death). The ghost will be forever bound to the location for as long as it exists. Astral projection is still possible, but as a ghost has no attachment to a physical body, the ''Magic Jar'' spell must be used to transfer its essence to a soul gem at the anchored location, which can then temporarily become the "body" from which astral projection can occur. An astrally-projecting ghost cannot form a physical body elsewhere, but can still manifest as a ghost. Note that the ghost template has a +5 Level Adjust (see the Monster Manual): the character will be unable to gain any further levels until this is paid off (i.e. the character must accumlate enough experience to gain 6 levels in order to reach the next level). A ghost also has from 1 to 3 optional special attacks: a newly-formed Anchorite ghost has one, then a second is gained after 3 levels of the Level Adjust have been paid off, then the third is gained when the Level Adjust is fully paid off.<br />
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==The Epic Anchorite==<br />
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===Class Skills===<br />
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'''Skill points at each additional level:''' 4 + Int modifier<br />
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===Class Abilities===<br />
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'''Hit Die:''' d4<br />
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===Class Features===<br />
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''All the following are class features of the Epic Anchorite:''<br />
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'''Spells:''' The Anchorite continues to gain caster levels at the rate of one per Anchorite level.<br />
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'''Anchored Constitution:''' This continues to improve by +1 for every 4 levels above 7th (11th, 15th etc).<br />
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'''Bonus Feats and Special Abilities:''' The Epic Anchorite gains a bonus feat every three levels above 10th. The Epic Anchorite no longer gains Special Abilities every even-numbered level, but can take these as Anchorite bonus feats instead. Alternatively, the Epic Anchorite can select any metamagic or item-creation feat, or the three mind-boosting epic feats (Great Intelligence, Great Wisdom, Great Charisma).<br />
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Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Classes|Classes]] &rarr; [[User Prestige Classes|Prestige Classes]]<small> [[User Prestige Classes with Descriptions|with description]]</small> <br />
[[Category:A]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>Findailhttps://www.dandwiki.com/w/index.php?title=Talk:Master_Arcanist_(3.5e_Prestige_Class)&diff=159331Talk:Master Arcanist (3.5e Prestige Class)2007-10-31T17:13:21Z<p>Findail: /* Rating - 6/10 */</p>
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<div>== Rating - 6/10 ==<br />
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I gave it 6/10 because while the class concept is good (i've had a similar idea in my head for some time) a lot of its class features are wasted. You'll never be able to fuse spells above 6th level unless you go epic (Sor 8/ Wiz 7/Master Arc 5 equals Sor 13/Wiz 12, 6th level spells). If you max one class (Wiz 10/ Sor 5/ Master Arc 5 equals Wiz 15/Sor 10) it is fused up to 5th level only. Even going 10 levels will only get you 7th-level spells.--[[User:Zaq|Zaq]] 01:18, 31 October 2007 (MDT)<br />
<br />
:I'm not sure that I follow you (maybe you misread the entry requirements?). You need 2nd level spells in 2 arcane classes. Assuming Wiz/Sorc, that's Wiz 3/Sor 4. 5 levels of Master Arcanist takes you to 12th level as the equivalent of Wiz 8/Sor 9, giving 4th level spells (actually, one level short of 5th). Continuing as a Sorcerer, you're 3 levels behind a straight Sorc (the 3 you spent on Wizard), giving 8th level spells at 19th level and 9th level spells as soon as you hit Epic (21st). --[[User:Findail|Findail]] 11:13, 31 October 2007 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=UA_talk:Gnome_Paragon&diff=150873UA talk:Gnome Paragon2007-10-23T12:49:36Z<p>Findail: Con or Cha?</p>
<hr />
<div>Which ability gets the +2 bonus? The table says Con: the writeup says Cha. As Con is the main racial attribute and Cha is the prime attribute of the favored class, it could be either. [[User:Findail|Findail]] 06:49, 23 October 2007 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=Triclopean_Paragon_(3.5e_Racial_Paragon_Class)&diff=150771Triclopean Paragon (3.5e Racial Paragon Class)2007-10-23T11:27:50Z<p>Findail: /* Class Features */ linking</p>
<hr />
<div><div class="tocDepth2 supplement"><br />
<dplc><br />
|{{Racial Paragon Class Description<br />
|Triclopean Paragon|<!-- Leave blank. This is where ratings from others go --><br />
|Moderate Spellcasting<br />
|Triclopean Paragons train to develop those traits most strongly associated with the ancient "mystics of the Third Eye": psychic powers, spellcasting ability, knowledge, and physical and mental resilience.<br />
}}</dplc><br />
{{Balance}}<br />
<br />
{{author<br />
|author_name=Findail<br />
|date_created=October 05, 2007<br />
|status=Complete<br />
}}<br />
<br />
<br />
== Triclopean Paragon ==<br />
<br />
The Triclopean Paragon class allows [[Triclopes (DnD Race)|Triclopean]] characters to develop those traits most strongly associated with the ancient "mystics of the Third Eye": psychic powers, spellcasting ability, knowledge, and physical and mental resilience.<br />
<br />
===== Adventures =====<br />
<br />
Typically, Triclopean Paragons adventure to seek out hidden lore or to develop their powers. Many also see themselves as guardians of civilization, protecting it from external (especially supernatural or extraplanar) threats.<br />
<br />
===== Characteristics =====<br />
<br />
Triclopean Paragons driven by a quest for knowledge or power often become fixated on their goal, and those motivated by a desire to guard civilization often feel that "the ends justify the means": this gives them a reputation for ruthlessness that often precludes a Good alignment even when working for a noble cause. They tend to see themselves as the hidden shapers of history, and this can lead to a condescending or arrogant attitude towards the "younger races".<br />
<br />
===== Alignment =====<br />
<br />
Triclopean Paragons tend to be of Lawful alignment (they cannot be Chaotic), usually Lawful Neutral. Many are True Neutral, believing this to be important for "mental balance" or appropriate for their role as impartial guardians of the welfare of other civilized races.<br />
<br />
===== Religion =====<br />
<br />
Those Triclopes who are religious typically worship deities of knowledge or magic. Many, however, see the gods as merely very powerful beings, to be respected rather than worshipped.<br />
<br />
===== Background =====<br />
<br />
Most Triclopes prefer to live quiet, orderly and secluded lives in well-hidden communities (often underground or on remote islands), hence most Triclopean characters will come from such a community. Half-Triclopes with the Triclopean Heritage feat probably have a similar background. However, Half-Triclopes born into non-Triclopean families as "genetic throwbacks" may have had a very different experience.<br />
<br />
===== Races =====<br />
<br />
On most worlds where they exist, the Triclopes were actually responsible for either bringing other races to that world in the distant past, or teaching the arts of civilization to the indigenous inhabitants. Hence, other than some degree of pride in the achievements of their own race, Triclopes are relatively free of racial prejudice. The attitudes of others are generally dependent on how much they know about the activities of the Triclopes (who usually prefer to remain mysterious).<br />
<br />
===== Other Classes =====<br />
<br />
Triclopean Paragons get on well with arcane spellcasters (especially Wizards, who they see as fellow intellectuals). Their attitude to divine casters depends on the nature of the deity: followers of gods who protect their people and preserve the civilized arts are preferred (as are Druids who preserve the natural world). Similary, warrior-types should preferably be champions who defend others.<br />
<br />
=== Game Rule Information ===<br />
<br />
Triclopean Paragons have the following game statistics.<br />
<br />
===== Race =====<br />
<br />
[[Triclopes (DnD Race)|Triclops]] or Half-Triclops (must know the Triclopean language).<br />
<br />
===== Abilities =====<br />
<br />
Triclopean Paragons tend to be highly intelligent spellcasters (even those whose spellcasting is based on another attribute: they have racial bonuses on Wisdom and Charisma too). The Paragon class allows them to further develop their intellects.<br />
<br />
===== Alignment =====<br />
<br />
Triclopean Paragons must be of some non-Chaotic alignment.<br />
<br />
===== Starting Age =====<br />
<br />
Complex<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0" id="Table: The Triclopean Paragon"<br />
|-<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Triclopean Paragon</div> Hit Die: d8<br />
|-<br />
! Level !! Base<br />Attack Bonus !! Fort<br />Save !! Ref<br />Save !! Will<br />Save !! style="text-align: left;" | Special !! style="text-align: left;" | [[#Spells per Day|Spells per Day]]<br />
|-<br />
|1||+0||+2||+0||+2||Divided Ancestry, Lore, Unlocked Gaze|| -<br />
|-<br />
||2||+1||+3||+0||+3||Bonus Psychic/Psionic Feat, Locked Template||+1 spellcaster<br />
|-<br />
||3||+2||+3||+1||+3||Ability boost (Int +2)||+1 spellcaster<br />
|-<br />
||4||+3||+4||+1||+4||Pureblood Restriction, Bonus Psychic/Psionic Feat||+1 spellcaster<br />
|-<br />
| class="skills" colspan="7" style="text-align: left;"|<br />
'''Class Skills:''' The Triclopean paragon's class skills (and the key ability for each skill) are [[Appraise]] ([[Int]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Decipher Script]] ([[Int]]), [[Knowledge]](all skills taken individually) ([[Int]]), [[Profession]] ([[Wis]]), [[Search]] ([[Int]]), [[Speak Language]], [[Spellcraft]] ([[Int]]), and [[Spot]] ([[Wis]]).<br/><br />
'''Skill points at each level:''' 4 + Int modifier (x4 at first level)<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are class features of the Triclopean Paragon class:<br />
<br />
'''Weapon and Armor Proficiency:''' Triclopean Paragons are proficient with all simple weapons, but gain no proficiency with armour or shields.<br />
<br />
'''Divided Ancestry (Ex):''' This ability is only available to Half-Triclopes. Because of their mixed racial heritage, Half-Triclopes may take levels in Triclopean Paragon and in whatever racial paragon class (or classes) their base race is eligible for.<br />
<br />
'''Lore:''' This functions in an identical fashion to the Lore ability of Bards, Loremasters, [[Sage (DnD Prestige Class)|Sages]] etc. Triclopean Paragon levels stack with levels in other classes which also grant this ability.<br />
<br />
'''Unlocked Gaze (Su):''' This allows the Triclopean ''[[SRD: Confusion, Lesser (Spell)|Lesser Confusion]]'' gaze weapon to be used any number of times per day.<br />
<br />
'''Spells per Day:''' When a new Triclopean Paragon level is attained (except the first), the character gains new spells per day as if he/she had also attained a level in any one spellcasting class he/she belonged to before he/she added the prestige class. This essentially means that he/she adds these levels of Triclopean Paragon to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. Alternatively, if conventional psionics are being used, the character may advance the manifesting ability of a psionic class in a similar fashion (gaining additional powers, a higher manifester level, and additional power points). <br />
<br />
If a Triclopean Paragon has no levels in a spellcasting or psionic class, this class feature has no effect. <br />
<br />
'''Bonus Psychic/Psionic Feat''': At 2nd and 4th level, the character may choose a bonus psychic feat (if the feat-based [[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|"The Gift"]] psychic powers system is being used) or a bonus psionic feat (if the conventional psionics system is being used).<br />
<br />
'''Locked Template (Ex)''': A character with 2 levels of Triclopean Paragon will retain the Half-Triclops template when assuming other forms (even if that form is normally not eligible for the template). This applies to spells and abilities such as ''[[SRD: Alter Self (Spell)|Alter Self]]'', ''[[SRD: Polymorph (Spell)|Polymorph]]'' and ''[[SRD: Shapechange (Spell)|Shapechange]]'', druidic wildshape, lycanthropy, and even race-change as a result of ''[[SRD: Reincarnate (Spell)|Reincarnate]]'' or ''[[SRD: Wish (Spell)|Wish]]'' spells.<br />
<br />
'''Ability Boost (Ex)''': At 3rd level, a Triclopean Paragon's Intelligence score increases by 2 points.<br />
<br />
'''Pureblood Restriction''': Only Triclopean purebloods can attain the fourth level of the Triclopean Paragon class. This includes Triclopes with other inherited or acquired templates, provided the base race is Triclops: it does not include other base races with the Half-Triclops template. Characters who ''become'' pureblood Triclopes (e.g. as a result of a ''[[SRD: Wish (Spell)|Wish]]'' spell) can take the fourth level of the class only if they have taken no other racial paragon classes, and they cannot then take other racial paragon classes even if their race changes again.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Classes|Classes]] &rarr; [[User Racial Paragon Classes|Racial Paragon Classes]]<small> [[User Racial Paragon Classes with Descriptions|with description]]</small> <br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Racial Paragon Class]]<br />
[[Category:Moderate Spellcasting]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=Triclopean_Paragon_(3.5e_Racial_Paragon_Class)&diff=150770Triclopean Paragon (3.5e Racial Paragon Class)2007-10-23T11:26:23Z<p>Findail: /* Class Features */ - forgot to mention the bonus feats</p>
<hr />
<div><div class="tocDepth2 supplement"><br />
<dplc><br />
|{{Racial Paragon Class Description<br />
|Triclopean Paragon|<!-- Leave blank. This is where ratings from others go --><br />
|Moderate Spellcasting<br />
|Triclopean Paragons train to develop those traits most strongly associated with the ancient "mystics of the Third Eye": psychic powers, spellcasting ability, knowledge, and physical and mental resilience.<br />
}}</dplc><br />
{{Balance}}<br />
<br />
{{author<br />
|author_name=Findail<br />
|date_created=October 05, 2007<br />
|status=Complete<br />
}}<br />
<br />
<br />
== Triclopean Paragon ==<br />
<br />
The Triclopean Paragon class allows [[Triclopes (DnD Race)|Triclopean]] characters to develop those traits most strongly associated with the ancient "mystics of the Third Eye": psychic powers, spellcasting ability, knowledge, and physical and mental resilience.<br />
<br />
===== Adventures =====<br />
<br />
Typically, Triclopean Paragons adventure to seek out hidden lore or to develop their powers. Many also see themselves as guardians of civilization, protecting it from external (especially supernatural or extraplanar) threats.<br />
<br />
===== Characteristics =====<br />
<br />
Triclopean Paragons driven by a quest for knowledge or power often become fixated on their goal, and those motivated by a desire to guard civilization often feel that "the ends justify the means": this gives them a reputation for ruthlessness that often precludes a Good alignment even when working for a noble cause. They tend to see themselves as the hidden shapers of history, and this can lead to a condescending or arrogant attitude towards the "younger races".<br />
<br />
===== Alignment =====<br />
<br />
Triclopean Paragons tend to be of Lawful alignment (they cannot be Chaotic), usually Lawful Neutral. Many are True Neutral, believing this to be important for "mental balance" or appropriate for their role as impartial guardians of the welfare of other civilized races.<br />
<br />
===== Religion =====<br />
<br />
Those Triclopes who are religious typically worship deities of knowledge or magic. Many, however, see the gods as merely very powerful beings, to be respected rather than worshipped.<br />
<br />
===== Background =====<br />
<br />
Most Triclopes prefer to live quiet, orderly and secluded lives in well-hidden communities (often underground or on remote islands), hence most Triclopean characters will come from such a community. Half-Triclopes with the Triclopean Heritage feat probably have a similar background. However, Half-Triclopes born into non-Triclopean families as "genetic throwbacks" may have had a very different experience.<br />
<br />
===== Races =====<br />
<br />
On most worlds where they exist, the Triclopes were actually responsible for either bringing other races to that world in the distant past, or teaching the arts of civilization to the indigenous inhabitants. Hence, other than some degree of pride in the achievements of their own race, Triclopes are relatively free of racial prejudice. The attitudes of others are generally dependent on how much they know about the activities of the Triclopes (who usually prefer to remain mysterious).<br />
<br />
===== Other Classes =====<br />
<br />
Triclopean Paragons get on well with arcane spellcasters (especially Wizards, who they see as fellow intellectuals). Their attitude to divine casters depends on the nature of the deity: followers of gods who protect their people and preserve the civilized arts are preferred (as are Druids who preserve the natural world). Similary, warrior-types should preferably be champions who defend others.<br />
<br />
=== Game Rule Information ===<br />
<br />
Triclopean Paragons have the following game statistics.<br />
<br />
===== Race =====<br />
<br />
[[Triclopes (DnD Race)|Triclops]] or Half-Triclops (must know the Triclopean language).<br />
<br />
===== Abilities =====<br />
<br />
Triclopean Paragons tend to be highly intelligent spellcasters (even those whose spellcasting is based on another attribute: they have racial bonuses on Wisdom and Charisma too). The Paragon class allows them to further develop their intellects.<br />
<br />
===== Alignment =====<br />
<br />
Triclopean Paragons must be of some non-Chaotic alignment.<br />
<br />
===== Starting Age =====<br />
<br />
Complex<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0" id="Table: The Triclopean Paragon"<br />
|-<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Triclopean Paragon</div> Hit Die: d8<br />
|-<br />
! Level !! Base<br />Attack Bonus !! Fort<br />Save !! Ref<br />Save !! Will<br />Save !! style="text-align: left;" | Special !! style="text-align: left;" | [[#Spells per Day|Spells per Day]]<br />
|-<br />
|1||+0||+2||+0||+2||Divided Ancestry, Lore, Unlocked Gaze|| -<br />
|-<br />
||2||+1||+3||+0||+3||Bonus Psychic/Psionic Feat, Locked Template||+1 spellcaster<br />
|-<br />
||3||+2||+3||+1||+3||Ability boost (Int +2)||+1 spellcaster<br />
|-<br />
||4||+3||+4||+1||+4||Pureblood Restriction, Bonus Psychic/Psionic Feat||+1 spellcaster<br />
|-<br />
| class="skills" colspan="7" style="text-align: left;"|<br />
'''Class Skills:''' The Triclopean paragon's class skills (and the key ability for each skill) are [[Appraise]] ([[Int]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Decipher Script]] ([[Int]]), [[Knowledge]](all skills taken individually) ([[Int]]), [[Profession]] ([[Wis]]), [[Search]] ([[Int]]), [[Speak Language]], [[Spellcraft]] ([[Int]]), and [[Spot]] ([[Wis]]).<br/><br />
'''Skill points at each level:''' 4 + Int modifier (x4 at first level)<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are class features of the Triclopean Paragon class:<br />
<br />
'''Weapon and Armor Proficiency:''' Triclopean Paragons are proficient with all simple weapons, but gain no proficiency with armour or shields.<br />
<br />
'''Divided Ancestry (Ex):''' This ability is only available to Half-Triclopes. Because of their mixed racial heritage, Half-Triclopes may take levels in Triclopean Paragon and in whatever racial paragon class (or classes) their base race is eligible for.<br />
<br />
'''Lore:''' This functions in an identical fashion to the Lore ability of Bards, Loremasters, [[Sage (DnD Prestige Class)|Sages]] etc. Triclopean Paragon levels stack with levels in other classes which also grant this ability.<br />
<br />
'''Unlocked Gaze (Su):''' This allows the Triclopean ''[[SRD: Confusion, Lesser (Spell)|Lesser Confusion]]'' gaze weapon to be used any number of times per day.<br />
<br />
'''Spells per Day:''' When a new Triclopean Paragon level is attained (except the first), the character gains new spells per day as if he/she had also attained a level in any one spellcasting class he/she belonged to before he/she added the prestige class. This essentially means that he/she adds these levels of Triclopean Paragon to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. Alternatively, if conventional psionics are being used, the character may advance the manifesting ability of a psionic class in a similar fashion (gaining additional powers, a higher manifester level, and additional power points). <br />
<br />
If a Triclopean Paragon has no levels in a spellcasting or psionic class, this class feature has no effect. <br />
<br />
'''Bonus Psychic/Psionic Feat''': At 2nd and 4th level, the character may choose a bonus psychic feat (if the feat-based "The Gift" psychic powers system is being used) or a bonus psionic feat (if the conventional psionics system is being used).<br />
<br />
'''Locked Template (Ex)''': A character with 2 levels of Triclopean Paragon will retain the Half-Triclops template when assuming other forms (even if that form is normally not eligible for the template). This applies to spells and abilities such as ''[[SRD: Alter Self (Spell)|Alter Self]]'', ''[[SRD: Polymorph (Spell)|Polymorph]]'' and ''[[SRD: Shapechange (Spell)|Shapechange]]'', druidic wildshape, lycanthropy, and even race-change as a result of ''[[SRD: Reincarnate (Spell)|Reincarnate]]'' or ''[[SRD: Wish (Spell)|Wish]]'' spells.<br />
<br />
'''Ability Boost (Ex)''': At 3rd level, a Triclopean Paragon's Intelligence score increases by 2 points.<br />
<br />
'''Pureblood Restriction''': Only Triclopean purebloods can attain the fourth level of the Triclopean Paragon class. This includes Triclopes with other inherited or acquired templates, provided the base race is Triclops: it does not include other base races with the Half-Triclops template. Characters who ''become'' pureblood Triclopes (e.g. as a result of a ''[[SRD: Wish (Spell)|Wish]]'' spell) can take the fourth level of the class only if they have taken no other racial paragon classes, and they cannot then take other racial paragon classes even if their race changes again.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Classes|Classes]] &rarr; [[User Racial Paragon Classes|Racial Paragon Classes]]<small> [[User Racial Paragon Classes with Descriptions|with description]]</small> <br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Racial Paragon Class]]<br />
[[Category:Moderate Spellcasting]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=Triclopean_Paragon_(3.5e_Racial_Paragon_Class)&diff=135726Triclopean Paragon (3.5e Racial Paragon Class)2007-10-05T23:20:18Z<p>Findail: Triclopean Paragon</p>
<hr />
<div><div class="tocDepth2 supplement"><br />
<dplc><br />
|{{Racial Paragon Class Description<br />
|Triclopean Paragon|<!-- Leave blank. This is where ratings from others go --><br />
|Moderate Spellcasting<br />
|Triclopean Paragons train to develop those traits most strongly associated with the ancient "mystics of the Third Eye": psychic powers, spellcasting ability, knowledge, and physical and mental resilience.<br />
}}</dplc><br />
{{Balance}}<br />
<br />
{{author<br />
|author_name=Findail<br />
|date_created=October 05, 2007<br />
|status=Complete<br />
}}<br />
<br />
<br />
== Triclopean Paragon ==<br />
<br />
The Triclopean Paragon class allows [[Triclopes (DnD Race)|Triclopean]] characters to develop those traits most strongly associated with the ancient "mystics of the Third Eye": psychic powers, spellcasting ability, knowledge, and physical and mental resilience.<br />
<br />
===== Adventures =====<br />
<br />
Typically, Triclopean Paragons adventure to seek out hidden lore or to develop their powers. Many also see themselves as guardians of civilization, protecting it from external (especially supernatural or extraplanar) threats.<br />
<br />
===== Characteristics =====<br />
<br />
Triclopean Paragons driven by a quest for knowledge or power often become fixated on their goal, and those motivated by a desire to guard civilization often feel that "the ends justify the means": this gives them a reputation for ruthlessness that often precludes a Good alignment even when working for a noble cause. They tend to see themselves as the hidden shapers of history, and this can lead to a condescending or arrogant attitude towards the "younger races".<br />
<br />
===== Alignment =====<br />
<br />
Triclopean Paragons tend to be of Lawful alignment (they cannot be Chaotic), usually Lawful Neutral. Many are True Neutral, believing this to be important for "mental balance" or appropriate for their role as impartial guardians of the welfare of other civilized races.<br />
<br />
===== Religion =====<br />
<br />
Those Triclopes who are religious typically worship deities of knowledge or magic. Many, however, see the gods as merely very powerful beings, to be respected rather than worshipped.<br />
<br />
===== Background =====<br />
<br />
