Belmont (3.5e Class)

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Belmont[edit]

The Belmont clan was formed with the purpose of destroying creatures of the night.

Belmont is a mid-range fighter that focuses on reach attacks and throwing weapons. He isn't the best choice for a main fighter slot but more of a support fighter. Having a reach weapon helps with multiple flanking and his sub-weapons can help control the flow of combat.

Abilities: Charisma is the key ability for an Belmont's Sub-Weapon abilities. Strength is important for melee attack and damage and Dexterity is important due to their light armor requirement and constitution is important for survivability.

Races: Humans, Half/elves, and few Elves find if easier then other races to devoting there life to seeking out and destroying evil .

Alignment: Any good alignment. Belmonts are devoted to helping other and stopping any form or evil.

Starting Gold: "As fighter"

Starting Age: "As fighter"

Table: The Belmont Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Vampire hunter, Sub-Weapons Specialist(throwing dagger,holy water)
2nd +2 +3 +3 +0 Two-Weapon Fighting
3rd +3 +3 +3 +1
4th +4 +4 +4 +1 Sub-Weapon(Stop Watch)
5th +5 +4 +4 +1 Sub-weapon(Cross Boomerang)
6th +6/+1 +5 +5 +2 Improved Two-Weapon Fighting
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2 Sub-Weapon(Axe)
9th +9/+4 +6 +6 +3
10th +10/+5 +7 +7 +3 Improved Sub-Weapon (dagger,holy water)
11th +11/+6/+1 +7 +7 +3 Greater Two-Weapon Fighting
12th +12/+7/+2 +8 +8 +4
13th +13/+8/+3 +8 +8 +4 Sub-Weapon (Holy)
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 Improved Sub-Weapon (Cross Boomerang)
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5 Negative Energy Resistance
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Damage Reduction

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), [Craft] (Int), Jump (Str), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex)

Class Features

Weapon and Armor Proficiency: Belmonts are proficient with axe(throwing), boomerang, chain whip, crossbow(light and heavy), dagger, flail(light), handaxe, shortbow, Belmonts are proficient with light armor, but not with shields.

Vampire Hunter (Ex): Vampire Hunter feat (from Libris Mortis)

Sub-Weapons Specialist (Su): Belmonts focus on offhand weapons by adding extra damage or special effects. He may use this ability a number of times per day equal to 3 + his Charisma modifier.

Sub-Weapon (dagger) (Su): At 1st level, a Belmont can throw a dagger adds his Charisma bonus (if any) to his attack roll and deals 1xtra point of damage per Belmont level. The range is also increased to 30ft.

Sub-Weapon (holy water) (Su): At 1rd level, a Belmont can throw a holy water and do continuous direct and splash damage in rounds equal to his Charisma bonus (if any). this effect does not stack.

Two-Weapon Fighting (Ex): At 2nd level a Belmont gains Two-Weapon Fighting feat , even if he does not have the normal prerequisites for that feat. He loses all benefits of the feat when wearing medium or heavy armor.

Sub-Weapon (Stopwatch) (Su): At 4th level, While hold a Stopwatch in your off hand, you can paralyze undead and evil outsiders. This function as a Cleric's Turn Undead except, the range is only 30 ft and only last for 5 rounds, if you attack a paralyzed target it gains the ability to flee(if possible) its next round. If it cannot flee, it will cower.

Sub-Weapon (Cross Boomerang) (Su): At 5th level, when throwing a boomerang in become a cross(or holy symbol) of Force that does 1d8 of damage plus his Charisma bonus (if any), its range also become 40ft. If you hit your target it has a chance to hit a second time as it returns with a -5 on attack role.

Improved Two-Weapon Fighting (Ex): At 6th level a Belmont gains Improved Two-Weapon Fighting feat , even if he does not have the normal prerequisites for that feat. He loses all benefits of the feat when wearing medium or heavy armor.

Sub-Weapon (Axe) (Su): At 8th level, a Belmont add his Charisma bonus (if any) to attack role. When throwing an axe its thrown with a curve ignoring AC bonuses for anything less then total cover, it can also be thrown overhand aching over other monsters or players but you must have line of sight. When throwing you must add extra increments to range of the target, for example if you are throwing over a medium creature, you add 5ft to go over and another 5ft down.

Improved Sub-Weapon (dagger,holy water) (Su): At 10th level, a Belmonts dagger gain the feat Penetrating Shot. The range is also increased to 60ft. A Belmonts holy water adds his Charisma bonus (if any) to direct and splash damage, The range is also increased to 30ft.

Greater Two-Weapon Fighting (Ex): At 11th level a belmont gains Greater Two-Weapon Fighting feat , even if he does not have the normal prerequisites for that feat. He loses all benefits of the feat when wearing medium or heavy armor.

Sub-Weapon (Holy) (Su): At 13th level, a Belmonts Sub-Weapon attacks gain Holy property.

Improved Sub-Weapon (Cross Boomerang) (Su): At 15th level, a Belmonts Cross Boomerang Damage increases to 2d6 plus his Charisma bonus and gain the feat Penetrating Shot. The range is also increased to 80ft.

Negative Energy Resistance (Ex): At 17th level a Belmont gains a +4 bonus on saving throws made to negative energy effects,including energy drain, ability drain and inflict spells.

Damage Reduction) (Su): At 20th level, a Belmonts gain damage reduction 10/silver.

Ex- belmonts[edit]

A belmont who becomes non good cannot gain new levels as a belmont but retains all belmont abilities.

Like a member of any other class, a belmont may be a multiclass character, but multiclass belmont face a special restriction. A belmont who gains a new class or (if already multiclass) raises another class by a level may never again raise his belmont level, though she retains all her belmont abilities.

Epic Belmont[edit]

Table: The Epic Belmont
Hit Die: d8

Level Special
21st
22nd Bonus Feat
23rd
24th Bonus Feat
25th
26th Bonus Feat
27th
28th Bonus Feat
29th
30th Bonus Feat


Human Belmont Starting Package[edit]

Weapons: Chain Whip.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Str -1
Jump 4 Str -1
Knowledge (religion) 4 Int
Knowledge (the planes) 4 Int
Sense Motive 4 Wis
Tumble 4 Dex -1

Feat: Weapon Focus (chain Whip).

Bonus Feats (human): Quick Draw.

Gear:Studded leather, Backpack with waterskin, one day's trail ration. bedroll, sack, flint and steel, and three torches.

Gold: 4d4.


New Weapon (Chain Whip)[edit]

Chain Whip

Exotic One-Handed Melee
Critical: ×2
Range Increment:
Type: Bludgeoning
Hardness: 10
Size Cost Damage Weight hp
Small 25 1d6 5lbs 2
Medium 25 1d8 10lbs 5
Large 50 2d6 20lbs 10

The chain whip is a fail with a 6ft long chain.

A chain whip has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

When using a chain whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).


New Feat (Extra Sub-Weapon)[edit]

Prerequisites: Sub-Weapons Specialist ability, base attack bonus +4.

Benefit: when you take this feat, you gain two more sub-weapon attempts per day.

Special:A character may select this feat multiple times. Its effects stack.



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