Most Triclopes prefer to live quiet, orderly and secluded lives in well-hidden communities (often underground or on remote islands), hence most Triclopean characters will come from such a community. Half-Triclopes with the Triclopean Heritage feat probably have a similar background. However, Half-Triclopes born into non-Triclopean families as "genetic throwbacks" may have had a very different experience.<br />
<br />
===== Races =====<br />
<br />
On most worlds where they exist, the Triclopes were actually responsible for either bringing other races to that world in the distant past, or teaching the arts of civilization to the indigenous inhabitants. Hence, other than some degree of pride in the achievements of their own race, Triclopes are relatively free of racial prejudice. The attitudes of others are generally dependent on how much they know about the activities of the Triclopes (who usually prefer to remain mysterious).<br />
<br />
===== Other Classes =====<br />
<br />
Triclopean Paragons get on well with arcane spellcasters (especially Wizards, who they see as fellow intellectuals). Their attitude to divine casters depends on the nature of the deity: followers of gods who protect their people and preserve the civilized arts are preferred (as are Druids who preserve the natural world). Similary, warrior-types should preferably be champions who defend others.<br />
<br />
=== Game Rule Information ===<br />
<br />
Triclopean Paragons have the following game statistics.<br />
<br />
===== Race =====<br />
<br />
[[Triclopes (DnD Race)|Triclops]] or Half-Triclops (must know the Triclopean language).<br />
<br />
===== Abilities =====<br />
<br />
Triclopean Paragons tend to be highly intelligent spellcasters (even those whose spellcasting is based on another attribute: they have racial bonuses on Wisdom and Charisma too). The Paragon class allows them to further develop their intellects.<br />
<br />
===== Alignment =====<br />
<br />
Triclopean Paragons must be of some non-Chaotic alignment.<br />
<br />
===== Starting Age =====<br />
<br />
Complex<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0" id="Table: The Triclopean Paragon"<br />
|-<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Triclopean Paragon</div> Hit Die: d8<br />
|-<br />
! Level !! Base<br />Attack Bonus !! Fort<br />Save !! Ref<br />Save !! Will<br />Save !! style="text-align: left;" | Special !! style="text-align: left;" | [[#Spells per Day|Spells per Day]]<br />
|-<br />
|1||+0||+2||+0||+2||Divided Ancestry, Lore, Unlocked Gaze|| -<br />
|-<br />
||2||+1||+3||+0||+3||Bonus Psychic/Psionic Feat, Locked Template||+1 spellcaster<br />
|-<br />
||3||+2||+3||+1||+3||Ability boost (Int +2)||+1 spellcaster<br />
|-<br />
||4||+3||+4||+1||+4||Pureblood Restriction, Bonus Psychic/Psionic Feat||+1 spellcaster<br />
|-<br />
| class="skills" colspan="7" style="text-align: left;"|<br />
'''Class Skills:''' The Triclopean paragon's class skills (and the key ability for each skill) are [[Appraise]] ([[Int]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Decipher Script]] ([[Int]]), [[Knowledge]](all skills taken individually) ([[Int]]), [[Profession]] ([[Wis]]), [[Search]] ([[Int]]), [[Speak Language]], [[Spellcraft]] ([[Int]]), and [[Spot]] ([[Wis]]).<br/><br />
'''Skill points at each level:''' 4 + Int modifier (x4 at first level)<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are class features of the Triclopean Paragon class:<br />
<br />
'''Weapon and Armor Proficiency:''' Triclopean Paragons are proficient with all simple weapons, but gain no proficiency with armour or shields.<br />
<br />
'''Divided Ancestry (Ex):''' This ability is only available to Half-Triclopes. Because of their mixed racial heritage, Half-Triclopes may take levels in Triclopean Paragon and in whatever racial paragon class (or classes) their base race is eligible for.<br />
<br />
'''Lore:''' This functions in an identical fashion to the Lore ability of Bards, Loremasters, [[Sage (DnD Prestige Class)|Sages]] etc. Triclopean Paragon levels stack with levels in other classes which also grant this ability.<br />
<br />
'''Unlocked Gaze (Su):''' This allows the Triclopean ''[[SRD: Confusion, Lesser (Spell)|Lesser Confusion]]'' gaze weapon to be used any number of times per day.<br />
<br />
'''Spells per Day:''' When a new Triclopean Paragon level is attained (except the first), the character gains new spells per day as if he/she had also attained a level in any one spellcasting class he/she belonged to before he/she added the prestige class. This essentially means that he/she adds these levels of Triclopean Paragon to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. Alternatively, if conventional psionics are being used, the character may advance the manifesting ability of a psionic class in a similar fashion (gaining additional powers, a higher manifester level, and additional power points). <br />
<br />
If a Triclopean Paragon has no levels in a spellcasting or psionic class, this class feature has no effect. <br />
<br />
'''Locked Template (Ex)''': A character with 2 levels of Triclopean Paragon will retain the Half-Triclops template when assuming other forms (even if that form is normally not eligible for the template). This applies to spells and abilities such as ''[[SRD: Alter Self (Spell)|Alter Self]]'', ''[[SRD: Polymorph (Spell)|Polymorph]]'' and ''[[SRD: Shapechange (Spell)|Shapechange]]'', druidic wildshape, lycanthropy, and even race-change as a result of ''[[SRD: Reincarnate (Spell)|Reincarnate]]'' or ''[[SRD: Wish (Spell)|Wish]]'' spells.<br />
<br />
'''Ability Boost (Ex)''': At 3rd level, a Triclopean Paragon's Intelligence score increases by 2 points.<br />
<br />
'''Pureblood Restriction''': Only Triclopean purebloods can attain the fourth level of the Triclopean Paragon class. This includes Triclopes with other inherited or acquired templates, provided the base race is Triclops: it does not include other base races with the Half-Triclops template. Characters who ''become'' pureblood Triclopes (e.g. as a result of a ''[[SRD: Wish (Spell)|Wish]]'' spell) can take the fourth level of the class only if they have taken no other racial paragon classes, and they cannot then take other racial paragon classes even if their race changes again.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Classes|Classes]] &rarr; [[User Racial Paragon Classes|Racial Paragon Classes]]<small> [[User Racial Paragon Classes with Descriptions|with description]]</small> <br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Racial Paragon Class]]<br />
[[Category:Moderate Spellcasting]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=Skraal_Paragon_(3.5e_Racial_Paragon_Class)&diff=135713Skraal Paragon (3.5e Racial Paragon Class)2007-10-05T21:37:02Z<p>Findail: /* Game Rule Information */ Ref/Will should be +1 at 3rd</p>
<hr />
<div><div class="tocDepth2 supplement"><br />
<dplc><br />
|{{Racial Paragon Class Description<br />
|Skraal Paragon|<!-- Leave blank. This is where ratings from others go --><br />
|Combat Focused, Moderate Spellcasting<br />
|Skraal Paragons are warrior-mystics: masters of the wilderness, devotees of the Skraal ancestor-worship religion, and with an aptitude for arcane magic.<br />
}}</dplc><br />
{{Balance}}<br />
<br />
{{author<br />
|author_name=Findail<br />
|date_created=October 03, 2007<br />
|status=Complete<br />
}}<br />
<br />
<br />
== Skraal Paragon ==<br />
<br />
The Skraal Paragon class allows [[Skraal (DnD Race)|Skraal]] characters to develop those traits most strongly associated with this race of cold-adapted Half-Orcs. Skraal Paragons are warrior-mystics: wise in the ways of the wilderness, devotees of the ancestor-worship religion of the Skraal, and with an aptitude for arcane magic.<br />
<br />
===== Adventures =====<br />
<br />
Many Skraal Paragons seek to develop their talents to defend their people from the monstrous inhabitants of their polar wilderness habitat. Others seek out new experiences in lands that are quite unlike their homeland.<br />
<br />
===== Characteristics =====<br />
<br />
Most Skraal Paragons see themselves as representatives of the tribal customs of their people, and as neutral observers when in foreign lands: they rarely provoke confrontations, but fight with determination when the cause is right.<br />
<br />
===== Alignment =====<br />
<br />
Skraal Paragons must be of some Neutral alignment. They tend to be "moderates".<br />
<br />
===== Religion =====<br />
<br />
All Skraal Paragons follow the ancestor-worship religion of the Skraal (the belief that the spirits of the dead join with a "tribal spirit" that powers Skraal Adept and Ranger spells).<br />
<br />
===== Background =====<br />
<br />
As champions of their tribe, Skraal Paragons are rarely outcasts, and those that journey into warmer lands are usually on some sort of personal quest to expand their knowledge of the world.<br />
<br />
===== Races =====<br />
<br />
The Skraal get on reasonably well with others of Orcish blood, despite a reluctance to associate themselves too closely with the violent ways of their distant cousins. They have learned to tolerate initial hostility from other races who associate them with Orcs, but they expect such undeserved prejudices to be dropped fairly quickly, and tend to judge others according to how quickly this happens.<br />
<br />
===== Other Classes =====<br />
<br />
Skraal Paragons get on well with Rangers (who have rather similar abilities) and with arcane spellcasters (who are well-respected in Skraal culture). They tend to be somewhat suspicious of divine casters such as Clerics. Druids are treated with respect, but few Skraal have the affinity with plants needed to become Druids themselves.<br />
<br />
=== Game Rule Information ===<br />
<br />
Skraal Paragons have the following game statistics.<br />
<br />
===== Race =====<br />
<br />
Skraal or Half-Skraal.<br />
<br />
===== Abilities =====<br />
<br />
Skraal Paragons tend to be tough and hardy, with high Constitution scores. Those who choose to continue as warrior-types will require Strength, but many become spellcasters instead, requiring high scores in the appropriate mental attribute.<br />
<br />
===== Alignment =====<br />
<br />
Skraal Paragons must be of some Neutral alignment.<br />
<br />
===== Starting Age =====<br />
<br />
Moderate<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0" id="Table: The Skraal Paragon"<br />
|-<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Skraal Paragon</div> Hit Die: d8<br />
|-<br />
! Level !! Base<br />Attack Bonus !! Fort<br />Save !! Ref<br />Save !! Will<br />Save !! style="text-align: left;" | Special !! style="text-align: left;" | [[#Spells per Day|Spells per Day]]<br />
|-<br />
|1||+1||+2||+0||+0||Divided Ancestry, Ranger Magic, Track|| -<br />
|-<br />
||2||+2||+3||+0||+0|| - ||+1 spellcaster(Adept)<br />
|-<br />
||3||+3||+3||+1||+1||Ability boost (Con +2)||+1 spellcaster(Adept or arcane)<br />
|-<br />
| class="skills" colspan="7" style="text-align: left;"|<br />
'''Class Skills:''' The Skraal paragon's class skills (and the key ability for each skill) are [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Jump]] ([[Str]]), [[Knowledge]](arcane) ([[Int]]), [[Knowledge]](geography) ([[Int]]), [[Knowledge]](religion) ([[Int]]), [[Listen]] ([[Wis]]), [[Profession]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Survival]] ([[Wis]]), and [[Swim]] ([[Str]]).<br/><br />
'''Skill points at each level:''' 4 + Int modifier (x4 at first level)<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are class features of the Skraal Paragon class:<br />
<br />
'''Weapon and Armor Proficiency:''' Skraal Paragons are proficient with all simple and martial weapons and with light armour, but not with shields.<br />
<br />
'''Divided Ancestry (Ex):''' The Skraal are essentially a Half-Orc variant, and can take levels in the [[Half-Orc Paragon]] class after taking one level of Skraal Paragon. Unlike normal Half-Orcs, however, they are neither sufficiently Human nor sufficiently Orcish to take those Paragon classes too. Humans, Orcs and Half-Orcs with the Half-Skraal feat can take the Skraal Paragon in addition to those to which they would normally be entitled: in the case of Half-Orcs with the Half-Skraal feat, this means that they can take the Skraal and Half-Orc Paragon classes plus either [[Human Paragon|Human]] or [[Orc Paragon]].<br />
<br />
'''Ranger Magic:''' Skraal Paragon levels are treated as Ranger levels with regard to Ranger spellcasting ability, and this stacks with any actual Ranger levels the character has.<br />
<br />
'''Track:''' Like Rangers, Skraal Paragons gain Track as a bonus feat at 1st level.<br />
<br />
'''Spells per Day:''' At 2nd level, the Skraal Paragon gains the spellcasting ability of a 1st level [[Adept (SRD NPC Class)|Adept]], and this stacks with any actual Adept levels the character has. This ability is specifically divine in nature: if the character has the [[Arcane Adept (DnD Feat)|Arcane Adept]] feat, it does not apply here. As usual with Skraal Adepts, the character also gains "place magic" (spontaneous casting of Adept spells within the Skraal homelands or with a special amulet made there by the character) and access to the Adept and Ranger spell lists, but is denied access to plant-related spells (including ''Barkskin'').<br />
<br />
At 3rd level, the Skraal Paragon gains one level of spellcasting ability as either an Adept or any arcane spellcasting class he/she already has.<br />
<br />
'''Ability Boost (Ex)''': At 3rd level, a Skraal Paragon's Constitution score increases by 2 points.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Classes|Classes]] &rarr; [[User Racial Paragon Classes|Racial Paragon Classes]]<small> [[User Racial Paragon Classes with Descriptions|with description]]</small> <br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Racial Paragon Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=Skraal_Paragon_(3.5e_Racial_Paragon_Class)&diff=135570Skraal Paragon (3.5e Racial Paragon Class)2007-10-04T10:35:38Z<p>Findail: /* Game Rule Information */ added Knowledge (geography)</p>
<hr />
<div><div class="tocDepth2 supplement"><br />
<dplc><br />
|{{Racial Paragon Class Description<br />
|Skraal Paragon|<!-- Leave blank. This is where ratings from others go --><br />
|Combat Focused, Moderate Spellcasting<br />
|Skraal Paragons are warrior-mystics: masters of the wilderness, devotees of the Skraal ancestor-worship religion, and with an aptitude for arcane magic.<br />
}}</dplc><br />
{{Balance}}<br />
<br />
{{author<br />
|author_name=Findail<br />
|date_created=October 03, 2007<br />
|status=Complete<br />
}}<br />
<br />
<br />
== Skraal Paragon ==<br />
<br />
The Skraal Paragon class allows [[Skraal (DnD Race)|Skraal]] characters to develop those traits most strongly associated with this race of cold-adapted Half-Orcs. Skraal Paragons are warrior-mystics: wise in the ways of the wilderness, devotees of the ancestor-worship religion of the Skraal, and with an aptitude for arcane magic.<br />
<br />
===== Adventures =====<br />
<br />
Many Skraal Paragons seek to develop their talents to defend their people from the monstrous inhabitants of their polar wilderness habitat. Others seek out new experiences in lands that are quite unlike their homeland.<br />
<br />
===== Characteristics =====<br />
<br />
Most Skraal Paragons see themselves as representatives of the tribal customs of their people, and as neutral observers when in foreign lands: they rarely provoke confrontations, but fight with determination when the cause is right.<br />
<br />
===== Alignment =====<br />
<br />
Skraal Paragons must be of some Neutral alignment. They tend to be "moderates".<br />
<br />
===== Religion =====<br />
<br />
All Skraal Paragons follow the ancestor-worship religion of the Skraal (the belief that the spirits of the dead join with a "tribal spirit" that powers Skraal Adept and Ranger spells).<br />
<br />
===== Background =====<br />
<br />
As champions of their tribe, Skraal Paragons are rarely outcasts, and those that journey into warmer lands are usually on some sort of personal quest to expand their knowledge of the world.<br />
<br />
===== Races =====<br />
<br />
The Skraal get on reasonably well with others of Orcish blood, despite a reluctance to associate themselves too closely with the violent ways of their distant cousins. They have learned to tolerate initial hostility from other races who associate them with Orcs, but they expect such undeserved prejudices to be dropped fairly quickly, and tend to judge others according to how quickly this happens.<br />
<br />
===== Other Classes =====<br />
<br />
Skraal Paragons get on well with Rangers (who have rather similar abilities) and with arcane spellcasters (who are well-respected in Skraal culture). They tend to be somewhat suspicious of divine casters such as Clerics. Druids are treated with respect, but few Skraal have the affinity with plants needed to become Druids themselves.<br />
<br />
=== Game Rule Information ===<br />
<br />
Skraal Paragons have the following game statistics.<br />
<br />
===== Race =====<br />
<br />
Skraal or Half-Skraal.<br />
<br />
===== Abilities =====<br />
<br />
Skraal Paragons tend to be tough and hardy, with high Constitution scores. Those who choose to continue as warrior-types will require Strength, but many become spellcasters instead, requiring high scores in the appropriate mental attribute.<br />
<br />
===== Alignment =====<br />
<br />
Skraal Paragons must be of some Neutral alignment.<br />
<br />
===== Starting Age =====<br />
<br />
Moderate<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0" id="Table: The Skraal Paragon"<br />
|-<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Skraal Paragon</div> Hit Die: d8<br />
|-<br />
! Level !! Base<br />Attack Bonus !! Fort<br />Save !! Ref<br />Save !! Will<br />Save !! style="text-align: left;" | Special !! style="text-align: left;" | [[#Spells per Day|Spells per Day]]<br />
|-<br />
|1||+1||+2||+0||+0||Divided Ancestry, Ranger Magic, Track|| -<br />
|-<br />
||2||+2||+3||+0||+0|| - ||+1 spellcaster(Adept)<br />
|-<br />
||3||+3||+3||+0||+0||Ability boost (Con +2)||+1 spellcaster(Adept or arcane)<br />
|-<br />
| class="skills" colspan="7" style="text-align: left;"|<br />
'''Class Skills:''' The Skraal paragon's class skills (and the key ability for each skill) are [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Jump]] ([[Str]]), [[Knowledge]](arcane) ([[Int]]), [[Knowledge]](geography) ([[Int]]), [[Knowledge]](religion) ([[Int]]), [[Listen]] ([[Wis]]), [[Profession]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Survival]] ([[Wis]]), and [[Swim]] ([[Str]]).<br/><br />
'''Skill points at each level:''' 4 + Int modifier (x4 at first level)<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are class features of the Skraal Paragon class:<br />
<br />
'''Weapon and Armor Proficiency:''' Skraal Paragons are proficient with all simple and martial weapons and with light armour, but not with shields.<br />
<br />
'''Divided Ancestry (Ex):''' The Skraal are essentially a Half-Orc variant, and can take levels in the [[Half-Orc Paragon]] class after taking one level of Skraal Paragon. Unlike normal Half-Orcs, however, they are neither sufficiently Human nor sufficiently Orcish to take those Paragon classes too. Humans, Orcs and Half-Orcs with the Half-Skraal feat can take the Skraal Paragon in addition to those to which they would normally be entitled: in the case of Half-Orcs with the Half-Skraal feat, this means that they can take the Skraal and Half-Orc Paragon classes plus either [[Human Paragon|Human]] or [[Orc Paragon]].<br />
<br />
'''Ranger Magic:''' Skraal Paragon levels are treated as Ranger levels with regard to Ranger spellcasting ability, and this stacks with any actual Ranger levels the character has.<br />
<br />
'''Track:''' Like Rangers, Skraal Paragons gain Track as a bonus feat at 1st level.<br />
<br />
'''Spells per Day:''' At 2nd level, the Skraal Paragon gains the spellcasting ability of a 1st level [[Adept (SRD NPC Class)|Adept]], and this stacks with any actual Adept levels the character has. This ability is specifically divine in nature: if the character has the [[Arcane Adept (DnD Feat)|Arcane Adept]] feat, it does not apply here. As usual with Skraal Adepts, the character also gains "place magic" (spontaneous casting of Adept spells within the Skraal homelands or with a special amulet made there by the character) and access to the Adept and Ranger spell lists, but is denied access to plant-related spells (including ''Barkskin'').<br />
<br />
At 3rd level, the Skraal Paragon gains one level of spellcasting ability as either an Adept or any arcane spellcasting class he/she already has.<br />
<br />
'''Ability Boost (Ex)''': At 3rd level, a Skraal Paragon's Constitution score increases by 2 points.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Classes|Classes]] &rarr; [[User Racial Paragon Classes|Racial Paragon Classes]]<small> [[User Racial Paragon Classes with Descriptions|with description]]</small> <br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Racial Paragon Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=Skraal_Paragon_(3.5e_Racial_Paragon_Class)&diff=135569Skraal Paragon (3.5e Racial Paragon Class)2007-10-04T09:09:20Z<p>Findail: /* Class Features */ linking other relevant Paragon classes</p>
<hr />
<div><div class="tocDepth2 supplement"><br />
<dplc><br />
|{{Racial Paragon Class Description<br />
|Skraal Paragon|<!-- Leave blank. This is where ratings from others go --><br />
|Combat Focused, Moderate Spellcasting<br />
|Skraal Paragons are warrior-mystics: masters of the wilderness, devotees of the Skraal ancestor-worship religion, and with an aptitude for arcane magic.<br />
}}</dplc><br />
{{Balance}}<br />
<br />
{{author<br />
|author_name=Findail<br />
|date_created=October 03, 2007<br />
|status=Complete<br />
}}<br />
<br />
<br />
== Skraal Paragon ==<br />
<br />
The Skraal Paragon class allows [[Skraal (DnD Race)|Skraal]] characters to develop those traits most strongly associated with this race of cold-adapted Half-Orcs. Skraal Paragons are warrior-mystics: wise in the ways of the wilderness, devotees of the ancestor-worship religion of the Skraal, and with an aptitude for arcane magic.<br />
<br />
===== Adventures =====<br />
<br />
Many Skraal Paragons seek to develop their talents to defend their people from the monstrous inhabitants of their polar wilderness habitat. Others seek out new experiences in lands that are quite unlike their homeland.<br />
<br />
===== Characteristics =====<br />
<br />
Most Skraal Paragons see themselves as representatives of the tribal customs of their people, and as neutral observers when in foreign lands: they rarely provoke confrontations, but fight with determination when the cause is right.<br />
<br />
===== Alignment =====<br />
<br />
Skraal Paragons must be of some Neutral alignment. They tend to be "moderates".<br />
<br />
===== Religion =====<br />
<br />
All Skraal Paragons follow the ancestor-worship religion of the Skraal (the belief that the spirits of the dead join with a "tribal spirit" that powers Skraal Adept and Ranger spells).<br />
<br />
===== Background =====<br />
<br />
As champions of their tribe, Skraal Paragons are rarely outcasts, and those that journey into warmer lands are usually on some sort of personal quest to expand their knowledge of the world.<br />
<br />
===== Races =====<br />
<br />
The Skraal get on reasonably well with others of Orcish blood, despite a reluctance to associate themselves too closely with the violent ways of their distant cousins. They have learned to tolerate initial hostility from other races who associate them with Orcs, but they expect such undeserved prejudices to be dropped fairly quickly, and tend to judge others according to how quickly this happens.<br />
<br />
===== Other Classes =====<br />
<br />
Skraal Paragons get on well with Rangers (who have rather similar abilities) and with arcane spellcasters (who are well-respected in Skraal culture). They tend to be somewhat suspicious of divine casters such as Clerics. Druids are treated with respect, but few Skraal have the affinity with plants needed to become Druids themselves.<br />
<br />
=== Game Rule Information ===<br />
<br />
Skraal Paragons have the following game statistics.<br />
<br />
===== Race =====<br />
<br />
Skraal or Half-Skraal.<br />
<br />
===== Abilities =====<br />
<br />
Skraal Paragons tend to be tough and hardy, with high Constitution scores. Those who choose to continue as warrior-types will require Strength, but many become spellcasters instead, requiring high scores in the appropriate mental attribute.<br />
<br />
===== Alignment =====<br />
<br />
Skraal Paragons must be of some Neutral alignment.<br />
<br />
===== Starting Age =====<br />
<br />
Moderate<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0" id="Table: The Skraal Paragon"<br />
|-<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Skraal Paragon</div> Hit Die: d8<br />
|-<br />
! Level !! Base<br />Attack Bonus !! Fort<br />Save !! Ref<br />Save !! Will<br />Save !! style="text-align: left;" | Special !! style="text-align: left;" | [[#Spells per Day|Spells per Day]]<br />
|-<br />
|1||+1||+2||+0||+0||Divided Ancestry, Ranger Magic, Track|| -<br />
|-<br />
||2||+2||+3||+0||+0|| - ||+1 spellcaster(Adept)<br />
|-<br />
||3||+3||+3||+0||+0||Ability boost (Con +2)||+1 spellcaster(Adept or arcane)<br />
|-<br />
| class="skills" colspan="7" style="text-align: left;"|<br />
'''Class Skills:''' The Skraal paragon's class skills (and the key ability for each skill) are [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Jump]] ([[Str]]), [[Knowledge]](arcane) ([[Int]]), [[Knowledge]](religion) ([[Int]]), [[Listen]] ([[Wis]]), [[Profession]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Survival]] ([[Wis]]), and [[Swim]] ([[Str]]).<br/><br />
'''Skill points at each level:''' 4 + Int modifier (x4 at first level)<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are class features of the Skraal Paragon class:<br />
<br />
'''Weapon and Armor Proficiency:''' Skraal Paragons are proficient with all simple and martial weapons and with light armour, but not with shields.<br />
<br />
'''Divided Ancestry (Ex):''' The Skraal are essentially a Half-Orc variant, and can take levels in the [[Half-Orc Paragon]] class after taking one level of Skraal Paragon. Unlike normal Half-Orcs, however, they are neither sufficiently Human nor sufficiently Orcish to take those Paragon classes too. Humans, Orcs and Half-Orcs with the Half-Skraal feat can take the Skraal Paragon in addition to those to which they would normally be entitled: in the case of Half-Orcs with the Half-Skraal feat, this means that they can take the Skraal and Half-Orc Paragon classes plus either [[Human Paragon|Human]] or [[Orc Paragon]].<br />
<br />
'''Ranger Magic:''' Skraal Paragon levels are treated as Ranger levels with regard to Ranger spellcasting ability, and this stacks with any actual Ranger levels the character has.<br />
<br />
'''Track:''' Like Rangers, Skraal Paragons gain Track as a bonus feat at 1st level.<br />
<br />
'''Spells per Day:''' At 2nd level, the Skraal Paragon gains the spellcasting ability of a 1st level [[Adept (SRD NPC Class)|Adept]], and this stacks with any actual Adept levels the character has. This ability is specifically divine in nature: if the character has the [[Arcane Adept (DnD Feat)|Arcane Adept]] feat, it does not apply here. As usual with Skraal Adepts, the character also gains "place magic" (spontaneous casting of Adept spells within the Skraal homelands or with a special amulet made there by the character) and access to the Adept and Ranger spell lists, but is denied access to plant-related spells (including ''Barkskin'').<br />
<br />
At 3rd level, the Skraal Paragon gains one level of spellcasting ability as either an Adept or any arcane spellcasting class he/she already has.<br />
<br />
'''Ability Boost (Ex)''': At 3rd level, a Skraal Paragon's Constitution score increases by 2 points.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Classes|Classes]] &rarr; [[User Racial Paragon Classes|Racial Paragon Classes]]<small> [[User Racial Paragon Classes with Descriptions|with description]]</small> <br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Racial Paragon Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=Skraal_Paragon_(3.5e_Racial_Paragon_Class)&diff=135325Skraal Paragon (3.5e Racial Paragon Class)2007-10-03T18:34:55Z<p>Findail: /* Class Features */ linking "Adept"</p>
<hr />
<div><div class="tocDepth2 supplement"><br />
<dplc><br />
|{{Racial Paragon Class Description<br />
|Skraal Paragon|<!-- Leave blank. This is where ratings from others go --><br />
|Combat Focused, Moderate Spellcasting<br />
|Skraal Paragons are warrior-mystics: masters of the wilderness, devotees of the Skraal ancestor-worship religion, and with an aptitude for arcane magic.<br />
}}</dplc><br />
{{Balance}}<br />
<br />
{{author<br />
|author_name=Findail<br />
|date_created=October 03, 2007<br />
|status=Complete<br />
}}<br />
<br />
<br />
== Skraal Paragon ==<br />
<br />
The Skraal Paragon class allows [[Skraal (DnD Race)|Skraal]] characters to develop those traits most strongly associated with this race of cold-adapted Half-Orcs. Skraal Paragons are warrior-mystics: wise in the ways of the wilderness, devotees of the ancestor-worship religion of the Skraal, and with an aptitude for arcane magic.<br />
<br />
===== Adventures =====<br />
<br />
Many Skraal Paragons seek to develop their talents to defend their people from the monstrous inhabitants of their polar wilderness habitat. Others seek out new experiences in lands that are quite unlike their homeland.<br />
<br />
===== Characteristics =====<br />
<br />
Most Skraal Paragons see themselves as representatives of the tribal customs of their people, and as neutral observers when in foreign lands: they rarely provoke confrontations, but fight with determination when the cause is right.<br />
<br />
===== Alignment =====<br />
<br />
Skraal Paragons must be of some Neutral alignment. They tend to be "moderates".<br />
<br />
===== Religion =====<br />
<br />
All Skraal Paragons follow the ancestor-worship religion of the Skraal (the belief that the spirits of the dead join with a "tribal spirit" that powers Skraal Adept and Ranger spells).<br />
<br />
===== Background =====<br />
<br />
As champions of their tribe, Skraal Paragons are rarely outcasts, and those that journey into warmer lands are usually on some sort of personal quest to expand their knowledge of the world.<br />
<br />
===== Races =====<br />
<br />
The Skraal get on reasonably well with others of Orcish blood, despite a reluctance to associate themselves too closely with the violent ways of their distant cousins. They have learned to tolerate initial hostility from other races who associate them with Orcs, but they expect such undeserved prejudices to be dropped fairly quickly, and tend to judge others according to how quickly this happens.<br />
<br />
===== Other Classes =====<br />
<br />
Skraal Paragons get on well with Rangers (who have rather similar abilities) and with arcane spellcasters (who are well-respected in Skraal culture). They tend to be somewhat suspicious of divine casters such as Clerics. Druids are treated with respect, but few Skraal have the affinity with plants needed to become Druids themselves.<br />
<br />
=== Game Rule Information ===<br />
<br />
Skraal Paragons have the following game statistics.<br />
<br />
===== Race =====<br />
<br />
Skraal or Half-Skraal.<br />
<br />
===== Abilities =====<br />
<br />
Skraal Paragons tend to be tough and hardy, with high Constitution scores. Those who choose to continue as warrior-types will require Strength, but many become spellcasters instead, requiring high scores in the appropriate mental attribute.<br />
<br />
===== Alignment =====<br />
<br />
Skraal Paragons must be of some Neutral alignment.<br />
<br />
===== Starting Age =====<br />
<br />
Moderate<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0" id="Table: The Skraal Paragon"<br />
|-<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Skraal Paragon</div> Hit Die: d8<br />
|-<br />
! Level !! Base<br />Attack Bonus !! Fort<br />Save !! Ref<br />Save !! Will<br />Save !! style="text-align: left;" | Special !! style="text-align: left;" | [[#Spells per Day|Spells per Day]]<br />
|-<br />
|1||+1||+2||+0||+0||Divided Ancestry, Ranger Magic, Track|| -<br />
|-<br />
||2||+2||+3||+0||+0|| - ||+1 spellcaster(Adept)<br />
|-<br />
||3||+3||+3||+0||+0||Ability boost (Con +2)||+1 spellcaster(Adept or arcane)<br />
|-<br />
| class="skills" colspan="7" style="text-align: left;"|<br />
'''Class Skills:''' The Skraal paragon's class skills (and the key ability for each skill) are [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Jump]] ([[Str]]), [[Knowledge]](arcane) ([[Int]]), [[Knowledge]](religion) ([[Int]]), [[Listen]] ([[Wis]]), [[Profession]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Survival]] ([[Wis]]), and [[Swim]] ([[Str]]).<br/><br />
'''Skill points at each level:''' 4 + Int modifier (x4 at first level)<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are class features of the Skraal Paragon class:<br />
<br />
'''Weapon and Armor Proficiency:''' Skraal Paragons are proficient with all simple and martial weapons and with light armour, but not with shields.<br />
<br />
'''Divided Ancestry (Ex):''' The Skraal are essentially a Half-Orc variant, and can take levels in the Half-Orc Paragon class after taking one level of Skraal Paragon. Unlike normal Half-Orcs, however, they are neither sufficiently Human nor sufficiently Orcish to take those Paragon classes too. Humans, Orcs and Half-Orcs with the Half-Skraal feat can take the Skraal Paragon in addition to those to which they would normally be entitled: in the case of Half-Orcs with the Half-Skraal feat, this means that they can take the Skraal and Half-Orc Paragon classes plus either Human or Orc Paragon.<br />
<br />
'''Ranger Magic:''' Skraal Paragon levels are treated as Ranger levels with regard to Ranger spellcasting ability, and this stacks with any actual Ranger levels the character has.<br />
<br />
'''Track:''' Like Rangers, Skraal Paragons gain Track as a bonus feat at 1st level.<br />
<br />
'''Spells per Day:''' At 2nd level, the Skraal Paragon gains the spellcasting ability of a 1st level [[Adept (SRD NPC Class)|Adept]], and this stacks with any actual Adept levels the character has. This ability is specifically divine in nature: if the character has the [[Arcane Adept (DnD Feat)|Arcane Adept]] feat, it does not apply here. As usual with Skraal Adepts, the character also gains "place magic" (spontaneous casting of Adept spells within the Skraal homelands or with a special amulet made there by the character) and access to the Adept and Ranger spell lists, but is denied access to plant-related spells (including ''Barkskin'').<br />
<br />
At 3rd level, the Skraal Paragon gains one level of spellcasting ability as either an Adept or any arcane spellcasting class he/she already has.<br />
<br />
'''Ability Boost (Ex)''': At 3rd level, a Skraal Paragon's Constitution score increases by 2 points.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Classes|Classes]] &rarr; [[User Racial Paragon Classes|Racial Paragon Classes]]<small> [[User Racial Paragon Classes with Descriptions|with description]]</small> <br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Racial Paragon Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=Skraal_Paragon_(3.5e_Racial_Paragon_Class)&diff=135307Skraal Paragon (3.5e Racial Paragon Class)2007-10-03T14:06:27Z<p>Findail: Skraal Paragon</p>
<hr />
<div><div class="tocDepth2 supplement"><br />
<dplc><br />
|{{Racial Paragon Class Description<br />
|Skraal Paragon|<!-- Leave blank. This is where ratings from others go --><br />
|Combat Focused, Moderate Spellcasting<br />
|Skraal Paragons are warrior-mystics: masters of the wilderness, devotees of the Skraal ancestor-worship religion, and with an aptitude for arcane magic.<br />
}}</dplc><br />
{{Balance}}<br />
<br />
{{author<br />
|author_name=Findail<br />
|date_created=October 03, 2007<br />
|status=Complete<br />
}}<br />
<br />
<br />
== Skraal Paragon ==<br />
<br />
The Skraal Paragon class allows [[Skraal (DnD Race)|Skraal]] characters to develop those traits most strongly associated with this race of cold-adapted Half-Orcs. Skraal Paragons are warrior-mystics: wise in the ways of the wilderness, devotees of the ancestor-worship religion of the Skraal, and with an aptitude for arcane magic.<br />
<br />
===== Adventures =====<br />
<br />
Many Skraal Paragons seek to develop their talents to defend their people from the monstrous inhabitants of their polar wilderness habitat. Others seek out new experiences in lands that are quite unlike their homeland.<br />
<br />
===== Characteristics =====<br />
<br />
Most Skraal Paragons see themselves as representatives of the tribal customs of their people, and as neutral observers when in foreign lands: they rarely provoke confrontations, but fight with determination when the cause is right.<br />
<br />
===== Alignment =====<br />
<br />
Skraal Paragons must be of some Neutral alignment. They tend to be "moderates".<br />
<br />
===== Religion =====<br />
<br />
All Skraal Paragons follow the ancestor-worship religion of the Skraal (the belief that the spirits of the dead join with a "tribal spirit" that powers Skraal Adept and Ranger spells).<br />
<br />
===== Background =====<br />
<br />
As champions of their tribe, Skraal Paragons are rarely outcasts, and those that journey into warmer lands are usually on some sort of personal quest to expand their knowledge of the world.<br />
<br />
===== Races =====<br />
<br />
The Skraal get on reasonably well with others of Orcish blood, despite a reluctance to associate themselves too closely with the violent ways of their distant cousins. They have learned to tolerate initial hostility from other races who associate them with Orcs, but they expect such undeserved prejudices to be dropped fairly quickly, and tend to judge others according to how quickly this happens.<br />
<br />
===== Other Classes =====<br />
<br />
Skraal Paragons get on well with Rangers (who have rather similar abilities) and with arcane spellcasters (who are well-respected in Skraal culture). They tend to be somewhat suspicious of divine casters such as Clerics. Druids are treated with respect, but few Skraal have the affinity with plants needed to become Druids themselves.<br />
<br />
=== Game Rule Information ===<br />
<br />
Skraal Paragons have the following game statistics.<br />
<br />
===== Race =====<br />
<br />
Skraal or Half-Skraal.<br />
<br />
===== Abilities =====<br />
<br />
Skraal Paragons tend to be tough and hardy, with high Constitution scores. Those who choose to continue as warrior-types will require Strength, but many become spellcasters instead, requiring high scores in the appropriate mental attribute.<br />
<br />
===== Alignment =====<br />
<br />
Skraal Paragons must be of some Neutral alignment.<br />
<br />
===== Starting Age =====<br />
<br />
Moderate<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0" id="Table: The Skraal Paragon"<br />
|-<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Skraal Paragon</div> Hit Die: d8<br />
|-<br />
! Level !! Base<br />Attack Bonus !! Fort<br />Save !! Ref<br />Save !! Will<br />Save !! style="text-align: left;" | Special !! style="text-align: left;" | [[#Spells per Day|Spells per Day]]<br />
|-<br />
|1||+1||+2||+0||+0||Divided Ancestry, Ranger Magic, Track|| -<br />
|-<br />
||2||+2||+3||+0||+0|| - ||+1 spellcaster(Adept)<br />
|-<br />
||3||+3||+3||+0||+0||Ability boost (Con +2)||+1 spellcaster(Adept or arcane)<br />
|-<br />
| class="skills" colspan="7" style="text-align: left;"|<br />
'''Class Skills:''' The Skraal paragon's class skills (and the key ability for each skill) are [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Jump]] ([[Str]]), [[Knowledge]](arcane) ([[Int]]), [[Knowledge]](religion) ([[Int]]), [[Listen]] ([[Wis]]), [[Profession]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Survival]] ([[Wis]]), and [[Swim]] ([[Str]]).<br/><br />
'''Skill points at each level:''' 4 + Int modifier (x4 at first level)<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are class features of the Skraal Paragon class:<br />
<br />
'''Weapon and Armor Proficiency:''' Skraal Paragons are proficient with all simple and martial weapons and with light armour, but not with shields.<br />
<br />
'''Divided Ancestry (Ex):''' The Skraal are essentially a Half-Orc variant, and can take levels in the Half-Orc Paragon class after taking one level of Skraal Paragon. Unlike normal Half-Orcs, however, they are neither sufficiently Human nor sufficiently Orcish to take those Paragon classes too. Humans, Orcs and Half-Orcs with the Half-Skraal feat can take the Skraal Paragon in addition to those to which they would normally be entitled: in the case of Half-Orcs with the Half-Skraal feat, this means that they can take the Skraal and Half-Orc Paragon classes plus either Human or Orc Paragon.<br />
<br />
'''Ranger Magic:''' Skraal Paragon levels are treated as Ranger levels with regard to Ranger spellcasting ability, and this stacks with any actual Ranger levels the character has.<br />
<br />
'''Track:''' Like Rangers, Skraal Paragons gain Track as a bonus feat at 1st level.<br />
<br />
'''Spells per Day:''' At 2nd level, the Skraal Paragon gains the spellcasting ability of a 1st level Adept, and this stacks with any actual Adept levels the character has. This ability is specifically divine in nature: if the character has the [[Arcane Adept (DnD Feat)|Arcane Adept]] feat, it does not apply here. As usual with Skraal Adepts, the character also gains "place magic" (spontaneous casting of Adept spells within the Skraal homelands or with a special amulet made there by the character) and access to the Adept and Ranger spell lists, but is denied access to plant-related spells (including ''Barkskin'').<br />
<br />
At 3rd level, the Skraal Paragon gains one level of spellcasting ability as either an Adept or any arcane spellcasting class he/she already has.<br />
<br />
'''Ability Boost (Ex)''': At 3rd level, a Skraal Paragon's Constitution score increases by 2 points.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Classes|Classes]] &rarr; [[User Racial Paragon Classes|Racial Paragon Classes]]<small> [[User Racial Paragon Classes with Descriptions|with description]]</small> <br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Racial Paragon Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=Powerturn_(3.5e_Feat)&diff=135304Powerturn (3.5e Feat)2007-10-03T11:39:10Z<p>Findail: "casting level" -> "turning level"</p>
<hr />
<div>{{author|author_name=Findail|date_created=3rd October 2007|status=Complete}}<br />
__NOTOC__<br />
<div class="supplement"><br />
====Powerturn [Psychic]====<br />
=====Prerequisites =====<br />
<br />
[[Psychomagic (DnD Feat)|Psychomagic]], Turn/Rebuke Undead (or similar ability)<br />
<br />
=====Benefit=====<br />
<br />
In order to qualify for this power, you must have the ability to turn or rebuke undead, or some similar ability (including the [[Brahmin (DnD Class)|Brahmin]]'s "mystic power" ability or the Spirit Shaman's "chastise spirits" ability). It allows you to channel extra power into these abilities: your level is considered to be two levels higher when determining the effectiveness of these abilities. Alternatively, if you are multi-classed, you can use your normal "turning" level and add half of the difference between this and your overall character level (rounding down) before applying the +2 bonus. For instance, if you're a [[cleric]] with 3 levels of [[rogue]] and 4 levels of [[fighter]] (7 non-turning levels), your turning level increases by 7/2 + 2 = 5. Similarly, [[paladins]] and [[Brahmin (DnD Class)|brahmins]] (who normally turn as a cleric of a lower level) add half of their "missing" turning levels, and character races with racial hit dice and/or a level adjust may count these as non-turning levels. If you also have another feat, ability or item that boosts your turning ability, apply this first, and reduce your remaining non-turning levels accordingly before applying Powerturn.<br />
<br />
=====Note=====<br />
<br />
Related to [[The Gift: an Alternative to "Psionics" (DnD Variant Rule)]]<br />
<br />
<br />
----<br />
Back to [[Dungeons and Dragons]] -> [[DnD Feats|Feats]] -> [[DnD The Gift Feats|The Gift]].<br />
[[Category:DnD]]<br />
[[Category:Feat]]<br />
[[Category:The Gift Feat]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=Powerturn_(3.5e_Feat)&diff=135303Powerturn (3.5e Feat)2007-10-03T11:33:04Z<p>Findail: Powerturn</p>
<hr />
<div>{{author|author_name=Findail|date_created=3rd October 2007|status=Complete}}<br />
__NOTOC__<br />
<div class="supplement"><br />
====Powerturn [Psychic]====<br />
=====Prerequisites =====<br />
<br />
[[Psychomagic (DnD Feat)|Psychomagic]], Turn/Rebuke Undead (or similar ability)<br />
<br />
=====Benefit=====<br />
<br />
In order to qualify for this power, you must have the ability to turn or rebuke undead, or some similar ability (including the [[Brahmin (DnD Class)|Brahmin]]'s "mystic power" ability or the Spirit Shaman's "chastise spirits" ability). It allows you to channel extra power into these abilities: your level is considered to be two levels higher when determining the effectiveness of these abilities. Alternatively, if you are multi-classed, you can use your normal "turning" level and add half of the difference between this and your overall character level (rounding down) before applying the +2 bonus. For instance, if you're a [[cleric]] with 3 levels of [[rogue]] and 4 levels of [[fighter]] (7 non-turning levels), your caster level increases by 7/2 + 2 = 5. Similarly, [[paladins]] and [[Brahmin (DnD Class)|brahmins]] (who normally turn as a cleric of a lower level) add half of their "missing" turning levels, and character races with racial hit dice and/or a level adjust may count these as non-turning levels. If you also have another feat, ability or item that boosts your turning ability, apply this first, and reduce your remaining non-turning levels accordingly before applying Powerturn.<br />
<br />
=====Note=====<br />
<br />
Related to [[The Gift: an Alternative to "Psionics" (DnD Variant Rule)]]<br />
<br />
<br />
----<br />
Back to [[Dungeons and Dragons]] -> [[DnD Feats|Feats]] -> [[DnD The Gift Feats|The Gift]].<br />
[[Category:DnD]]<br />
[[Category:Feat]]<br />
[[Category:The Gift Feat]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=3.5e_The_Gift_Feats&diff=1353023.5e The Gift Feats2007-10-03T11:31:15Z<p>Findail: added Powerturn</p>
<hr />
<div><noinclude>Back to [[Dungeons and Dragons]] -> [[DnD Feats|Feats]].<br />
<br />
<br />
All these feats are related to [[The Gift: an Alternative to "Psionics" (DnD Variant Rule)]], and they only work in context to this variant rule.<br />
<br />
</noinclude><br />
{| class="wikitable" style="font-size: 0.9em; line-height: 1.35em;"<br />
|- <br />
|+ style="font-size: 1.2em; color:#180540;" | '''Table: 'The Gift' Feats'''<br />
|- style="font-size: 1.05em;" <br />
! Feat !! Prerequisites !! Benefit<br />
|-<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''General '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[The Gift (DnD The Gift Feat)|The Gift]] || 1st level character || -2 Constitution, character has psychic potential<br />
|-<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''Clairvoyant '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[Clairvoyance (DnD The Gift Feat)|Clairvoyance]] || The Gift, 13 Wisdom || +1 Reflex, Listen / Search / Spot skills, clairvoyant potential<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Boosted Reflexes (DnD The Gift Feat)|Boosted Reflexes]] || Clairvoyance, Lightning Reflexes || Reflex save equal to 1/2 level (or +1)<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Clarity Of Vision (DnD The Gift Feat)|Clarity Of Vision]] || Clairvoyance || Good chance of seeing through illusions<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Combat Sense (DnD The Gift Feat)|Combat Sense]] || Clairvoyance, Combat Reflexes || +2 Insight bonus on initiative and AC: can't be surprised / flanked<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Killer Instinct (DnD The Gift Feat)|Killer Instinct]] || Combat Sense || BAB equal to 3/4 level (or +1)<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Contact Other Plane (DnD The Gift Feat)|Contact Other Plane]] || Clairvoyance, Telepathy || As the spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Darkvision (DnD The Gift Feat)|Darkvision]] || Clairvoyance || Can see without light<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Deepvision (DnD The Gift Feat)|Deepvision]] || Clairvoyance, Darkvision || Can see into solid objects<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Precognition (DnD The Gift Feat)|Precognition]] || Clairvoyance || Limited predictive ability<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Prophecy (DnD The Gift Feat)|Prophecy]] || Precognition || Major predictive ability<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Remote Sensing (DnD The Gift Feat)|Remote Sensing]] || Clairvoyance || As Clairvoyance/Clairaudience spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Scrying (DnD The Gift Feat)|Scrying]] || Clairvoyance || As Scrying spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Seekersense (DnD The Gift Feat)|Seekersense]] || Clairvoyance || Locates objects and creatures<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Uncanny Knowledge (DnD The Gift Feat)|Uncanny Knowledge]] || Clairvoyance || You know things you shouldn't<br />
|- style="vertical-align: top;"<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''Psychic Healing '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[Psychic Healing (DnD The Gift Feat)|Psychic Healing]] || The Gift, 13 Wisdom || +1 Fortitude, Heal skill, health sense, Psychic Healing potential <br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Boost Metabolism (DnD The Gift Feat)|Boost Metabolism]] || Psychic Healing || Temporary Strength / Dexterity / Constitution boost<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Boosted Fortitude (DnD The Gift Feat)|Boosted Fortitude]] || Great Fortitude, Psychic Healing || Fortitude save equal to 1/2 level (or +1)<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Cure/Inflict Wounds (DnD The Gift Feat)|Cure/Inflict Wounds]] || Psychic Healing || Cure wounds, inflict damage, cure ability damage<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Damage Reduction (DnD The Gift Feat)|Damage Reduction]] || Psychic Healing || Damage Reduction 2/-<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Gift of Life (DnD The Gift Feat)|Gift of Life]] || Cure/Inflict Wounds, Damage Reduction || Fast Healing 1<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Purge Metabolism (DnD The Gift Feat)|Purge Metabolism]] || Psychic Healing || Cure poisoning & disease<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Immortality (DnD The Gift Feat)|Immortality]] || Purge Metabolism, Vitality || Immune to poison, disease and age<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Vitality (DnD The Gift Feat)|Vitality]] || Psychic Healing || +2 Constitution<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Immortality (DnD The Gift Feat)|Immortality]] || Purge Metabolism, Vitality || Immune to poison, disease and age<br />
|- style="vertical-align: top;"<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''Psychokinetic '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[Psychokinesis (DnD The Gift Feat)|Psychokinesis]] || The Gift, 13 Intelligence || "Mage Hand", Disable Device / Open Locks / Sleight of Hand skills, Psychokinetic potential<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Controlled Fall (DnD The Gift Feat)|Controlled Fall]] || Psychokinesis || Feather Fall effect<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Levitation (DnD The Gift Feat)|Levitation]] || Controlled Fall || Ascend vertically<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Energy Barrier (DnD The Gift Feat)|Energy Barrier]] || Psychokinesis || Resist energy damage<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Kinetic Shield (DnD The Gift Feat)|Kinetic Shield]] || Psychokinesis || +2 Shield bonus<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Pyrokinesis (DnD Feat)|Pyrokinesis]] || Psychokinesis || Produce / hurl flames<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Self-Propulsion (DnD The Gift Feat)|Self-Propulsion]] || Psychokinesis || True flight when levitating, +10 on movement and various skills<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Shatter (DnD The Gift Feat)|Shatter]] || Psychokinesis || As the spell<br />
|- style="vertical-align: top;"<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''Psychomagic '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[Psychomagic (DnD The Gift Feat)|Psychomagic]] || The Gift, 13 Intelligence, 2nd level spell capability || Detect Magic, Knowledge(arcane) / Spellcraft / Use Magic Device skills, Psychomagic potential<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Familiar Bond (DnD The Gift Feat)|Familiar Bond]] || Psychomagic, Telepathy || Gain familiar, all class levels count for familiar advancement<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Impromptu Dispelling (DnD The Gift Feat)|Impromptu Dispelling]] || Psychomagic || Spend 3 spell levels for Dispel Magic<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Spell Resistance (DnD The Gift Feat)|Spell Resistance]] || Impromptu Dispelling || Spell Resistance 10+level<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Impromptu Metamagic (DnD The Gift Feat)|Impromptu Metamagic]] || Psychomagic, any metamagic Feat || Apply metamagic without preparation<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Magical Strike (DnD The Gift Feat)|Magical Strike]] || Psychomagic || Treat weapon or unarmed strike as magical (or aligned)<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Powercast (DnD The Gift Feat)|Powercast]] || Psychomagic || Boosts caster level by 2 or more<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Powerturn (DnD Feat)|Powerturn]] || Psychomagic || Boosts turning ability by 2 or more<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Spell Recovery (DnD The Gift Feat)|Spell Recovery]] || Psychomagic || Chance of recovering miscast spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Preserve Scroll (DnD The Gift Feat)|Preserve Scroll]] || Scribe Scroll, Spell Recovery || Chance of powering scroll with your own magic<br />
|- style="vertical-align: top;"<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''Telepathic '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[Telepathy (DnD The Gift Feat)|Telepathy]] || The Gift, 13 Charisma || +1 Will, social skills, telepathic potential<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Assess The Foe (DnD The Gift Feat)|Assess The Foe]] || Telepathy || Identify creature type / class, Favored Enemy bonus<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Boosted Will (DnD The Gift Feat)|Boosted Will]] || Iron Will, Telepathy || Will save equal to 1/2 level (or +1)<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Contact Other Plane (DnD The Gift Feat)|Contact Other Plane]] || Clairvoyance, Telepathy || As the spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Familiar Bond (DnD The Gift Feat)|Familiar Bond]] || Psychomagic, Telepathy || Gain familiar, all class levels count for familiar advancement<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Induce Fear (DnD The Gift Feat)|Induce Fear]] || Telepathy || Similar to Fear spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Mind of Power (DnD The Gift Feat)|Mind of Power]] || Telepathy || +1 Intelligence, Wisdom, Charisma: -1 Constitution<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Inward Focus (DnD The Gift Feat)|Inward Focus]] || Mind Of Power || Bonus psychic feats on subsequent levels<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Power Of Command (DnD The Gift Feat)|Power Of Command]] || Leadership, Telepathy || +3 on Leadership and related abilities<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Read Minds (DnD The Gift Feat)|Read Minds]] || Telepathy || Read surface thoughts and deep memories<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Telepathic Communication (DnD The Gift Feat)|Telepathic Communication]] || Read Minds || Mind-to-mind communication<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 3em;" | [[Insinuation (DnD The Gift Feat)|Insinuation]] || Telepathic Communication || Telepathic suggestion<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Resilient Mind (DnD The Gift Feat)|Resilient Mind]] || Telepathy || Resistance to enchantment effects<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Cloak The Mind (DnD The Gift Feat)|Cloak The Mind]] || Resilient Mind || Unreadable mind, false alignment / thoughts<br />
|}</div>Findailhttps://www.dandwiki.com/w/index.php?title=Expanded_Apprentice-Level_Rules_(3.5e_Variant_Rule)&diff=135147Expanded Apprentice-Level Rules (3.5e Variant Rule)2007-10-02T13:30:29Z<p>Findail: /* Example 2: Grak */ spelling</p>
<hr />
<div>{{author|author_name=Findail|date_created=2nd October 2007|status=Complete}}<br />
<br />
=Expanded Apprentice-Level Rules=<br />
<br />
Those who still have a 3.0 DMG will probably be aware of the "0th level apprentice" rules, which allowed a 1st level character to begin play as multiclassed: 0th level in two classes rather than 1st level in one. The character would then advance from 0/0 to 1/1 at 2nd level, and then progress normally from there (i.e. levelling up in only one class at a time thereafter). For each of the original 11 base classes, there was a description of what abilities are available at 0th level.<br />
<br />
Those rules were dropped from the 3.5 DMG (apparently to save space rather than for balance reasons). Also, they were never extended to cover the plethora of new base classes introduced in later books. But they remained popular and useful. I would like to introduce a new, more generic set of rules that can cater for any base class (including racial paragon classes) without needing specific 0th-level definitions for each class. I've also dispensed with the need to select one class as the "dominant" class to determine initial hitpoints and skills. I would also like to extend the concept to cover two other uses:<br />
<br />
1. Compensation for racial hitdice or Level Adjustment. For instance, a Planetouched character (LA +1) could begin at 0th level in one class, rather than 1st.<br />
<br />
2. An alternative to Constitution-loss for 1st level characters raised from death. A character can recover from level-loss, but will never be the same again after Con-loss: so why not remove 1000 xp (leaving the character with a negative xp that can be paid off by further adventuring) and reduce his/her level from 1 to 0?<br />
<br />
For these reasons, I would also like to extend the system into ''negative'' levels, representing very rudimentary training below 0th level. This would apply to characters with a Level Adjustment of +2 or more, or to 2 classes and LA +1 or more (I recommend not allowing 3 or more starting classes: 2 provides sufficient versatility without raising too many balance issues). A sadistic DM might also use these rules to start the party with fewer abilities than 1st level characters normally have. It could also be used for children, who are beginning to learn the skills that will one day allow them to become 1st level adventurers. For multiclassed characters: level 0/0 is considered equivalent in power to level 1, level -1/-1 is considered equivalent to level 0, level -2/-2 is considered equivalent to level -1, level -3/-3 is considered equivalent to level -2.<br />
<br />
Note: when used to "balance" a 1st level character, these rules aren't very effective beyond LA/hitdice of +2 or thereabouts. A character with 3 or more hitdice or Level Adjustment is likely to dominate a 1st level adventure with racial abilities alone, even if class abilities are reduced to uselessness. However, the rest of the party will eventually be able to catch up while this character is still struggling up through negative levels.<br />
<br />
So, here we go:<br />
<br />
<br />
==LEVEL 0==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Single-classed characters with racial hitdice gain half of their usual class hitpoints at 0th level, and only get Constitution modifiers on their existing racial hitdice (thus, a 0th level Gnoll Barbarian would gain half of a d12 on top of his racial hitdice).<br />
<br />
For multiclassed characters, use the average of the two classes: thus, a Human Barbarian/Rogue at 0/0 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
For multiclassed characters at level 0/0 with racial hitdice, hitdice for the two classes are averaged and then treated as a single level 1 hitdie: thus, the character also gets his/her Constitution modifier. For instance, a Gnoll Barbarian/Rogue at 0/0 would gain a d12 plus a d6, divided by 2 (i.e. averaged) added to his racial hitdice, plus his Constitution modifier. <br />
<br />
Note: Multiclassed characters with no racial hitdice gain the benefit of the "maximum hitpoints at 1st level" rule for both of their hitdice. They keep this benefit when going up to 1st level (when their class hitpoints are no longer averaged, but stack normally). This does provide a slight incentive to use this system: probably a few more hitpoints than they might otherwise have. There may be a downside for the character if the two classes have differing numbers of skillpoints: the "quadrupling rule" for 1st level skillpoints won't be applied exclusively to the high-skilled class (the usual first choice), but will be split across both classes (see "Skills" below).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), level 0 (or lower) counts as 1st level for creatures without racial hitdice, but doesn't count at all for creatures with racial hitdice: multiclassed level 0/0 always counts as 1 level (this also affects eligibility for feats and ability score increments).<br />
<br />
Multiclassed characters at level 0/0 will advance in both classes (to 1/1) when they level up. If they lose a level, this will affect both classes, taking them to -1/-1.<br />
<br />
===Saving Throws and Base Attack Bonus===<br />
0th level characters have a +1 on "good" saves (i.e. those that normally start at +2 for 1st level). These stack: thus, a Fighter/Cleric at 0/0 will have saves of +2 Fortitude (+1 from each class), +0 Reflex, +1 Will (from Cleric). All classes have a BAB of 0 at 0th level (or lower).<br />
<br />
===Skills===<br />
For single-classed 0th level characters without racial hitdice, determine skills as for a 1st level character (including quadrupling skillpoints for 1st level).<br />
<br />
For characters with racial hitdice, allocate half the usual number of skillpoints for the class (and no Intelligence modifier) to the appropriate class skills: maximum rank for class skills is equal to racial hitdice plus 3.<br />
<br />
For multiclassed characters at 0/0, determine the number of skillpoints that a 1st level character would have for each class (including Intelligence modifier, and remembering to quadruple skillpoints if there are no racial hitdice). Then allocate half of the usual number of skillpoints (fractions rounded down) to spend on the appropriate class skills for each class: maximum rank is 4, or racial hitdice plus 3.<br />
<br />
When the character levels up, he/she will gain any remaining skillpoints that were not allocated at 0th level. This means that single-classed characters without racial hitdice won't get any (they already have all the points that a 1st level character would have), characters with racial hitdice will gain the other 50%, and multiclassed characters will gain the other 50% for each class (without the 1st level quadrupling rule, which they've already used).<br />
<br />
===Weapons and Armour===<br />
0th level characters have the same weapon and armour proficiencies as 1st level characters.<br />
<br />
===Spellcasting===<br />
When compared to 1st level, 0th level spellcasters can cast one less spell per day at each spellcasting level they can cast (usually 1st and 0th). If this reduces their allocation to zero, they can still apply bonuses from ability scores, and they still gain a clerical domain spell slot or a wizard specialist spell slot (or any similar bonus slot). However, if their allocation drops ''below'' zero, they lose the ability to cast any spells of that level. 0th level spells will not drop below 1 per day in any event. "Caster level" remains at 1st level. Psionic characters have one power point less (minimum of 1 point overall, after applicable modifiers).<br />
<br />
===Other Class Features===<br />
Non-magical class features (i.e. abilities that aren't "spell-like", "supernatural", or "psionic") function normally for 0th level characters: thus, Fighters still get their bonus combat feat, Barbarians can still rage, Rogues still get Sneak Attack, and so on. Magical class features can only be activated once per day, and those with durations are limited to one minute (10 rounds). Thus, a Cleric can only turn undead once per day, a Paladin can only detect evil once per day for up to 10 rounds, and so on. Class level (where relevant) is treated as 1st level. Class bonus feats which are "magical" in nature (feats which bestow or modify spellcasting or psionic abilities) are lost (this includes the Scribe Scroll feat that Wizards gain at 1st level).<br />
<br />
<br />
==LEVEL -1==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Characters with racial hitdice gain nothing: they merely keep their racial hitdice.<br />
<br />
For multiclassed characters (without racial hitdice), use the average of the two classes: thus, a Human Barbarian/Rogue at -1/-1 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), at level -1 or below, creatures without racial hitdice count as 1st level, but creatures with racial hitdice use only those hitdice.<br />
<br />
Multiclassed characters at level -1/-1 will advance in both classes (to 0/0) when they level up. If they lose a level, this will affect both classes, taking them to -2/-2.<br />
<br />
===Saving Throws===<br />
At level -1, characters have a +1 on "good" saves (i.e. those that normally start at +2 for 1st level), but these do not stack with bonuses from other classes or racial hitdice: thus, a Fighter/Cleric at -1/-1 will have saves of +1 Fortitude, +0 Reflex, +1 Will.<br />
<br />
===Skills===<br />
At level -1, determine skills as for level 0, except that all skills purchased with class skillpoints (not those from racial hitdice) are reduced by 1 rank (to a minimum of 0). Thus, it takes 2 skillpoints to raise a skill to a rank of 1, and 4 skillpoints to raise a skill to 3 ranks (which will be the new maximum for a character without racial hitdice). These "lost" ranks will be regained when the character advances to level 0 and the penalty disappears.<br />
<br />
===Weapons and Armour===<br />
At level -1, characters of most classes can only remain proficient in two of the weapons normally available to the class, and neither of these can be an exotic weapon. Classes which are normally proficient with all martial weapons remain proficient with all simple weapons (in addition to their chosen two martial weapons). Racial weapon proficiencies are unaffected.<br />
<br />
For most classes, armour proficiency is reduced by one step (heavy to medium, medium to light, light to none). Classes which normally have a BAB of +1 at 1st level are unaffected. Tower shield proficiency is lost, but shield proficiency is otherwise unaffected.<br />
<br />
===Spellcasting===<br />
At level -1, spellcasters who can normally cast 0th level spells can only cast one 0th level spell per day (and no higher-level spells), and they only know one specific spell from their normal spell list (and they cannot learn, or pray for, any other spell). Psionic characters have no power points, but can still manifest one specific 0th level power once per day.<br />
<br />
===Other Class Features===<br />
Non-magical class features (i.e. abilities that aren't "spell-like", "supernatural", or "psionic") function normally at level -1: thus, Fighters still get their bonus combat feat, Barbarians can still rage, Rogues still get Sneak Attack, and so on. Class level (where relevant) is treated as 1st level. Magical class features cannot be used at all.<br />
<br />
<br />
==LEVEL -2==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Characters with racial hitdice gain nothing: they merely keep their racial hitdice.<br />
<br />
For multiclassed characters (without racial hitdice), use the average of the two classes: thus, a Human Barbarian/Rogue at -2/-2 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), at level -1 or below, creatures without racial hitdice count as 1st level, but creatures with racial hitdice use only those hitdice.<br />
<br />
Multiclassed characters at level -2/-2 will advance in both classes (to -1/-1) when they level up. If they lose a level, this will affect both classes, taking them to -3/-3.<br />
<br />
===Saving Throws===<br />
At level -2 , no class bestows saving throw bonuses. Saving throws are at zero, plus ability score modifiers and (possibly) racial hitdice and racial modifiers.<br />
<br />
===Skills===<br />
At level -2, determine skills as for level 0, except that all skills purchased with class skillpoints (not those from racial hitdice) are reduced by 2 ranks (negative ranks are treated as rank 0). Thus, it takes 3 skillpoints to raise a skill to a rank of 1, and 4 skillpoints to raise a skill to 2 ranks (which will be the new maximum for a character without racial hitdice). For each affected skill, one of these "lost" ranks may be regained when the character advances to level -1 and the penalty decreases.<br />
<br />
===Weapons and Armour===<br />
At level -2, characters of most classes can only remain proficient with one of the weapons normally available to the class, and this cannot be an exotic weapon. Classes which are normally proficient with all martial weapons remain proficient with all simple weapons (in addition to their chosen martial weapon). Racial weapon proficiencies are unaffected.<br />
<br />
For most classes, armour proficiency is reduced by two steps (heavy to light, medium or light to none), and shield proficiency is lost. Classes which normally have a BAB of +1 at 1st level reduce theirs by one step only, and shield proficiency is unaffected (other than the loss of tower-shield proficiency).<br />
<br />
===Spellcasting===<br />
At level -2, all spellcasting or psionic ability is lost. However, such characters can still use appropriate spell-completion, spell-trigger or psionic devices as if they were spellcasters.<br />
<br />
===Other Class Features===<br />
At level -2, even non-magical class features not specified above are lost: thus, Fighters no longer get their bonus combat feat, Barbarians cannot rage, Rogues get no Sneak Attack capability, and so on.<br />
<br />
<br />
==LEVEL -3==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Characters with racial hitdice gain nothing: they merely keep their racial hitdice.<br />
<br />
For multiclassed characters (without racial hitdice), use the average of the two classes: thus, a Human Barbarian/Rogue at -3/-3 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), at level -1 or below, creatures without racial hitdice count as 1st level, but creatures with racial hitdice use only those hitdice.<br />
<br />
Multiclassed characters at level -3/-3 will advance in both classes (to -2/-2) when they level up.<br />
<br />
Any character at level -3 who loses a level will die: there is no level -4. If the level loss is due to being raised from the dead, the character will lose 2 points of Constitution instead (treat this as ability drain).<br />
<br />
===Saving Throws===<br />
At levels below -2, no class bestows saving throw bonuses. Saving throws are at zero, plus ability score modifiers and (possibly) racial hitdice and racial modifiers.<br />
<br />
===Skills===<br />
At level -3, determine skills as for level 0, except that all skills purchased with class skillpoints (not those from racial hitdice) are reduced by 3 ranks (negative ranks are treated as rank 0). Thus, it takes 4 skillpoints to raise a skill to a rank of 1 (which will be the new maximum for a character without racial hitdice). For each affected skill, one of these "lost" ranks may be regained when the character advances to level -2 and the penalty decreases.<br />
<br />
===Weapons and Armour===<br />
At level -3, characters of most classes lose all proficiency with weapons (though bare fists still count as a proficient weapon). Classes which are normally proficient with all martial weapons remain proficient with two simple weapons. Racial weapon proficiencies are unaffected.<br />
<br />
For most classes, all armour and shield proficiency is lost. Classes which normally have a BAB of +1 may retain proficiency in light armour if the class is normally proficient in heavy armour. <br />
<br />
===Spellcasting===<br />
At level -3, all spellcasting or psionic ability is lost, and the character even loses the abilty to use class-specific magic items.<br />
<br />
===Other Class Features===<br />
At level -3, all other class features are lost, and the character can no longer use any class-restricted magic items: the character's class training is so rudimentary that it doesn't "register" on the item.<br />
<br />
<br />
==Examples==<br />
<br />
===Example 1: Darkmoon===<br />
Darkmoon the female Drow signs up with a 1st level party. Drow have a +2 Level Adjustment, hence a 1st level Drow would be a 3rd level character. She could therefore begin at level -1 in one class (2 levels below 1st): but she wants to be a multiclassed Fighter/Cleric. Hence, she begins at level -2 in both classes: her Cleric domains are Knowledge and War, and her deity's weapon is the longsword (which also happens to be a Drow racial weapon).<br />
<br />
She has 12 Constitution. As a Fighter/Cleric, she therefore begins with 10 hitpoints (average of 10 and 8, plus Con modifier). Her saving throws have a base of zero (she gains no saves from her classes), plus ability and racial modifiers. She has a BAB of zero, but gets her strength bonus (in melee) and dexterity bonus (for ranged attacks).<br />
<br />
She has 14 Intelligence, and would therefore gain 16 skillpoints as either a Fighter or a Cleric (2+2, quadrupled). She gets half for each class (i.e. 8 skillpoints for each). However, at level -2, her skills are reduced by 2 ranks. She puts all her Fighter skillpoints into Ride and Climb (4 points on each) gaining 2 ranks in each of those skills. She also puts all her Cleric skillpoints into Knowledge(religion) and Spellcraft (4 points on each), gaining 2 ranks in each of those skills.<br />
<br />
As a Fighter, she is proficient with all simple weapons plus one martial weapon (plus her Drow racial proficiencies). She chooses the longbow as her martial weapon. Her Cleric proficiency adds nothing (one simple weapon: she already knows them all). Her Fighter class also gives her proficiency with medium armour and with (non-tower) shields.<br />
<br />
She cannot turn undead and has no spellcasting ability. However, she can use clerical items (the party intends to buy some scrolls, and later a wand of ''Cure Light Wounds'' when they can afford it). She does not gain her Fighter bonus feat yet, or her clerical domain abilities. She does still qualify as a 1st level character for her initial feat: she chooses Improved Initiative. She is now ready to join the party.<br />
<br />
During her adventures, she earns 350 xp but is killed in battle against the main villain after seriously wounding him. The party defeat him and discover a scroll of ''Raise Dead'' and pay an NPC cleric to use it. Darkmoon is raised with -650 xp (350-1000) and a new level of -3/-3.<br />
<br />
This increases her skill penalty to -3, causing her to drop to one rank each in Climb, Ride, Knowledge(religion) and Spellcraft. She also loses proficiency with all weapons except her Drow racial weapons and two simple weapons: she chooses the spear and sling. She loses proficiency with medium armour and with shields. She can no longer use clerical items: plans to buy the wand are put on hold.<br />
<br />
She can still fight, however: and she still has her Drow abilities (including Spell Resistance of 12: she still counts as 1st level for this). She works her way back up to being a 1st level character, and on up to 2nd at 1000 xp.<br />
<br />
She is now a level -1/-1 Fighter/Cleric. Her saving throws improve: +1 Fortitude, +1 Will. Her skills improve to 3 ranks in each (she only has a -1 penalty now). She is proficient with all simple weapons, her Drow weapons, and two martial weapons (she chooses longbow and greataxe). She is proficient with heavy armour and non-tower shields. She can cast one 0th level spell per day: she chooses ''Cure Minor Wounds''. The party has purchased the wand (which she can now use) and she has a collection of clerical scrolls. She has her Fighter bonus feat (Combat Reflexes), and her clerical domain powers (including Weapon Focus with her longsword) as these are not magical powers.<br />
<br />
After earning another 2000 xp (3000 total), she reaches 3rd level. She is now a level 0/0 Fighter/Cleric. Her Fortitude save improves to +2 (her classes now stack). She has 4 ranks on her skills (no penalty). She has full Fighter weapon, armour and shield proficiencies. She can prepare and cast 0th and 1st level clerical spells (one less of each than a 1st level cleric could). She can turn undead once per day.<br />
<br />
After her next level rise, she will reach level 1/1. She will then be a "normal" 2nd level character with a +2 Level Adjustment: two hitdice (20 hitpoints), save bonuses from both classes, +1 BAB from Fighter, the rest of her Fighter and Cleric skillpoints (note that these are NOT quadrupled, as she isn't 1st level anymore: so she'll get 2 points for each class), a maximum of 5 ranks on each skill, and all the abilities of a 1st level Fighter and a 1st level Cleric.<br />
<br />
===Example 2: Grak===<br />
Darkmoon's party reaches 2nd level, while Darkmoon herself has paid off her negative experience from her unfortunate demise and is still trying to catch up (she's at -2/-2, where she started). She knows that her hitpoints won't improve when she finally levels up, or even on the level after that. The party decides to recruit a new 2nd level character to help out in combat, and Grak joins the party.<br />
<br />
Grak is a gnoll, with 2 racial hitdice and a Level Adjustment of +1. That makes him 3rd level even without any class levels: one level of anything will make him a 4th level character. The referee decides to slow him down by starting him at level -1 (as 3-1=2), but Grak's player complicates matters by wanting to be a multiclassed Barbarian/Rogue: he's given 1000 xp (as a new 2nd level character) and a starting level of -2/-2.<br />
<br />
Grak has maximum hitpoints for his first d8 racial hitdie and 5 points on his second. With his 16 Constitution, that gives him 19 hitpoints. He does not yet gain any hitpoints for his class levels. He has one feat from his racial hitdice: he chooses Power Attack. He has a BAB of +1 and a Fort save of +6 (3 from his racial hitdice plus a +3 Constitution bonus).<br />
<br />
Intelligence is useful for a Rogue, and Grak's player assigns a 14, which is reduced to 12 by the gnoll's racial penalty. This gives 15 skillpoints from Grak's racial hitdice: but he only has two class skills, Listen and Spot, and can't spend more than 5 points on each. He spends 5 points on Spot and 4 on Listen, then another 6 on cross-class skills: Speak Language (2 languages, Goblin and Orcish) and one rank in Survival. None of these skills are affected by his skill-rank penalty, which doesn't apply to skills from racial hitdice. Then he applies his Barbarian skillpoints: 4 (for the class) plus his Intelligence bonus gives 5, and he gets half of those (rounded down), which is 2. He places both of those on Survival: his -2 penalty on class skills (for being at level -2) swallows them up, but he'll get them back when he rises in level. Then he applies his Rogue skills: 8 (for the class) plus his Intelligence bonus gives 9, which is halved to 4. He places these on Move Silently, which is then reduced to 2 ranks by his -2 penalty (again, he'll get those back later).<br />
<br />
As a Barbarian at level -2, he is proficient with all simple weapons plus one martial weapon. As a Rogue, he can be proficient with one Rogue weapon. He chooses the shortbow as his Rogue weapon and the falchion as his Barbarian martial weapon. He is also proficient with light armour and with non-tower shields.<br />
<br />
He does not yet have any other class features: no fast movement, no rage, no sneak attack. But he can fight, and he's observant and moderately quiet. He's ready for adventure.<br />
<br />
Eventually the party reaches 3rd level, and Grak graduates from -2/-2 to -1/-1. This gives him +1 on his Reflex save (from Rogue). His skill-rank penalty drops to -1, giving him a rank in Move Silently and Survival (the latter stacks with the cross-class rank that he purchased with his initial racial skillpoints). He gains proficiency with another Rogue weapon (he chooses the rapier) and another Barbarian martial weapon (he chooses the longsword). He also gains proficiency with medium armour. Most significant, however, is the fact that he gains the other class features of the Barbarian and the Rogue (as these are all non-magical): Fast Movement, Rage, Sneak Attack.<br />
<br />
When the party reaches 4th level, Grak graduates from -1/-1 to 0/0. Now he finally gets to roll some class hitdice: he gets 7 on his d12 and 4 on his d6. These are added and averaged: 7+4=11, and 11/2 is 5 (rounding down). He also adds his +3 Constitution bonus to this: so he now has 27 hitpoints. His skill-rank penalty disappears, so he now gains the full benefit of his 3 ranks of Survival and 4 ranks of Move Silently. His +1 Fortitude save (from Barbarian) now stacks with that from his racial hitdice. He also has full Barbarian and Rogue weapon and armour proficiencies, which makes him proficient with all martial weapons. Furthermore, 0/0 counts as a level, which stacks with his 2 racial hitdice, making him 3rd level - so he now qualifies for another feat (he chooses Cleave).<br />
<br />
When the party reaches 5th level, Grak becomes a "normal" 1st level Barbarian and 1st level Rogue (with 2 racial hitdice and a +1 Level Adjustment). This gives him the rest of his 11 class hitpoints (another 6, as he's already had 5) plus his +3 Constitution bonus again, for a total of 36 hitpoints. With 4 hitdice, he also gets an ability increment now, and adds 1 to his strength. His Fortitude and Reflex saves increase by another 1 point each, and so does his BAB. He gets the rest of his Barbarian skillpoints (3 points from the original 5) and his Rogue skillpoints (5 points from the original 9) to spend on the appropriate class skills (maximum of 7 ranks on each: hitdice plus 3).<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]].<br />
[[Category:DnD]]<br />
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[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Findailhttps://www.dandwiki.com/w/index.php?title=Expanded_Apprentice-Level_Rules_(3.5e_Variant_Rule)&diff=135145Expanded Apprentice-Level Rules (3.5e Variant Rule)2007-10-02T13:28:42Z<p>Findail: /* Hitdice */ single hitdice -> hitdie</p>
<hr />
<div>{{author|author_name=Findail|date_created=2nd October 2007|status=Complete}}<br />
<br />
=Expanded Apprentice-Level Rules=<br />
<br />
Those who still have a 3.0 DMG will probably be aware of the "0th level apprentice" rules, which allowed a 1st level character to begin play as multiclassed: 0th level in two classes rather than 1st level in one. The character would then advance from 0/0 to 1/1 at 2nd level, and then progress normally from there (i.e. levelling up in only one class at a time thereafter). For each of the original 11 base classes, there was a description of what abilities are available at 0th level.<br />
<br />
Those rules were dropped from the 3.5 DMG (apparently to save space rather than for balance reasons). Also, they were never extended to cover the plethora of new base classes introduced in later books. But they remained popular and useful. I would like to introduce a new, more generic set of rules that can cater for any base class (including racial paragon classes) without needing specific 0th-level definitions for each class. I've also dispensed with the need to select one class as the "dominant" class to determine initial hitpoints and skills. I would also like to extend the concept to cover two other uses:<br />
<br />
1. Compensation for racial hitdice or Level Adjustment. For instance, a Planetouched character (LA +1) could begin at 0th level in one class, rather than 1st.<br />
<br />
2. An alternative to Constitution-loss for 1st level characters raised from death. A character can recover from level-loss, but will never be the same again after Con-loss: so why not remove 1000 xp (leaving the character with a negative xp that can be paid off by further adventuring) and reduce his/her level from 1 to 0?<br />
<br />
For these reasons, I would also like to extend the system into ''negative'' levels, representing very rudimentary training below 0th level. This would apply to characters with a Level Adjustment of +2 or more, or to 2 classes and LA +1 or more (I recommend not allowing 3 or more starting classes: 2 provides sufficient versatility without raising too many balance issues). A sadistic DM might also use these rules to start the party with fewer abilities than 1st level characters normally have. It could also be used for children, who are beginning to learn the skills that will one day allow them to become 1st level adventurers. For multiclassed characters: level 0/0 is considered equivalent in power to level 1, level -1/-1 is considered equivalent to level 0, level -2/-2 is considered equivalent to level -1, level -3/-3 is considered equivalent to level -2.<br />
<br />
Note: when used to "balance" a 1st level character, these rules aren't very effective beyond LA/hitdice of +2 or thereabouts. A character with 3 or more hitdice or Level Adjustment is likely to dominate a 1st level adventure with racial abilities alone, even if class abilities are reduced to uselessness. However, the rest of the party will eventually be able to catch up while this character is still struggling up through negative levels.<br />
<br />
So, here we go:<br />
<br />
<br />
==LEVEL 0==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Single-classed characters with racial hitdice gain half of their usual class hitpoints at 0th level, and only get Constitution modifiers on their existing racial hitdice (thus, a 0th level Gnoll Barbarian would gain half of a d12 on top of his racial hitdice).<br />
<br />
For multiclassed characters, use the average of the two classes: thus, a Human Barbarian/Rogue at 0/0 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
For multiclassed characters at level 0/0 with racial hitdice, hitdice for the two classes are averaged and then treated as a single level 1 hitdie: thus, the character also gets his/her Constitution modifier. For instance, a Gnoll Barbarian/Rogue at 0/0 would gain a d12 plus a d6, divided by 2 (i.e. averaged) added to his racial hitdice, plus his Constitution modifier. <br />
<br />
Note: Multiclassed characters with no racial hitdice gain the benefit of the "maximum hitpoints at 1st level" rule for both of their hitdice. They keep this benefit when going up to 1st level (when their class hitpoints are no longer averaged, but stack normally). This does provide a slight incentive to use this system: probably a few more hitpoints than they might otherwise have. There may be a downside for the character if the two classes have differing numbers of skillpoints: the "quadrupling rule" for 1st level skillpoints won't be applied exclusively to the high-skilled class (the usual first choice), but will be split across both classes (see "Skills" below).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), level 0 (or lower) counts as 1st level for creatures without racial hitdice, but doesn't count at all for creatures with racial hitdice: multiclassed level 0/0 always counts as 1 level (this also affects eligibility for feats and ability score increments).<br />
<br />
Multiclassed characters at level 0/0 will advance in both classes (to 1/1) when they level up. If they lose a level, this will affect both classes, taking them to -1/-1.<br />
<br />
===Saving Throws and Base Attack Bonus===<br />
0th level characters have a +1 on "good" saves (i.e. those that normally start at +2 for 1st level). These stack: thus, a Fighter/Cleric at 0/0 will have saves of +2 Fortitude (+1 from each class), +0 Reflex, +1 Will (from Cleric). All classes have a BAB of 0 at 0th level (or lower).<br />
<br />
===Skills===<br />
For single-classed 0th level characters without racial hitdice, determine skills as for a 1st level character (including quadrupling skillpoints for 1st level).<br />
<br />
For characters with racial hitdice, allocate half the usual number of skillpoints for the class (and no Intelligence modifier) to the appropriate class skills: maximum rank for class skills is equal to racial hitdice plus 3.<br />
<br />
For multiclassed characters at 0/0, determine the number of skillpoints that a 1st level character would have for each class (including Intelligence modifier, and remembering to quadruple skillpoints if there are no racial hitdice). Then allocate half of the usual number of skillpoints (fractions rounded down) to spend on the appropriate class skills for each class: maximum rank is 4, or racial hitdice plus 3.<br />
<br />
When the character levels up, he/she will gain any remaining skillpoints that were not allocated at 0th level. This means that single-classed characters without racial hitdice won't get any (they already have all the points that a 1st level character would have), characters with racial hitdice will gain the other 50%, and multiclassed characters will gain the other 50% for each class (without the 1st level quadrupling rule, which they've already used).<br />
<br />
===Weapons and Armour===<br />
0th level characters have the same weapon and armour proficiencies as 1st level characters.<br />
<br />
===Spellcasting===<br />
When compared to 1st level, 0th level spellcasters can cast one less spell per day at each spellcasting level they can cast (usually 1st and 0th). If this reduces their allocation to zero, they can still apply bonuses from ability scores, and they still gain a clerical domain spell slot or a wizard specialist spell slot (or any similar bonus slot). However, if their allocation drops ''below'' zero, they lose the ability to cast any spells of that level. 0th level spells will not drop below 1 per day in any event. "Caster level" remains at 1st level. Psionic characters have one power point less (minimum of 1 point overall, after applicable modifiers).<br />
<br />
===Other Class Features===<br />
Non-magical class features (i.e. abilities that aren't "spell-like", "supernatural", or "psionic") function normally for 0th level characters: thus, Fighters still get their bonus combat feat, Barbarians can still rage, Rogues still get Sneak Attack, and so on. Magical class features can only be activated once per day, and those with durations are limited to one minute (10 rounds). Thus, a Cleric can only turn undead once per day, a Paladin can only detect evil once per day for up to 10 rounds, and so on. Class level (where relevant) is treated as 1st level. Class bonus feats which are "magical" in nature (feats which bestow or modify spellcasting or psionic abilities) are lost (this includes the Scribe Scroll feat that Wizards gain at 1st level).<br />
<br />
<br />
==LEVEL -1==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Characters with racial hitdice gain nothing: they merely keep their racial hitdice.<br />
<br />
For multiclassed characters (without racial hitdice), use the average of the two classes: thus, a Human Barbarian/Rogue at -1/-1 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), at level -1 or below, creatures without racial hitdice count as 1st level, but creatures with racial hitdice use only those hitdice.<br />
<br />
Multiclassed characters at level -1/-1 will advance in both classes (to 0/0) when they level up. If they lose a level, this will affect both classes, taking them to -2/-2.<br />
<br />
===Saving Throws===<br />
At level -1, characters have a +1 on "good" saves (i.e. those that normally start at +2 for 1st level), but these do not stack with bonuses from other classes or racial hitdice: thus, a Fighter/Cleric at -1/-1 will have saves of +1 Fortitude, +0 Reflex, +1 Will.<br />
<br />
===Skills===<br />
At level -1, determine skills as for level 0, except that all skills purchased with class skillpoints (not those from racial hitdice) are reduced by 1 rank (to a minimum of 0). Thus, it takes 2 skillpoints to raise a skill to a rank of 1, and 4 skillpoints to raise a skill to 3 ranks (which will be the new maximum for a character without racial hitdice). These "lost" ranks will be regained when the character advances to level 0 and the penalty disappears.<br />
<br />
===Weapons and Armour===<br />
At level -1, characters of most classes can only remain proficient in two of the weapons normally available to the class, and neither of these can be an exotic weapon. Classes which are normally proficient with all martial weapons remain proficient with all simple weapons (in addition to their chosen two martial weapons). Racial weapon proficiencies are unaffected.<br />
<br />
For most classes, armour proficiency is reduced by one step (heavy to medium, medium to light, light to none). Classes which normally have a BAB of +1 at 1st level are unaffected. Tower shield proficiency is lost, but shield proficiency is otherwise unaffected.<br />
<br />
===Spellcasting===<br />
At level -1, spellcasters who can normally cast 0th level spells can only cast one 0th level spell per day (and no higher-level spells), and they only know one specific spell from their normal spell list (and they cannot learn, or pray for, any other spell). Psionic characters have no power points, but can still manifest one specific 0th level power once per day.<br />
<br />
===Other Class Features===<br />
Non-magical class features (i.e. abilities that aren't "spell-like", "supernatural", or "psionic") function normally at level -1: thus, Fighters still get their bonus combat feat, Barbarians can still rage, Rogues still get Sneak Attack, and so on. Class level (where relevant) is treated as 1st level. Magical class features cannot be used at all.<br />
<br />
<br />
==LEVEL -2==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Characters with racial hitdice gain nothing: they merely keep their racial hitdice.<br />
<br />
For multiclassed characters (without racial hitdice), use the average of the two classes: thus, a Human Barbarian/Rogue at -2/-2 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), at level -1 or below, creatures without racial hitdice count as 1st level, but creatures with racial hitdice use only those hitdice.<br />
<br />
Multiclassed characters at level -2/-2 will advance in both classes (to -1/-1) when they level up. If they lose a level, this will affect both classes, taking them to -3/-3.<br />
<br />
===Saving Throws===<br />
At level -2 , no class bestows saving throw bonuses. Saving throws are at zero, plus ability score modifiers and (possibly) racial hitdice and racial modifiers.<br />
<br />
===Skills===<br />
At level -2, determine skills as for level 0, except that all skills purchased with class skillpoints (not those from racial hitdice) are reduced by 2 ranks (negative ranks are treated as rank 0). Thus, it takes 3 skillpoints to raise a skill to a rank of 1, and 4 skillpoints to raise a skill to 2 ranks (which will be the new maximum for a character without racial hitdice). For each affected skill, one of these "lost" ranks may be regained when the character advances to level -1 and the penalty decreases.<br />
<br />
===Weapons and Armour===<br />
At level -2, characters of most classes can only remain proficient with one of the weapons normally available to the class, and this cannot be an exotic weapon. Classes which are normally proficient with all martial weapons remain proficient with all simple weapons (in addition to their chosen martial weapon). Racial weapon proficiencies are unaffected.<br />
<br />
For most classes, armour proficiency is reduced by two steps (heavy to light, medium or light to none), and shield proficiency is lost. Classes which normally have a BAB of +1 at 1st level reduce theirs by one step only, and shield proficiency is unaffected (other than the loss of tower-shield proficiency).<br />
<br />
===Spellcasting===<br />
At level -2, all spellcasting or psionic ability is lost. However, such characters can still use appropriate spell-completion, spell-trigger or psionic devices as if they were spellcasters.<br />
<br />
===Other Class Features===<br />
At level -2, even non-magical class features not specified above are lost: thus, Fighters no longer get their bonus combat feat, Barbarians cannot rage, Rogues get no Sneak Attack capability, and so on.<br />
<br />
<br />
==LEVEL -3==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Characters with racial hitdice gain nothing: they merely keep their racial hitdice.<br />
<br />
For multiclassed characters (without racial hitdice), use the average of the two classes: thus, a Human Barbarian/Rogue at -3/-3 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), at level -1 or below, creatures without racial hitdice count as 1st level, but creatures with racial hitdice use only those hitdice.<br />
<br />
Multiclassed characters at level -3/-3 will advance in both classes (to -2/-2) when they level up.<br />
<br />
Any character at level -3 who loses a level will die: there is no level -4. If the level loss is due to being raised from the dead, the character will lose 2 points of Constitution instead (treat this as ability drain).<br />
<br />
===Saving Throws===<br />
At levels below -2, no class bestows saving throw bonuses. Saving throws are at zero, plus ability score modifiers and (possibly) racial hitdice and racial modifiers.<br />
<br />
===Skills===<br />
At level -3, determine skills as for level 0, except that all skills purchased with class skillpoints (not those from racial hitdice) are reduced by 3 ranks (negative ranks are treated as rank 0). Thus, it takes 4 skillpoints to raise a skill to a rank of 1 (which will be the new maximum for a character without racial hitdice). For each affected skill, one of these "lost" ranks may be regained when the character advances to level -2 and the penalty decreases.<br />
<br />
===Weapons and Armour===<br />
At level -3, characters of most classes lose all proficiency with weapons (though bare fists still count as a proficient weapon). Classes which are normally proficient with all martial weapons remain proficient with two simple weapons. Racial weapon proficiencies are unaffected.<br />
<br />
For most classes, all armour and shield proficiency is lost. Classes which normally have a BAB of +1 may retain proficiency in light armour if the class is normally proficient in heavy armour. <br />
<br />
===Spellcasting===<br />
At level -3, all spellcasting or psionic ability is lost, and the character even loses the abilty to use class-specific magic items.<br />
<br />
===Other Class Features===<br />
At level -3, all other class features are lost, and the character can no longer use any class-restricted magic items: the character's class training is so rudimentary that it doesn't "register" on the item.<br />
<br />
<br />
==Examples==<br />
<br />
===Example 1: Darkmoon===<br />
Darkmoon the female Drow signs up with a 1st level party. Drow have a +2 Level Adjustment, hence a 1st level Drow would be a 3rd level character. She could therefore begin at level -1 in one class (2 levels below 1st): but she wants to be a multiclassed Fighter/Cleric. Hence, she begins at level -2 in both classes: her Cleric domains are Knowledge and War, and her deity's weapon is the longsword (which also happens to be a Drow racial weapon).<br />
<br />
She has 12 Constitution. As a Fighter/Cleric, she therefore begins with 10 hitpoints (average of 10 and 8, plus Con modifier). Her saving throws have a base of zero (she gains no saves from her classes), plus ability and racial modifiers. She has a BAB of zero, but gets her strength bonus (in melee) and dexterity bonus (for ranged attacks).<br />
<br />
She has 14 Intelligence, and would therefore gain 16 skillpoints as either a Fighter or a Cleric (2+2, quadrupled). She gets half for each class (i.e. 8 skillpoints for each). However, at level -2, her skills are reduced by 2 ranks. She puts all her Fighter skillpoints into Ride and Climb (4 points on each) gaining 2 ranks in each of those skills. She also puts all her Cleric skillpoints into Knowledge(religion) and Spellcraft (4 points on each), gaining 2 ranks in each of those skills.<br />
<br />
As a Fighter, she is proficient with all simple weapons plus one martial weapon (plus her Drow racial proficiencies). She chooses the longbow as her martial weapon. Her Cleric proficiency adds nothing (one simple weapon: she already knows them all). Her Fighter class also gives her proficiency with medium armour and with (non-tower) shields.<br />
<br />
She cannot turn undead and has no spellcasting ability. However, she can use clerical items (the party intends to buy some scrolls, and later a wand of ''Cure Light Wounds'' when they can afford it). She does not gain her Fighter bonus feat yet, or her clerical domain abilities. She does still qualify as a 1st level character for her initial feat: she chooses Improved Initiative. She is now ready to join the party.<br />
<br />
During her adventures, she earns 350 xp but is killed in battle against the main villain after seriously wounding him. The party defeat him and discover a scroll of ''Raise Dead'' and pay an NPC cleric to use it. Darkmoon is raised with -650 xp (350-1000) and a new level of -3/-3.<br />
<br />
This increases her skill penalty to -3, causing her to drop to one rank each in Climb, Ride, Knowledge(religion) and Spellcraft. She also loses proficiency with all weapons except her Drow racial weapons and two simple weapons: she chooses the spear and sling. She loses proficiency with medium armour and with shields. She can no longer use clerical items: plans to buy the wand are put on hold.<br />
<br />
She can still fight, however: and she still has her Drow abilities (including Spell Resistance of 12: she still counts as 1st level for this). She works her way back up to being a 1st level character, and on up to 2nd at 1000 xp.<br />
<br />
She is now a level -1/-1 Fighter/Cleric. Her saving throws improve: +1 Fortitude, +1 Will. Her skills improve to 3 ranks in each (she only has a -1 penalty now). She is proficient with all simple weapons, her Drow weapons, and two martial weapons (she chooses longbow and greataxe). She is proficient with heavy armour and non-tower shields. She can cast one 0th level spell per day: she chooses ''Cure Minor Wounds''. The party has purchased the wand (which she can now use) and she has a collection of clerical scrolls. She has her Fighter bonus feat (Combat Reflexes), and her clerical domain powers (including Weapon Focus with her longsword) as these are not magical powers.<br />
<br />
After earning another 2000 xp (3000 total), she reaches 3rd level. She is now a level 0/0 Fighter/Cleric. Her Fortitude save improves to +2 (her classes now stack). She has 4 ranks on her skills (no penalty). She has full Fighter weapon, armour and shield proficiencies. She can prepare and cast 0th and 1st level clerical spells (one less of each than a 1st level cleric could). She can turn undead once per day.<br />
<br />
After her next level rise, she will reach level 1/1. She will then be a "normal" 2nd level character with a +2 Level Adjustment: two hitdice (20 hitpoints), save bonuses from both classes, +1 BAB from Fighter, the rest of her Fighter and Cleric skillpoints (note that these are NOT quadrupled, as she isn't 1st level anymore: so she'll get 2 points for each class), a maximum of 5 ranks on each skill, and all the abilities of a 1st level Fighter and a 1st level Cleric.<br />
<br />
===Example 2: Grak===<br />
Darkmoon's party reaches 2nd level, while Darkmoon herself has paid off her negative experience from her unfortunate demise and is still trying to catch up (she's at -2/-2, where she started). She knows that her hitpoints won't improve when she finally levels up, or even on the level after that. The party decides to recruit a new 2nd level character to help out in combat, and Grak joins the party.<br />
<br />
Grak is a gnoll, with 2 racial hitdice and a Level Adjustment of +1. That makes him 3rd level even without any class levels: one level of anything will make him a 4th level character. The referee decides to slow him down by starting him at level -1 (as 3-1=2), but Grak's player complicates matters by wanting to be a multiclassed Barbarian/Rogue: he's given 1000 xp (as a new 2nd level character) and a starting level of -2/-2.<br />
<br />
Grak has maximum hitpoints for his first d8 racial hitdie and 5 points on his second. With his 16 Constitution, that gives him 19 hitpoints. He does not yet gain any hitpoints for his class levels. He has one feat from his racial hitdice: he chooses Power Attack. He has a BAB of +1 and a Fort save of +6 (3 from his racial hitdice plus a +3 Constitution bonus).<br />
<br />
Intelligence is useful for a Rogue, and Grak's player assigns a 14, which is reduced to 12 by the gnoll's racial penalty. This gives 15 skillpoints from Grak's racial hitdice: but he only has two class skills, Listen and Spot, and can't spend more than 5 points on each. He spends 5 points on Spot and 4 on Listen, then another 6 on cross-class skills: Speak Language (2 languages, Goblin and Orcish) and one rank in Survival. None of these skills are affected by his skill-rank penalty, which doesn't apply to skills from racial hitdice. Then he applies his Barbarian skillpoints: 4 (for the class) plus his Intelligence bonus gives 5, and he gets half of those (rounded down), which is 2. He places both of those on Survival: his -2 penalty on class skills (for being at level -2) swallows them up, but he'll get them back when he rises in level. Then he applies his Rogue skills: 8 (for the class) plus his Intelligence bonus gives 9, which is halved to 4. He places these on Move Silently, which is then reduced to 2 ranks by his -2 penalty (again, he'll get those back later).<br />
<br />
As a Barbarian at level -2, he is proficient with all simple weapons plus one martial weapon. As a Rogue, he can be proficient with one Rogue weapon. He chooses the shortbow as his Rogue weapon and the falchion as his Barbarian martial weapon. He is also proficient with light armour and with non-tower shields.<br />
<br />
He does not yet have any other class features: no fast movement, no rage, no sneak attack. But he can fight, and he's observant and moderately quiet. He's ready for adventure.<br />
<br />
Eventually the party reaches 3rd level, and Grak graduates from -2/-2 to -1/-1. This gives him +1 on his Reflex save (from Rogue). His skill-rank penalty drops to -1, giving him a rank in Move Silently and Survival (the latter stacks with the cross-class rank that he purchased with his initial racial skillpoints). He gains proficiency with another Rogue weapon (he chooses the rapier) and another Barbarian martial weapon (he chooses the longsword). He also gains proficiency with medium armour. Most significant, however, is the fact that he gains the other class features of the Barbarian and the Rogue (as these are all non-magical): Fast Movement, Rage, Sneak Attack.<br />
<br />
When the party reaches 4th level, Grak graduates from -1/-1 to 0/0. Now he finally gets to roll some class hitdice: he gets 7 on his d12 and 4 on his d6. These are added and averaged: 7+4=11, and 11/2 is 5 (rounding down). He also adds his +3 Constitution bonus to this: so he how has 27 hitpoints. His skill-rank penalty disappears, so he now gains the full benefit of his 3 ranks of Survival and 4 ranks of Move Silently. His +1 Fortitude save (from Barbarian) now stacks with that from his racial hitdice. He also has full Barbarian and Rogue weapon and armour proficiencies, which makes him proficient with all martial weapons. Furthermore, 0/0 counts as a level, which stacks with his 2 racial hitdice, making him 3rd level - so he now qualifies for another feat (he chooses Cleave).<br />
<br />
When the party reaches 5th level, Grak becomes a "normal" 1st level Barbarian and 1st level Rogue (with 2 racial hitdice and a +1 Level Adjustment). This gives him the rest of his 11 class hitpoints (another 6, as he's already had 5) plus his +3 Constitution bonus again, for a total of 36 hitpoints. With 4 hitdice, he also gets an ability increment now, and adds 1 to his strength. His Fortitude and Reflex saves increase by another 1 point each, and so does his BAB. He gets the rest of his Barbarian skillpoints (3 points from the original 5) and his Rogue skillpoints (5 points from the original 9) to spend on the appropriate class skills (maximum of 7 ranks on each: hitdice plus 3).<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]].<br />
[[Category:DnD]]<br />
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[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Findailhttps://www.dandwiki.com/w/index.php?title=Expanded_Apprentice-Level_Rules_(3.5e_Variant_Rule)&diff=135144Expanded Apprentice-Level Rules (3.5e Variant Rule)2007-10-02T12:58:53Z<p>Findail: Expanded Apprentice-Level Rules</p>
<hr />
<div>{{author|author_name=Findail|date_created=2nd October 2007|status=Complete}}<br />
<br />
=Expanded Apprentice-Level Rules=<br />
<br />
Those who still have a 3.0 DMG will probably be aware of the "0th level apprentice" rules, which allowed a 1st level character to begin play as multiclassed: 0th level in two classes rather than 1st level in one. The character would then advance from 0/0 to 1/1 at 2nd level, and then progress normally from there (i.e. levelling up in only one class at a time thereafter). For each of the original 11 base classes, there was a description of what abilities are available at 0th level.<br />
<br />
Those rules were dropped from the 3.5 DMG (apparently to save space rather than for balance reasons). Also, they were never extended to cover the plethora of new base classes introduced in later books. But they remained popular and useful. I would like to introduce a new, more generic set of rules that can cater for any base class (including racial paragon classes) without needing specific 0th-level definitions for each class. I've also dispensed with the need to select one class as the "dominant" class to determine initial hitpoints and skills. I would also like to extend the concept to cover two other uses:<br />
<br />
1. Compensation for racial hitdice or Level Adjustment. For instance, a Planetouched character (LA +1) could begin at 0th level in one class, rather than 1st.<br />
<br />
2. An alternative to Constitution-loss for 1st level characters raised from death. A character can recover from level-loss, but will never be the same again after Con-loss: so why not remove 1000 xp (leaving the character with a negative xp that can be paid off by further adventuring) and reduce his/her level from 1 to 0?<br />
<br />
For these reasons, I would also like to extend the system into ''negative'' levels, representing very rudimentary training below 0th level. This would apply to characters with a Level Adjustment of +2 or more, or to 2 classes and LA +1 or more (I recommend not allowing 3 or more starting classes: 2 provides sufficient versatility without raising too many balance issues). A sadistic DM might also use these rules to start the party with fewer abilities than 1st level characters normally have. It could also be used for children, who are beginning to learn the skills that will one day allow them to become 1st level adventurers. For multiclassed characters: level 0/0 is considered equivalent in power to level 1, level -1/-1 is considered equivalent to level 0, level -2/-2 is considered equivalent to level -1, level -3/-3 is considered equivalent to level -2.<br />
<br />
Note: when used to "balance" a 1st level character, these rules aren't very effective beyond LA/hitdice of +2 or thereabouts. A character with 3 or more hitdice or Level Adjustment is likely to dominate a 1st level adventure with racial abilities alone, even if class abilities are reduced to uselessness. However, the rest of the party will eventually be able to catch up while this character is still struggling up through negative levels.<br />
<br />
So, here we go:<br />
<br />
<br />
==LEVEL 0==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Single-classed characters with racial hitdice gain half of their usual class hitpoints at 0th level, and only get Constitution modifiers on their existing racial hitdice (thus, a 0th level Gnoll Barbarian would gain half of a d12 on top of his racial hitdice).<br />
<br />
For multiclassed characters, use the average of the two classes: thus, a Human Barbarian/Rogue at 0/0 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
For multiclassed characters at level 0/0 with racial hitdice, hitdice for the two classes are averaged and then treated as a single level 1 hitdice: thus, the character also gets his/her Constitution modifier. For instance, a Gnoll Barbarian/Rogue at 0/0 would gain a d12 plus a d6, divided by 2 (i.e. averaged) added to his racial hitdice, plus his Constitution modifier. <br />
<br />
Note: Multiclassed characters with no racial hitdice gain the benefit of the "maximum hitpoints at 1st level" rule for both of their hitdice. They keep this benefit when going up to 1st level (when their class hitpoints are no longer averaged, but stack normally). This does provide a slight incentive to use this system: probably a few more hitpoints than they might otherwise have. There may be a downside for the character if the two classes have differing numbers of skillpoints: the "quadrupling rule" for 1st level skillpoints won't be applied exclusively to the high-skilled class (the usual first choice), but will be split across both classes (see "Skills" below).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), level 0 (or lower) counts as 1st level for creatures without racial hitdice, but doesn't count at all for creatures with racial hitdice: multiclassed level 0/0 always counts as 1 level (this also affects eligibility for feats and ability score increments).<br />
<br />
Multiclassed characters at level 0/0 will advance in both classes (to 1/1) when they level up. If they lose a level, this will affect both classes, taking them to -1/-1.<br />
<br />
===Saving Throws and Base Attack Bonus===<br />
0th level characters have a +1 on "good" saves (i.e. those that normally start at +2 for 1st level). These stack: thus, a Fighter/Cleric at 0/0 will have saves of +2 Fortitude (+1 from each class), +0 Reflex, +1 Will (from Cleric). All classes have a BAB of 0 at 0th level (or lower).<br />
<br />
===Skills===<br />
For single-classed 0th level characters without racial hitdice, determine skills as for a 1st level character (including quadrupling skillpoints for 1st level).<br />
<br />
For characters with racial hitdice, allocate half the usual number of skillpoints for the class (and no Intelligence modifier) to the appropriate class skills: maximum rank for class skills is equal to racial hitdice plus 3.<br />
<br />
For multiclassed characters at 0/0, determine the number of skillpoints that a 1st level character would have for each class (including Intelligence modifier, and remembering to quadruple skillpoints if there are no racial hitdice). Then allocate half of the usual number of skillpoints (fractions rounded down) to spend on the appropriate class skills for each class: maximum rank is 4, or racial hitdice plus 3.<br />
<br />
When the character levels up, he/she will gain any remaining skillpoints that were not allocated at 0th level. This means that single-classed characters without racial hitdice won't get any (they already have all the points that a 1st level character would have), characters with racial hitdice will gain the other 50%, and multiclassed characters will gain the other 50% for each class (without the 1st level quadrupling rule, which they've already used).<br />
<br />
===Weapons and Armour===<br />
0th level characters have the same weapon and armour proficiencies as 1st level characters.<br />
<br />
===Spellcasting===<br />
When compared to 1st level, 0th level spellcasters can cast one less spell per day at each spellcasting level they can cast (usually 1st and 0th). If this reduces their allocation to zero, they can still apply bonuses from ability scores, and they still gain a clerical domain spell slot or a wizard specialist spell slot (or any similar bonus slot). However, if their allocation drops ''below'' zero, they lose the ability to cast any spells of that level. 0th level spells will not drop below 1 per day in any event. "Caster level" remains at 1st level. Psionic characters have one power point less (minimum of 1 point overall, after applicable modifiers).<br />
<br />
===Other Class Features===<br />
Non-magical class features (i.e. abilities that aren't "spell-like", "supernatural", or "psionic") function normally for 0th level characters: thus, Fighters still get their bonus combat feat, Barbarians can still rage, Rogues still get Sneak Attack, and so on. Magical class features can only be activated once per day, and those with durations are limited to one minute (10 rounds). Thus, a Cleric can only turn undead once per day, a Paladin can only detect evil once per day for up to 10 rounds, and so on. Class level (where relevant) is treated as 1st level. Class bonus feats which are "magical" in nature (feats which bestow or modify spellcasting or psionic abilities) are lost (this includes the Scribe Scroll feat that Wizards gain at 1st level).<br />
<br />
<br />
==LEVEL -1==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Characters with racial hitdice gain nothing: they merely keep their racial hitdice.<br />
<br />
For multiclassed characters (without racial hitdice), use the average of the two classes: thus, a Human Barbarian/Rogue at -1/-1 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), at level -1 or below, creatures without racial hitdice count as 1st level, but creatures with racial hitdice use only those hitdice.<br />
<br />
Multiclassed characters at level -1/-1 will advance in both classes (to 0/0) when they level up. If they lose a level, this will affect both classes, taking them to -2/-2.<br />
<br />
===Saving Throws===<br />
At level -1, characters have a +1 on "good" saves (i.e. those that normally start at +2 for 1st level), but these do not stack with bonuses from other classes or racial hitdice: thus, a Fighter/Cleric at -1/-1 will have saves of +1 Fortitude, +0 Reflex, +1 Will.<br />
<br />
===Skills===<br />
At level -1, determine skills as for level 0, except that all skills purchased with class skillpoints (not those from racial hitdice) are reduced by 1 rank (to a minimum of 0). Thus, it takes 2 skillpoints to raise a skill to a rank of 1, and 4 skillpoints to raise a skill to 3 ranks (which will be the new maximum for a character without racial hitdice). These "lost" ranks will be regained when the character advances to level 0 and the penalty disappears.<br />
<br />
===Weapons and Armour===<br />
At level -1, characters of most classes can only remain proficient in two of the weapons normally available to the class, and neither of these can be an exotic weapon. Classes which are normally proficient with all martial weapons remain proficient with all simple weapons (in addition to their chosen two martial weapons). Racial weapon proficiencies are unaffected.<br />
<br />
For most classes, armour proficiency is reduced by one step (heavy to medium, medium to light, light to none). Classes which normally have a BAB of +1 at 1st level are unaffected. Tower shield proficiency is lost, but shield proficiency is otherwise unaffected.<br />
<br />
===Spellcasting===<br />
At level -1, spellcasters who can normally cast 0th level spells can only cast one 0th level spell per day (and no higher-level spells), and they only know one specific spell from their normal spell list (and they cannot learn, or pray for, any other spell). Psionic characters have no power points, but can still manifest one specific 0th level power once per day.<br />
<br />
===Other Class Features===<br />
Non-magical class features (i.e. abilities that aren't "spell-like", "supernatural", or "psionic") function normally at level -1: thus, Fighters still get their bonus combat feat, Barbarians can still rage, Rogues still get Sneak Attack, and so on. Class level (where relevant) is treated as 1st level. Magical class features cannot be used at all.<br />
<br />
<br />
==LEVEL -2==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Characters with racial hitdice gain nothing: they merely keep their racial hitdice.<br />
<br />
For multiclassed characters (without racial hitdice), use the average of the two classes: thus, a Human Barbarian/Rogue at -2/-2 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), at level -1 or below, creatures without racial hitdice count as 1st level, but creatures with racial hitdice use only those hitdice.<br />
<br />
Multiclassed characters at level -2/-2 will advance in both classes (to -1/-1) when they level up. If they lose a level, this will affect both classes, taking them to -3/-3.<br />
<br />
===Saving Throws===<br />
At level -2 , no class bestows saving throw bonuses. Saving throws are at zero, plus ability score modifiers and (possibly) racial hitdice and racial modifiers.<br />
<br />
===Skills===<br />
At level -2, determine skills as for level 0, except that all skills purchased with class skillpoints (not those from racial hitdice) are reduced by 2 ranks (negative ranks are treated as rank 0). Thus, it takes 3 skillpoints to raise a skill to a rank of 1, and 4 skillpoints to raise a skill to 2 ranks (which will be the new maximum for a character without racial hitdice). For each affected skill, one of these "lost" ranks may be regained when the character advances to level -1 and the penalty decreases.<br />
<br />
===Weapons and Armour===<br />
At level -2, characters of most classes can only remain proficient with one of the weapons normally available to the class, and this cannot be an exotic weapon. Classes which are normally proficient with all martial weapons remain proficient with all simple weapons (in addition to their chosen martial weapon). Racial weapon proficiencies are unaffected.<br />
<br />
For most classes, armour proficiency is reduced by two steps (heavy to light, medium or light to none), and shield proficiency is lost. Classes which normally have a BAB of +1 at 1st level reduce theirs by one step only, and shield proficiency is unaffected (other than the loss of tower-shield proficiency).<br />
<br />
===Spellcasting===<br />
At level -2, all spellcasting or psionic ability is lost. However, such characters can still use appropriate spell-completion, spell-trigger or psionic devices as if they were spellcasters.<br />
<br />
===Other Class Features===<br />
At level -2, even non-magical class features not specified above are lost: thus, Fighters no longer get their bonus combat feat, Barbarians cannot rage, Rogues get no Sneak Attack capability, and so on.<br />
<br />
<br />
==LEVEL -3==<br />
<br />
===Hitdice===<br />
Characters without racial hitdice gain their usual 1st level hitpoints (maximum hitpoints for the first hitdie, plus Constitution modifier as usual).<br />
<br />
Characters with racial hitdice gain nothing: they merely keep their racial hitdice.<br />
<br />
For multiclassed characters (without racial hitdice), use the average of the two classes: thus, a Human Barbarian/Rogue at -3/-3 would have 9 hitpoints plus Con modifier (average of 12 and 6).<br />
<br />
When determining effects based on hitdice (e.g. vulnerability to ''Sleep'' spells), at level -1 or below, creatures without racial hitdice count as 1st level, but creatures with racial hitdice use only those hitdice.<br />
<br />
Multiclassed characters at level -3/-3 will advance in both classes (to -2/-2) when they level up.<br />
<br />
Any character at level -3 who loses a level will die: there is no level -4. If the level loss is due to being raised from the dead, the character will lose 2 points of Constitution instead (treat this as ability drain).<br />
<br />
===Saving Throws===<br />
At levels below -2, no class bestows saving throw bonuses. Saving throws are at zero, plus ability score modifiers and (possibly) racial hitdice and racial modifiers.<br />
<br />
===Skills===<br />
At level -3, determine skills as for level 0, except that all skills purchased with class skillpoints (not those from racial hitdice) are reduced by 3 ranks (negative ranks are treated as rank 0). Thus, it takes 4 skillpoints to raise a skill to a rank of 1 (which will be the new maximum for a character without racial hitdice). For each affected skill, one of these "lost" ranks may be regained when the character advances to level -2 and the penalty decreases.<br />
<br />
===Weapons and Armour===<br />
At level -3, characters of most classes lose all proficiency with weapons (though bare fists still count as a proficient weapon). Classes which are normally proficient with all martial weapons remain proficient with two simple weapons. Racial weapon proficiencies are unaffected.<br />
<br />
For most classes, all armour and shield proficiency is lost. Classes which normally have a BAB of +1 may retain proficiency in light armour if the class is normally proficient in heavy armour. <br />
<br />
===Spellcasting===<br />
At level -3, all spellcasting or psionic ability is lost, and the character even loses the abilty to use class-specific magic items.<br />
<br />
===Other Class Features===<br />
At level -3, all other class features are lost, and the character can no longer use any class-restricted magic items: the character's class training is so rudimentary that it doesn't "register" on the item.<br />
<br />
<br />
==Examples==<br />
<br />
===Example 1: Darkmoon===<br />
Darkmoon the female Drow signs up with a 1st level party. Drow have a +2 Level Adjustment, hence a 1st level Drow would be a 3rd level character. She could therefore begin at level -1 in one class (2 levels below 1st): but she wants to be a multiclassed Fighter/Cleric. Hence, she begins at level -2 in both classes: her Cleric domains are Knowledge and War, and her deity's weapon is the longsword (which also happens to be a Drow racial weapon).<br />
<br />
She has 12 Constitution. As a Fighter/Cleric, she therefore begins with 10 hitpoints (average of 10 and 8, plus Con modifier). Her saving throws have a base of zero (she gains no saves from her classes), plus ability and racial modifiers. She has a BAB of zero, but gets her strength bonus (in melee) and dexterity bonus (for ranged attacks).<br />
<br />
She has 14 Intelligence, and would therefore gain 16 skillpoints as either a Fighter or a Cleric (2+2, quadrupled). She gets half for each class (i.e. 8 skillpoints for each). However, at level -2, her skills are reduced by 2 ranks. She puts all her Fighter skillpoints into Ride and Climb (4 points on each) gaining 2 ranks in each of those skills. She also puts all her Cleric skillpoints into Knowledge(religion) and Spellcraft (4 points on each), gaining 2 ranks in each of those skills.<br />
<br />
As a Fighter, she is proficient with all simple weapons plus one martial weapon (plus her Drow racial proficiencies). She chooses the longbow as her martial weapon. Her Cleric proficiency adds nothing (one simple weapon: she already knows them all). Her Fighter class also gives her proficiency with medium armour and with (non-tower) shields.<br />
<br />
She cannot turn undead and has no spellcasting ability. However, she can use clerical items (the party intends to buy some scrolls, and later a wand of ''Cure Light Wounds'' when they can afford it). She does not gain her Fighter bonus feat yet, or her clerical domain abilities. She does still qualify as a 1st level character for her initial feat: she chooses Improved Initiative. She is now ready to join the party.<br />
<br />
During her adventures, she earns 350 xp but is killed in battle against the main villain after seriously wounding him. The party defeat him and discover a scroll of ''Raise Dead'' and pay an NPC cleric to use it. Darkmoon is raised with -650 xp (350-1000) and a new level of -3/-3.<br />
<br />
This increases her skill penalty to -3, causing her to drop to one rank each in Climb, Ride, Knowledge(religion) and Spellcraft. She also loses proficiency with all weapons except her Drow racial weapons and two simple weapons: she chooses the spear and sling. She loses proficiency with medium armour and with shields. She can no longer use clerical items: plans to buy the wand are put on hold.<br />
<br />
She can still fight, however: and she still has her Drow abilities (including Spell Resistance of 12: she still counts as 1st level for this). She works her way back up to being a 1st level character, and on up to 2nd at 1000 xp.<br />
<br />
She is now a level -1/-1 Fighter/Cleric. Her saving throws improve: +1 Fortitude, +1 Will. Her skills improve to 3 ranks in each (she only has a -1 penalty now). She is proficient with all simple weapons, her Drow weapons, and two martial weapons (she chooses longbow and greataxe). She is proficient with heavy armour and non-tower shields. She can cast one 0th level spell per day: she chooses ''Cure Minor Wounds''. The party has purchased the wand (which she can now use) and she has a collection of clerical scrolls. She has her Fighter bonus feat (Combat Reflexes), and her clerical domain powers (including Weapon Focus with her longsword) as these are not magical powers.<br />
<br />
After earning another 2000 xp (3000 total), she reaches 3rd level. She is now a level 0/0 Fighter/Cleric. Her Fortitude save improves to +2 (her classes now stack). She has 4 ranks on her skills (no penalty). She has full Fighter weapon, armour and shield proficiencies. She can prepare and cast 0th and 1st level clerical spells (one less of each than a 1st level cleric could). She can turn undead once per day.<br />
<br />
After her next level rise, she will reach level 1/1. She will then be a "normal" 2nd level character with a +2 Level Adjustment: two hitdice (20 hitpoints), save bonuses from both classes, +1 BAB from Fighter, the rest of her Fighter and Cleric skillpoints (note that these are NOT quadrupled, as she isn't 1st level anymore: so she'll get 2 points for each class), a maximum of 5 ranks on each skill, and all the abilities of a 1st level Fighter and a 1st level Cleric.<br />
<br />
===Example 2: Grak===<br />
Darkmoon's party reaches 2nd level, while Darkmoon herself has paid off her negative experience from her unfortunate demise and is still trying to catch up (she's at -2/-2, where she started). She knows that her hitpoints won't improve when she finally levels up, or even on the level after that. The party decides to recruit a new 2nd level character to help out in combat, and Grak joins the party.<br />
<br />
Grak is a gnoll, with 2 racial hitdice and a Level Adjustment of +1. That makes him 3rd level even without any class levels: one level of anything will make him a 4th level character. The referee decides to slow him down by starting him at level -1 (as 3-1=2), but Grak's player complicates matters by wanting to be a multiclassed Barbarian/Rogue: he's given 1000 xp (as a new 2nd level character) and a starting level of -2/-2.<br />
<br />
Grak has maximum hitpoints for his first d8 racial hitdie and 5 points on his second. With his 16 Constitution, that gives him 19 hitpoints. He does not yet gain any hitpoints for his class levels. He has one feat from his racial hitdice: he chooses Power Attack. He has a BAB of +1 and a Fort save of +6 (3 from his racial hitdice plus a +3 Constitution bonus).<br />
<br />
Intelligence is useful for a Rogue, and Grak's player assigns a 14, which is reduced to 12 by the gnoll's racial penalty. This gives 15 skillpoints from Grak's racial hitdice: but he only has two class skills, Listen and Spot, and can't spend more than 5 points on each. He spends 5 points on Spot and 4 on Listen, then another 6 on cross-class skills: Speak Language (2 languages, Goblin and Orcish) and one rank in Survival. None of these skills are affected by his skill-rank penalty, which doesn't apply to skills from racial hitdice. Then he applies his Barbarian skillpoints: 4 (for the class) plus his Intelligence bonus gives 5, and he gets half of those (rounded down), which is 2. He places both of those on Survival: his -2 penalty on class skills (for being at level -2) swallows them up, but he'll get them back when he rises in level. Then he applies his Rogue skills: 8 (for the class) plus his Intelligence bonus gives 9, which is halved to 4. He places these on Move Silently, which is then reduced to 2 ranks by his -2 penalty (again, he'll get those back later).<br />
<br />
As a Barbarian at level -2, he is proficient with all simple weapons plus one martial weapon. As a Rogue, he can be proficient with one Rogue weapon. He chooses the shortbow as his Rogue weapon and the falchion as his Barbarian martial weapon. He is also proficient with light armour and with non-tower shields.<br />
<br />
He does not yet have any other class features: no fast movement, no rage, no sneak attack. But he can fight, and he's observant and moderately quiet. He's ready for adventure.<br />
<br />
Eventually the party reaches 3rd level, and Grak graduates from -2/-2 to -1/-1. This gives him +1 on his Reflex save (from Rogue). His skill-rank penalty drops to -1, giving him a rank in Move Silently and Survival (the latter stacks with the cross-class rank that he purchased with his initial racial skillpoints). He gains proficiency with another Rogue weapon (he chooses the rapier) and another Barbarian martial weapon (he chooses the longsword). He also gains proficiency with medium armour. Most significant, however, is the fact that he gains the other class features of the Barbarian and the Rogue (as these are all non-magical): Fast Movement, Rage, Sneak Attack.<br />
<br />
When the party reaches 4th level, Grak graduates from -1/-1 to 0/0. Now he finally gets to roll some class hitdice: he gets 7 on his d12 and 4 on his d6. These are added and averaged: 7+4=11, and 11/2 is 5 (rounding down). He also adds his +3 Constitution bonus to this: so he how has 27 hitpoints. His skill-rank penalty disappears, so he now gains the full benefit of his 3 ranks of Survival and 4 ranks of Move Silently. His +1 Fortitude save (from Barbarian) now stacks with that from his racial hitdice. He also has full Barbarian and Rogue weapon and armour proficiencies, which makes him proficient with all martial weapons. Furthermore, 0/0 counts as a level, which stacks with his 2 racial hitdice, making him 3rd level - so he now qualifies for another feat (he chooses Cleave).<br />
<br />
When the party reaches 5th level, Grak becomes a "normal" 1st level Barbarian and 1st level Rogue (with 2 racial hitdice and a +1 Level Adjustment). This gives him the rest of his 11 class hitpoints (another 6, as he's already had 5) plus his +3 Constitution bonus again, for a total of 36 hitpoints. With 4 hitdice, he also gets an ability increment now, and adds 1 to his strength. His Fortitude and Reflex saves increase by another 1 point each, and so does his BAB. He gets the rest of his Barbarian skillpoints (3 points from the original 5) and his Rogue skillpoints (5 points from the original 9) to spend on the appropriate class skills (maximum of 7 ranks on each: hitdice plus 3).<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]].<br />
[[Category:DnD]]<br />
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[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Findailhttps://www.dandwiki.com/w/index.php?title=Talk:Skyclad_(3.5e_Feat)&diff=133777Talk:Skyclad (3.5e Feat)2007-09-27T18:54:27Z<p>Findail: </p>
<hr />
<div>===Knowledge (Arcana)?===<br />
<br />
So I love this feat. I think it is well worded, well conceived, and well executed. I can think of several characters that could have benefitted from this feat. However, I have one point of contention. Since the bonus to AC is based upon Wisdom, and since wisdom is the basis for divine spells, and since this feat is called "skyclad" which, to me, has obvious connections with nature and even the old wiccan and pagan belief systems, should the prerequisite be ranks in Knowledge (nature) or Knowledge (religion) instead of Knowledge (Arcana)? Just a thought I had...other than that, 10/10 on this feat!!!! --[[User:Skwyd|Skwyd]] 14:36, 24 September 2007 (MDT)<br />
<br />
:A case could be made for those, yes. There were a few reasons why I went for Arcane: it's also a class skill for Clerics (and formerly for Druids IIRC, it seems to have been dropped in 3.5) so it seemed appropriate for "general magical/supernatural knowledge" which might lead to a minor quasi-magical ability that isn't granted by a deity. It's still a class skill for Monks, the only class that automatically gets a similar ability (they also get Religion, but not Nature). And it leads on to the more powerful [[Skyclad Warrior (DnD Feat)|Skyclad Warrior]], which involves a ritual that looks rather like a spell. Incidentally, have you seen the [[Skyclad Practitioner (DnD Prestige Class)|Skyclad Practitioner]]? There, I used Spellcraft as the qualifying skill and gave Knowledge skills in Arcane, Nature and Religion as class skills (in addition to Listen and Spot, representing the "enhanced awareness" aspect, and the ability to detect magic at will when skyclad). [[User:Findail|Findail]] 12:54, 27 September 2007 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=Triclopean_Planeshifter_(3.5e_Prestige_Class)&diff=120053Triclopean Planeshifter (3.5e Prestige Class)2007-07-24T11:29:59Z<p>Findail: Triclopean Planeshifter</p>
<hr />
<div><dplc>Triclopean Planeshifter (DnD Prestige Class)|{{PrC Description|Triclopean Planeshifter|NR|Moderate Spellcasting|A master of planar travel: "the Opener of Worlds"|5|9}}</dplc><br />
{{Balance}}<br />
{{author|author_name=Findail|date_created=24th July 2007|status=Complete}}<br />
<br />
=Triclopean Planeshifter = <br />
<br />
The mysterious ancient race known as the [[Triclopes (DnD Race)|Triclopes]] (plural, "triclopes": singular, "triclops") are known by many different names on many different worlds: the Old Ones, the First Ones, the Builders, the Stone Lords, the Ancients, the Dawn People. On many worlds, they were either the first humanoid race to arrive on that world (subsequently bringing other races to that world), or the first to bring culture and civilization to primitive peoples. Their actual home world is unknown, but their subsequent appearance in the early history of many other worlds is a consequence of their development of the Planeshifter prestige class, which makes large-scale colonization of other worlds practicable.<br />
<br />
==Prerequisites==<br />
* '''Race:''' [[Triclopes (DnD Race)|Triclops]] or Half-Triclops.<br />
* '''Language:''' Triclopean.<br />
* '''Skills:''' [[Concentration (SRD Skill)|Concentration]] 12 ranks, [[Knowledge (SRD Skill)|Knowledge]](the planes) 12 ranks (14 ranks for Half-Triclops).<br />
* '''Feat:''' [[Skill Focus (SRD Feat)|Skill Focus]] ([[Knowledge (SRD Skill)|Knowledge]](the planes)).<br />
* '''Spellcasting:''' ability to cast 4th level spells.<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d6</div>Table: The Triclopean Planeshifter<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! [[Saving Throw (SRD Rules)|Fort<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Ref<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Will<br/>Save]]<br />
! style="text-align: left;" | Special Abilities<br />
|- <br />
| 1. || +0 || +0 || +0 || +2 || style="text-align: left;" | Planar Vision, Plane Shift (1/day)<br />
|- class="even"<br />
| 2. || +1 || +0 || +0 || +3 || style="text-align: left;" | +1 spellcaster, Banishment, Planar Sending<br />
|-<br />
| 3. || +2 || +1 || +1 || +3 || style="text-align: left;" | +1 spellcaster, Contact Other Plane<br />
|- class="even"<br />
| 4. || +3 || +1 || +1 || +4 || style="text-align: left;" | Dimensional Lock, Find The Plane, Plane Shift (2/day)<br />
|-<br />
| 5. || +3 || +1 || +1 || +4 || style="text-align: left;" | +1 spellcaster, Opening Of The Ways, Planar Reassignment<br />
|-<br />
| colspan="6" style="text-align: left; border: none;" |<br />
'''Class Skills (4 + Int modifier per level)'''<br/>[[Concentration (SRD Skill)|Concentration]] (Con), [[Diplomacy (SRD Skill)|Diplomacy]] (Cha), [[Knowledge (SRD Skill)|Knowledge]](all skills taken individually) (Int), [[Speak Language (SRD Skill)|Speak Language]], and [[Spellcraft (SRD Skill)|Spellcraft]] (Int).<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All of the following are class features of the Triclopean Planeshifter:''<br />
<br />
'''Weapon and Armour Proficiency:''' Planeshifters do not gain proficiency with any weapons or armour.<br />
<br />
'''Spell-Like Abilities:''' Triclopean Planeshifters gain numerous spell-like abilities. In each case, the "caster level" is the overall character level, including racial hitdice (which some Half-Triclopes have) and Level Adjustment. Where appropriate, these are treated as arcane magic, and "spell level" is based on the Sorcerer/Wizard spell list: Charisma is the relevant attribute for setting save DC's.<br />
<br />
'''Spells per Day:''' At all levels except 1st and 4th, the character gains new spells per day as if he/she had also gained a level in a spellcasting class he/she belonged to before adding the prestige class. He/she does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Planeshifter, he/she must decide to which class the new level is added for purposes of determining spells per day.<br />
<br />
'''Planar Vision (Su):''' The Planeshifter's vision extends into other planes, allowing him/her to see creatures that are ethereal, out-of-phase (incorporeal), under a displacement effect, and so forth. Treat as a permanent ''[[True Seeing (SRD Spell)|True Seeing]]'' spell, except that only dimensional effects can be seen through (not illusions, darkness, polymorph etc).<br />
<br />
'''Plane Shift (Sp):''' This spell-like ability is identical to the ''[[Plane Shift (SRD Spell)|Plane Shift]]'' spell, except that no focus component is required. It can be used once per day from 1st level, or twice per day from 4th level. For an unwilling recipient, the save DC is 17 plus the Planeshifter's Charisma modifier.<br />
<br />
'''Banishment (Sp):''' This spell-like ability is identical to the ''[[Banishment (SRD Spell)|Banishment]]'' spell (including the option of boosting the effect with an appropriate focus component), and can be used once per day from 2nd level. The base save DC is 17 plus the Planeshifter's Charisma modifier.<br />
<br />
'''Planar Sending (Sp):''' This spell-like ability is identical to the ''[[Sending (SRD Spell)|Sending]]'' spell, except that it functions reliably across the planes. It can be used once per day from 2nd level.<br />
<br />
'''Contact Other Plane (Sp):''' This spell-like ability is identical to the ''[[Contact Other Plane (SRD Spell)|Contact Other Plane]]'' spell, and can be used once per day from 3rd level. If the result indicates that the Planeshifter becomes unable to cast arcane spells, all Planeshifter spell-like abilities are also lost for this period.<br />
<br />
'''Dimensional Lock (Sp):''' This spell-like ability is identical to the ''[[Dimensional Lock (SRD Spell)|Dimensional Lock]]'' spell, and can be used once per day from 4th level.<br />
<br />
'''Find The Plane (Sp):''' This spell-like ability is similar to the ''[[Find the Path (SRD Spell)|Find the Path]]'' spell, except that the locale it finds is typically on a different plane of existence and the ability locates this plane (allowing plane-shift to that plane). It can also be used to identify the exit plane of a magical portal. Unlike ''Find the Path'', it does not give directions within a plane below the usual margin of error for ''[[Plane Shift (SRD Spell)|Plane Shift]]'', or otherwise give instructions. It can be used once per day from 4th level.<br />
<br />
'''Opening Of The Ways (Sp):''' This spell-like ability is similar to a ''[[Gate (SRD Spell)|Gate]]'' spell, except that it can only be used for transport, not summoning. Unlike the spell, it can also link to another location on the same plane. Also, it can be held open much longer: 10 minutes per level, rather than 1 round per level (enough to allow thousands of people to pass through). It can be used once per day at 5th level.<br />
<br />
'''Planar Reassignment (Su):''' This ability requires 8 hours of meditation and allows the Planeshifter to alter his/her "home plane" to the one he/she currently occupies. As a native of that plane, he/she is immune to spells such as ''[[Banishment (SRD Spell)|Banishment]]'' or ''[[Dismissal (SRD Spell)|Dismissal]]'' on that plane (but is vulnerable to such spells on other planes, including his/her previous home plane). The Planeshifter also picks up whatever traits may be common to the inhabitants of his/her new home (such as the ability to breathe a toxic atmosphere or survive unusual climates), but these traits apply only when on that plane. On the Upper Planes, he/she will become a Celestial creature after reassignment (regardless of alignment): on the Lower Planes, a Fiendish one (in both cases, the usual Level Adjustment does not apply, but the abilities are lost when visiting planes where such creatures are not native).<br />
<br />
<br />
----<br />
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[[Category:Prestige Class]]<br />
[[Category:Moderate Spellcasting]]</div>Findailhttps://www.dandwiki.com/w/index.php?title=Talk:Practiced_Combatant_(3.5e_Feat)&diff=119849Talk:Practiced Combatant (3.5e Feat)2007-07-23T19:35:39Z<p>Findail: /* Balance Rating 0/10 */</p>
<hr />
<div>===Balance Rating 0/10===<br />
<br />
This feat breaks several rules conventions. First of all, it is much more general than other feats that improve your chance to hit, such as Weapon Focus. Remember that base attack bonus also applies to rolls like grapple checks and melee and ranged touch attacks for spells. It is therefore ''way too good''.<br />
<br />
Your feat is even a lot better than the ''Epic'' feat [[SRD:Epic Prowess (Epic Feat)|Epic Prowess]], which only gives +1 to attacks (i.e., no bonus to grapple checks, and no 4th attack).<br />
<br />
Also remember that several classes are thinly balanced by their bad BAB. The lower BAB doesn't really hinder the Psychic Warrior or Druid to surpass the Fighter in melee combat at some level, but this way it at least takes longer.<br />
<br />
Now, what's even worse, with a feat that boosts BAB for multiclassed fighters builds like <br />
:fighter2/duskblade2/wizard2/abjurantchampion5/spellsword1/EK8<br />
become even stronger. (Slightly modify the above standard gish for Ftr 3) In fact, the standard problem with all Gish builds, how to achieve BAB 16 for 4 attacks, is easily solved with this feat.<br />
<br />
In the end, with your feat, many more players will dip into fighter level 3 instead of two. But since multiclassing doesn't even hurt the BAB anymore, there is one less reason to stay in fighter, making the class even ''worse''. <br />
<br />
I see no real way of trimming the feat to a normal power level, as no feat ever should raise the BAB. --[[User:Mkill|Mkill]] 10:19, 16 July 2007 (MDT)<br />
<br />
:These issues were debated quite extensively on the WotC boards (unfortunately I can't find the thread, it was a long time ago). You can't really compare a feat which helps a weak character "catch up" with a feat that adds to the power of an already-good character. Otherwise Practiced Spellcaster is insanely overpowered (+4 to caster level for all purposes: compare with the various "Spell Penetration" feats which give a smaller bonus than this, and ''only'' versus Spell Resistance). Epic Prowess allows better-than-Fighter BAB and can be taken multiple times. Furthermore, a "gish" who takes 3 Fighter levels is lagging at least 2 caster levels behind a standard Eldritch Knight (and a Druid will likewise lose 3 Druid levels too), and no character with this feat will ever get a Fighter's BAB anyhow (because the full power of the feat, the +2 bonus, only cuts in when the character has lost out on 4 points of BAB). It merely turns a seriously-underpowered character (one who sucks badly at an activity that he's devoted at least 3 levels to) into a moderately-competent one. There are already various other ways of increasing BAB, and all give the appropriate number of iterative attacks too: the "Skilled" weapon property (Complete Arcane) gives 3/4 BAB (that's +5 BAB for a 20th level Wizard with no Fighter levels at all), and Divine Power and Tenser's Transformation give full BAB, eclipsing this feat entirely. [[User:Findail|Findail]] 07:20, 23 July 2007 (MDT)<br />
<br />
::You brought up several issues, so let me answer one by one.<br />
::#The WotC boards have an archive, so please bring up that link.<br />
::#There is a difference between Practiced Spellcaster and a BAB booster feat. First of all, spellcaster level is only one aspect of spellcasting (the others are number of spells, highest spell level and save DC). A multiclassed spellcaster lacks behind in all four, but Practiced Spellcaster brings only one up to par. It is *not* the same as a +1 level in a spellcasting class. Your feat, on the other hand, boosts a fighter/cleric and similar way beyond the fighter, because a better BAB is all he's got. BAB is also more versatile, it also boosts your attack with melee touch attack and ray spells.<br />
::#Yes, there are spells that bring your BAB up to par. But Tenser's Transformation has a serious drawback, which is you can't cast spells anymore, so it's just a backup for the wizard who ran out of spells. Divine Power, on the other hand, is regularly regarded as broken, especially in combination with Divine Metamagic + Persistant Spells (it is exactly the combination of the three why clerics are called Codzilla at the WotC Forum). So no, copying that spell into a feat is no good idea.<br />
::#A gish has to take Fighter levels to enter EK and other prestige classes in the first place, so taking a third fighter level isn't that much of a cost.<br />
::Let's look the results of the feat, by looking at the minimum build to achieve the maximum effect (+2 BAB):<br />
::Fighter 3 / med BAB 13 => BAB +14 (Psychic Warrior, Cleric, Bard, Druid, Warlock...)<br />
::Fighter 3 / bad BAB 7 => BAB +8 (Wizard, Sorcerer, Psion)<br />
::Fighter 3 / non-full BAB 1 / another 1 / another 1 / another 1 => 5<br />
::The feat basicly guarantees that you BAB will never be more than 2 behind your class level. It basicly just screws anyone who chooses full BAB classes that do not have a full spellcasting progression on the side. You make one way of character building so good that everybody else is screwed.<br />
::And I'm not even testing full optimized builds here. I don't want to know what this feat does in a Radiant Servant of Pelor, Sublime Chord or Urpriest build. <br />
::Don't forget that BAB is one of the stepping stones to keep feats and PrCs limited to certain levels, and this feat also screws with these. --[[User:Mkill|Mkill]] 10:22, 23 July 2007 (MDT)<br />
<br />
I'm not having any luck searching for the thread. There have been several "prunings", and not everything is in the archives. Ironically, at least 3 other people have independently come up with similar feats:<br />
<br />
http://boards1.wizards.com/wotc_archive/index.php/t-377743.html<br />
<br />
http://boards1.wizards.com/wotc_archive/index.php/t-354616.html (scroll down...)<br />
<br />
http://boards1.wizards.com/wotc_archive/index.php/t-386703.html<br />
<br />
...However, all of these are significantly more powerful than mine (and very controversial!), either because the requirement is lax (e.g. no more than 1 level of Fighter) or because the full +2 is immediately available to a character with only a -2 BAB shortfall (i.e. some multiclass characters will lose no BAB at all).<br />
<br />
Forcing a spellcaster to take 3 levels of Fighter to qualify is a ''major'' requirement. For a Wizard, the loss of 3 caster levels is considered so serious that it "balances" up to 13 levels of Cleric spellcasting (via 3 levels of Cleric and 10 levels of Mystic Theurge). Similarly with the Arcane Trickster, which gains much of the power of a Rogue. For the Eldritch Knight, the loss of only 2 caster levels gives +5 BAB and significantly more hitpoints (10 from EK levels plus whatever the Fighter-type class gave).<br />
<br />
I appreciate that BAB is more important to a Fighter-type character than "caster level" is to a spellcaster: but that's why the bonus is capped at +2 and phased in gradually, so that the character is guaranteed to suffer a BAB penalty regardless, and the full +2 isn't available until the shortfall is so bad that the character is ''still'' left with at least a -2 penalty. Furthermore, arguments based on the importance of BAB cut both ways: a Fighter with a -4 BAB penalty has a crippling disadvantage in combat for this very reason (he has pretty much completely wasted his Fighter levels), whereas a character with a few levels of spellcasting ability and Practiced Spellcaster can still inflict serious damage.<br />
<br />
Basically, the feat allows a sort of "lite" Eldritch Knight with inferior spellcasting (at least 1 level behind a normal EK) and inferior BAB, but with the opportunity to have more diverse abilities from other spellcasting PrC's (like Loremaster or whatever). Its usefulness with actual EK builds is rather limited by the sacrifice of at least another caster level due to the "dead" 1st level of EK. As for the ease of gaining 16+ BAB and 4 iterative attacks: a standard F1/W6/EK10 will already have a BAB of 14 by 17th level, and by then a BAB of 16 by 20th is easy to obtain (anything better than 3 more Wizard levels will get there: 1 more level of Fighter and 2 of Wizard, for instance). To make use of this feat, the character would need 3 Fighter levels, hence sacrificing the ability to cast 9th level spells pre-Epic (F3/W6/EK10 at 19th level, Wizard level 15, 1 level to go, BAB 16 without the feat, 17 with it): and, even then, the full +2 bonus won't kick in until 20th level.<br />
<br />
The design of the feat (and the delay in getting the bonus) ensures that the character will ''always'' be inferior in combat to a straight Fighter-type, and ''always'' significantly weaker in spellcasting or other abilities to a straight caster or whatever (at least 3 levels behind). Given the number of times this feat has been re-invented, I think we need to keep a version here with more balanced requirements than some out there... [[User:Findail|Findail]] 13:31, 23 July 2007 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=Talk:Practiced_Combatant_(3.5e_Feat)&diff=119848Talk:Practiced Combatant (3.5e Feat)2007-07-23T19:31:48Z<p>Findail: /* Balance Rating 0/10 */</p>
<hr />
<div>===Balance Rating 0/10===<br />
<br />
This feat breaks several rules conventions. First of all, it is much more general than other feats that improve your chance to hit, such as Weapon Focus. Remember that base attack bonus also applies to rolls like grapple checks and melee and ranged touch attacks for spells. It is therefore ''way too good''.<br />
<br />
Your feat is even a lot better than the ''Epic'' feat [[SRD:Epic Prowess (Epic Feat)|Epic Prowess]], which only gives +1 to attacks (i.e., no bonus to grapple checks, and no 4th attack).<br />
<br />
Also remember that several classes are thinly balanced by their bad BAB. The lower BAB doesn't really hinder the Psychic Warrior or Druid to surpass the Fighter in melee combat at some level, but this way it at least takes longer.<br />
<br />
Now, what's even worse, with a feat that boosts BAB for multiclassed fighters builds like <br />
:fighter2/duskblade2/wizard2/abjurantchampion5/spellsword1/EK8<br />
become even stronger. (Slightly modify the above standard gish for Ftr 3) In fact, the standard problem with all Gish builds, how to achieve BAB 16 for 4 attacks, is easily solved with this feat.<br />
<br />
In the end, with your feat, many more players will dip into fighter level 3 instead of two. But since multiclassing doesn't even hurt the BAB anymore, there is one less reason to stay in fighter, making the class even ''worse''. <br />
<br />
I see no real way of trimming the feat to a normal power level, as no feat ever should raise the BAB. --[[User:Mkill|Mkill]] 10:19, 16 July 2007 (MDT)<br />
<br />
:These issues were debated quite extensively on the WotC boards (unfortunately I can't find the thread, it was a long time ago). You can't really compare a feat which helps a weak character "catch up" with a feat that adds to the power of an already-good character. Otherwise Practiced Spellcaster is insanely overpowered (+4 to caster level for all purposes: compare with the various "Spell Penetration" feats which give a smaller bonus than this, and ''only'' versus Spell Resistance). Epic Prowess allows better-than-Fighter BAB and can be taken multiple times. Furthermore, a "gish" who takes 3 Fighter levels is lagging at least 2 caster levels behind a standard Eldritch Knight (and a Druid will likewise lose 3 Druid levels too), and no character with this feat will ever get a Fighter's BAB anyhow (because the full power of the feat, the +2 bonus, only cuts in when the character has lost out on 4 points of BAB). It merely turns a seriously-underpowered character (one who sucks badly at an activity that he's devoted at least 3 levels to) into a moderately-competent one. There are already various other ways of increasing BAB, and all give the appropriate number of iterative attacks too: the "Skilled" weapon property (Complete Arcane) gives 3/4 BAB (that's +5 BAB for a 20th level Wizard with no Fighter levels at all), and Divine Power and Tenser's Transformation give full BAB, eclipsing this feat entirely. [[User:Findail|Findail]] 07:20, 23 July 2007 (MDT)<br />
<br />
::You brought up several issues, so let me answer one by one.<br />
::#The WotC boards have an archive, so please bring up that link.<br />
::#There is a difference between Practiced Spellcaster and a BAB booster feat. First of all, spellcaster level is only one aspect of spellcasting (the others are number of spells, highest spell level and save DC). A multiclassed spellcaster lacks behind in all four, but Practiced Spellcaster brings only one up to par. It is *not* the same as a +1 level in a spellcasting class. Your feat, on the other hand, boosts a fighter/cleric and similar way beyond the fighter, because a better BAB is all he's got. BAB is also more versatile, it also boosts your attack with melee touch attack and ray spells.<br />
::#Yes, there are spells that bring your BAB up to par. But Tenser's Transformation has a serious drawback, which is you can't cast spells anymore, so it's just a backup for the wizard who ran out of spells. Divine Power, on the other hand, is regularly regarded as broken, especially in combination with Divine Metamagic + Persistant Spells (it is exactly the combination of the three why clerics are called Codzilla at the WotC Forum). So no, copying that spell into a feat is no good idea.<br />
::#A gish has to take Fighter levels to enter EK and other prestige classes in the first place, so taking a third fighter level isn't that much of a cost.<br />
::Let's look the results of the feat, by looking at the minimum build to achieve the maximum effect (+2 BAB):<br />
::Fighter 3 / med BAB 13 => BAB +14 (Psychic Warrior, Cleric, Bard, Druid, Warlock...)<br />
::Fighter 3 / bad BAB 7 => BAB +8 (Wizard, Sorcerer, Psion)<br />
::Fighter 3 / non-full BAB 1 / another 1 / another 1 / another 1 => 5<br />
::The feat basicly guarantees that you BAB will never be more than 2 behind your class level. It basicly just screws anyone who chooses full BAB classes that do not have a full spellcasting progression on the side. You make one way of character building so good that everybody else is screwed.<br />
::And I'm not even testing full optimized builds here. I don't want to know what this feat does in a Radiant Servant of Pelor, Sublime Chord or Urpriest build. <br />
::Don't forget that BAB is one of the stepping stones to keep feats and PrCs limited to certain levels, and this feat also screws with these. --[[User:Mkill|Mkill]] 10:22, 23 July 2007 (MDT)<br />
<br />
I'm not having any luck searching for the thread. There have been several "prunings", and not everything is in the archives. Ironically, at least 3 other people have independently come up with similar feats:<br />
<br />
http://boards1.wizards.com/wotc_archive/index.php/t-377743.html<br />
<br />
http://boards1.wizards.com/wotc_archive/index.php/t-354616.html (scroll down...)<br />
<br />
http://boards1.wizards.com/wotc_archive/index.php/t-386703.html<br />
<br />
...However, all of these are significantly more powerful than mine (and very controversial!), either because the requirement is lax (e.g. no more than 1 level of Fighter) or because the full +2 is immediately available to a character with only a -2 BAB shortfall (i.e. some multiclass characters will lose no BAB at all).<br />
<br />
Forcing a spellcaster to take 3 levels of Fighter to qualify is a ''major'' requirement. For a Wizard, the loss of 3 caster levels is considered so serious that it "balances" up to 13 levels of Cleric spellcasting (via 3 levels of Cleric and 10 levels of Mystic Theurge). Similarly with the Arcane Trickster, which gains much of the power of a Rogue. For the Eldritch Knight, the loss of only 2 caster levels gives +5 BAB and significantly more hitpoints (10 from EK levels plus whatever the Fighter-type class gave).<br />
<br />
I appreciate that BAB is more important to a Fighter-type character than "caster level" is to a spellcaster: but that's why the bonus is capped at +2 and phased in gradually, so that the character is guaranteed to suffer a BAB penalty regardless, and the full +2 isn't available until the shortfall is so bad that the character is ''still'' left with at least a -2 penalty. Furthermore, arguments based on the importance of BAB cut both ways: a Fighter with a -4 BAB penalty has a crippling disadvantage in combat for this very reason (he has pretty much completely wasted his Fighter levels), whereas a character with a few levels of spellcasting ability and Practiced Spellcaster can still inflict serious damage.<br />
<br />
Basically, the feat allows a sort of "lite" Eldritch Knight with inferior spellcasting (at least 1 level behind a normal EK) and inferior BAB, but with the opportunity to have more diverse abilities from other spellcasting PrC's (like Loremaster or whatever). Its usefulness to actual EK's is rather limited by the sacrifice of at least another caster level due to the "dead" 1st level of EK. As for the ease of gaining 16+ BAB and 4 iterative attacks: a standard F1/W6/EK10 will already have a BAB of 14 by 17th level, and by then a BAB of 16 by 20th is easy to obtain (anything better than 3 more Wizard levels will get there: 1 more level of Fighter and 2 of Wizard, for instance). To make use of this feat, the character would need 3 Fighter levels, hence sacrificing the ability to cast 9th level spells pre-Epic (F3/W6/EK10 at 19th level, Wizard level 15, 1 level to go, BAB 16 without the feat, 17 with it): and, even then, the full +2 bonus won't kick in until 20th level.<br />
<br />
The design of the feat (and the delay in getting the bonus) ensures that the character will ''always'' be inferior in combat to a straight Fighter-type, and ''always'' significantly weaker in spellcasting or other abilities to a straight caster or whatever (at least 3 levels behind). Given the number of times this feat has been re-invented, I think we need to keep a version here with more balanced requirements than some out there... [[User:Findail|Findail]] 13:31, 23 July 2007 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=Practiced_Combatant_(3.5e_Feat)&diff=119747Practiced Combatant (3.5e Feat)2007-07-23T13:24:29Z<p>Findail: Spelling</p>
<hr />
<div>{{author|author_name=Findail|date_created=2nd September 2006|status=Complete}}<br />
__NOTOC__<br />
<div class="supplement"><br />
===Practiced Combatant [Fighter Only]===<br />
<br />
Improves [[Base Attack Bonus (terminology)|Base Attack Bonus]] for multiclassed Fighters lagging behind.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Fighter]] level 3rd.<br />
<br />
=====Benefit=====<br />
<br />
This feat increases your Base Attack bonus if it's currently lagging at least 2 points behind an equivalent single-classed human fighter of your experience level. Subtract your BAB from that of the "standard fighter" and add a bonus based on the result:<br />
<br />
{| class="d20"<br />
|- class="even"<br />
|0 or 1 || no bonus<br />
|-<br />
|2 or 3 || +1 bonus<br />
|- class="even"<br />
|4 or more || +2 bonus<br />
|}<br />
<br />
If the character has any other feats, class abilities, items or spell effects that increase BAB, these are counted first before determining eligibility for this bonus. However, the bonus does not stack with magical effects or abilities that replace the character's natural BAB entirely.<br />
<br />
=====Special=====<br />
<br />
A fighter may select Practiced Combatant as one of his fighter bonus feats.<br />
<br />
<br />
----<br />
Back to [[Dungeons and Dragons]]->[[DnD Feats]].<br />
[[Category:DnD]]<br />
[[Category:Feat]]<br />
[[Category:Fighter Bonus Feat]]<br />
</div></div>Findailhttps://www.dandwiki.com/w/index.php?title=Talk:Practiced_Combatant_(3.5e_Feat)&diff=119746Talk:Practiced Combatant (3.5e Feat)2007-07-23T13:20:07Z<p>Findail: /* Balance Rating 0/10 */</p>
<hr />
<div>===Balance Rating 0/10===<br />
<br />
This feat breaks several rules conventions. First of all, it is much more general than other feats that improve your chance to hit, such as Weapon Focus. Remember that base attack bonus also applies to rolls like grapple checks and melee and ranged touch attacks for spells. It is therefore ''way too good''.<br />
<br />
Your feat is even a lot better than the ''Epic'' feat [[SRD:Epic Prowess (Epic Feat)|Epic Prowess]], which only gives +1 to attacks (i.e., no bonus to grapple checks, and no 4th attack).<br />
<br />
Also remember that several classes are thinly balanced by their bad BAB. The lower BAB doesn't really hinder the Psychic Warrior or Druid to surpass the Fighter in melee combat at some level, but this way it at least takes longer.<br />
<br />
Now, what's even worse, with a feat that boosts BAB for multiclassed fighters builds like <br />
:fighter2/duskblade2/wizard2/abjurantchampion5/spellsword1/EK8<br />
become even stronger. (Slightly modify the above standard gish for Ftr 3) In fact, the standard problem with all Gish builds, how to achieve BAB 16 for 4 attacks, is easily solved with this feat.<br />
<br />
In the end, with your feat, many more players will dip into fighter level 3 instead of two. But since multiclassing doesn't even hurt the BAB anymore, there is one less reason to stay in fighter, making the class even ''worse''. <br />
<br />
I see no real way of trimming the feat to a normal power level, as no feat ever should raise the BAB. --[[User:Mkill|Mkill]] 10:19, 16 July 2007 (MDT)<br />
<br />
:These issues were debated quite extensively on the WotC boards (unfortunately I can't find the thread, it was a long time ago). You can't really compare a feat which helps a weak character "catch up" with a feat that adds to the power of an already-good character. Otherwise Practiced Spellcaster is insanely overpowered (+4 to caster level for all purposes: compare with the various "Spell Penetration" feats which give a smaller bonus than this, and ''only'' versus Spell Resistance). Epic Prowess allows better-than-Fighter BAB and can be taken multiple times. Furthermore, a "gish" who takes 3 Fighter levels is lagging at least 2 caster levels behind a standard Eldritch Knight (and a Druid will likewise lose 3 Druid levels too), and no character with this feat will ever get a Fighter's BAB anyhow (because the full power of the feat, the +2 bonus, only cuts in when the character has lost out on 4 points of BAB). It merely turns a seriously-underpowered character (one who sucks badly at an activity that he's devoted at least 3 levels to) into a moderately-competent one. There are already various other ways of increasing BAB, and all give the appropriate number of iterative attacks too: the "Skilled" weapon property (Complete Arcane) gives 3/4 BAB (that's +5 BAB for a 20th level Wizard with no Fighter levels at all), and Divine Power and Tenser's Transformation give full BAB, eclipsing this feat entirely. [[User:Findail|Findail]] 07:20, 23 July 2007 (MDT)</div>Findailhttps://www.dandwiki.com/w/index.php?title=3.5e_The_Gift_Feats&diff=1197433.5e The Gift Feats2007-07-23T12:17:13Z<p>Findail: fixed link</p>
<hr />
<div><noinclude>Back to [[Dungeons and Dragons]] -> [[DnD Feats|Feats]].<br />
<br />
<br />
All these feats are related to [[The Gift: an Alternative to "Psionics" (DnD Variant Rule)]], and they only work in context to this variant rule.<br />
<br />
</noinclude><br />
{| class="wikitable" style="font-size: 0.9em; line-height: 1.35em;"<br />
|- <br />
|+ style="font-size: 1.2em; color:#180540;" | '''Table: 'The Gift' Feats'''<br />
|- style="font-size: 1.05em;" <br />
! Feat !! Prerequisites !! Benefit<br />
|-<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''General '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[The Gift (DnD The Gift Feat)|The Gift]] || 1st level character || -2 Constitution, character has psychic potential<br />
|-<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''Clairvoyant '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[Clairvoyance (DnD The Gift Feat)|Clairvoyance]] || The Gift, 13 Wisdom || +1 Reflex, Listen / Search / Spot skills, clairvoyant potential<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Boosted Reflexes (DnD The Gift Feat)|Boosted Reflexes]] || Clairvoyance, Lightning Reflexes || Reflex save equal to 1/2 level (or +1)<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Clarity Of Vision (DnD The Gift Feat)|Clarity Of Vision]] || Clairvoyance || Good chance of seeing through illusions<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Combat Sense (DnD The Gift Feat)|Combat Sense]] || Clairvoyance, Combat Reflexes || +2 Insight bonus on initiative and AC: can't be surprised / flanked<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Killer Instinct (DnD The Gift Feat)|Killer Instinct]] || Combat Sense || BAB equal to 3/4 level (or +1)<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Contact Other Plane (DnD The Gift Feat)|Contact Other Plane]] || Clairvoyance, Telepathy || As the spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Darkvision (DnD The Gift Feat)|Darkvision]] || Clairvoyance || Can see without light<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Deepvision (DnD The Gift Feat)|Deepvision]] || Clairvoyance, Darkvision || Can see into solid objects<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Precognition (DnD The Gift Feat)|Precognition]] || Clairvoyance || Limited predictive ability<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Prophecy (DnD The Gift Feat)|Prophecy]] || Precognition || Major predictive ability<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Remote Sensing (DnD The Gift Feat)|Remote Sensing]] || Clairvoyance || As Clairvoyance/Clairaudience spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Scrying (DnD The Gift Feat)|Scrying]] || Clairvoyance || As Scrying spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Seekersense (DnD The Gift Feat)|Seekersense]] || Clairvoyance || Locates objects and creatures<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Uncanny Knowledge (DnD The Gift Feat)|Uncanny Knowledge]] || Clairvoyance || You know things you shouldn't<br />
|- style="vertical-align: top;"<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''Psychic Healing '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[Psychic Healing (DnD The Gift Feat)|Psychic Healing]] || The Gift, 13 Wisdom || +1 Fortitude, Heal skill, health sense, Psychic Healing potential <br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Boost Metabolism (DnD The Gift Feat)|Boost Metabolism]] || Psychic Healing || Temporary Strength / Dexterity / Constitution boost<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Boosted Fortitude (DnD The Gift Feat)|Boosted Fortitude]] || Great Fortitude, Psychic Healing || Fortitude save equal to 1/2 level (or +1)<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Cure/Inflict Wounds (DnD The Gift Feat)|Cure/Inflict Wounds]] || Psychic Healing || Cure wounds, inflict damage, cure ability damage<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Damage Reduction (DnD The Gift Feat)|Damage Reduction]] || Psychic Healing || Damage Reduction 2/-<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Gift of Life (DnD The Gift Feat)|Gift of Life]] || Cure/Inflict Wounds, Damage Reduction || Fast Healing 1<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Purge Metabolism (DnD The Gift Feat)|Purge Metabolism]] || Psychic Healing || Cure poisoning & disease<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Immortality (DnD The Gift Feat)|Immortality]] || Purge Metabolism, Vitality || Immune to poison, disease and age<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Vitality (DnD The Gift Feat)|Vitality]] || Psychic Healing || +2 Constitution<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Immortality (DnD The Gift Feat)|Immortality]] || Purge Metabolism, Vitality || Immune to poison, disease and age<br />
|- style="vertical-align: top;"<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''Psychokinetic '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[Psychokinesis (DnD The Gift Feat)|Psychokinesis]] || The Gift, 13 Intelligence || "Mage Hand", Disable Device / Open Locks / Sleight of Hand skills, Psychokinetic potential<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Controlled Fall (DnD The Gift Feat)|Controlled Fall]] || Psychokinesis || Feather Fall effect<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Levitation (DnD The Gift Feat)|Levitation]] || Controlled Fall || Ascend vertically<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Energy Barrier (DnD The Gift Feat)|Energy Barrier]] || Psychokinesis || Resist energy damage<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Kinetic Shield (DnD The Gift Feat)|Kinetic Shield]] || Psychokinesis || +2 Shield bonus<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Pyrokinesis (DnD Feat)|Pyrokinesis]] || Psychokinesis || Produce / hurl flames<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Self-Propulsion (DnD The Gift Feat)|Self-Propulsion]] || Psychokinesis || True flight when levitating, +10 on movement and various skills<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Shatter (DnD The Gift Feat)|Shatter]] || Psychokinesis || As the spell<br />
|- style="vertical-align: top;"<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''Psychomagic '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[Psychomagic (DnD The Gift Feat)|Psychomagic]] || The Gift, 13 Intelligence, 2nd level spell capability || Detect Magic, Knowledge(arcane) / Spellcraft / Use Magic Device skills, Psychomagic potential<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Familiar Bond (DnD The Gift Feat)|Familiar Bond]] || Psychomagic, Telepathy || Gain familiar, all class levels count for familiar advancement<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Impromptu Dispelling (DnD The Gift Feat)|Impromptu Dispelling]] || Psychomagic || Spend 3 spell levels for Dispel Magic<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Spell Resistance (DnD The Gift Feat)|Spell Resistance]] || Impromptu Dispelling || Spell Resistance 10+level<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Impromptu Metamagic (DnD The Gift Feat)|Impromptu Metamagic]] || Psychomagic, any metamagic Feat || Apply metamagic without preparation<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Magical Strike (DnD The Gift Feat)|Magical Strike]] || Psychomagic || Treat weapon or unarmed strike as magical (or aligned)<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Powercast (DnD The Gift Feat)|Powercast]] || Psychomagic || Boosts caster level by 2 or more<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Spell Recovery (DnD The Gift Feat)|Spell Recovery]] || Psychomagic || Chance of recovering miscast spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Preserve Scroll (DnD The Gift Feat)|Preserve Scroll]] || Scribe Scroll, Spell Recovery || Chance of powering scroll with your own magic<br />
|- style="vertical-align: top;"<br />
! colspan="3" style="font-size: 1em; color:#180540; text-align: left;" | '''Telepathic '[[The Gift: an Alternative to "Psionics" (DnD Variant Rule)|The Gift]]' Feats'''<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap;" | [[Telepathy (DnD The Gift Feat)|Telepathy]] || The Gift, 13 Charisma || +1 Will, social skills, telepathic potential<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Assess The Foe (DnD The Gift Feat)|Assess The Foe]] || Telepathy || Identify creature type / class, Favored Enemy bonus<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Boosted Will (DnD The Gift Feat)|Boosted Will]] || Iron Will, Telepathy || Will save equal to 1/2 level (or +1)<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Contact Other Plane (DnD The Gift Feat)|Contact Other Plane]] || Clairvoyance, Telepathy || As the spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Familiar Bond (DnD The Gift Feat)|Familiar Bond]] || Psychomagic, Telepathy || Gain familiar, all class levels count for familiar advancement<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Induce Fear (DnD The Gift Feat)|Induce Fear]] || Telepathy || Similar to Fear spell<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Mind of Power (DnD The Gift Feat)|Mind of Power]] || Telepathy || +1 Intelligence, Wisdom, Charisma: -1 Constitution<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Inward Focus (DnD The Gift Feat)|Inward Focus]] || Mind Of Power || Bonus psychic feats on subsequent levels<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Power Of Command (DnD The Gift Feat)|Power Of Command]] || Leadership, Telepathy || +3 on Leadership and related abilities<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Read Minds (DnD The Gift Feat)|Read Minds]] || Telepathy || Read surface thoughts and deep memories<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Telepathic Communication (DnD The Gift Feat)|Telepathic Communication]] || Read Minds || Mind-to-mind communication<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 3em;" | [[Insinuation (DnD The Gift Feat)|Insinuation]] || Telepathic Communication || Telepathic suggestion<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 1em;" | [[Resilient Mind (DnD The Gift Feat)|Resilient Mind]] || Telepathy || Resistance to enchantment effects<br />
|- style="vertical-align: top;"<br />
| style="white-space: nowrap; padding-left: 2em;" | [[Cloak The Mind (DnD The Gift Feat)|Cloak The Mind]] || Resilient Mind || Unreadable mind, false alignment / thoughts<br />
|}</div>Findail