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Elven Native (3.5e NPC Class)
From D&D Wiki
- 1 Elven Native
- 1.1 Class Features
- 1.2 Alternate Class Features
- 1.3 Ex-Elven Natives
- 1.4 Adaptions
Any non-evil, non-lawful
|4th||+3||+1||+4||+1||Brains Over Brawn|
|7th||+5||+2||+5||+2||Wild Shape (1/day)|
|8th||+6/+1||+2||+6||+2||Bonus Weapon Proficiency|
|9th||+6/+1||+3||+6||+3||Wild Shape (2/day)|
|11th||+8/+3||+3||+7||+3||Improved Precise Shot|
|12th||+9/+4||+4||+8||+4||Wild Shape (3/day)|
|14th||+11/+6/+1||+4||+9||+4||Wild Shape (4/day)|
|16th||+12/+7/+2||+5||+10||+5||Bonus Weapon Proficiency|
|17th||+13/+8/+3||+5||+10||+5||Cunning Defense, Improved Cunning Defense|
|18th||+14/+9/+4||+6||+11||+6||Wild Shape (5/ day)|
|19th||+15/+10/+5||+6||+12||+6||Bonus Weapon Proficiency|
|20th||+15/+10/+5||+6||+12||+6||Wild Shape (6/ day)|
Class Skills (6 + Int modifier per level)
All of the following are class features of the Elven Native:
Weapon and Armor Proficiency: Elven Natives Are Proficient with the Club, Dagger, Quarter Staff, and 5 Martial or Simple weapons of their choice. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Elven Natives are proficient with Light Armor and Bucklers.
Wild Empathy (Ex): An elven native can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The elven native rolls 1d20 and adds his elven native level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the elven native and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The elven native can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Rapid Shot: At level 2, an elven native gains Rapid Shot as a bonus feat.
Arcane Dabbler (Sp): At level 3, an elven native gains prestidigitation and read magic as at-will Spell-like abilities. Additionally, she can mimic spells as spell-like abilities; after resting for 8 hours, an elven native may select spells from one or more spellbooks she has on hand (such as one from a wizard). These spells must be from the Sorcerer/Wizard Spell list. She may select one spell of a level equal to her elven native Level+1÷3 rounded down, with a maximum of 7th at level 20. She may also select a two spells from each level below the highest she can cast. She can select a spell of a lower level in lieu of a spell of higher level, but may not select the same spell more than once. Selecting the spells takes an hour. She can use each of these spell-like abilities once per day. When mimicing a spell, an elven native succeed on a spellcraft check with a DC of 10+Spell levelx2 or the spell-like ability is lost with no effect. The She must provide any material components that the spells require, as well as be able to perform any verbal and or somatic components if the spell would require both or either of them. The save DC for the spell-like abilities is her Intelligence modifier+10+Spell level. She must have an Intelligence of 10+ the Spell level in order to select or cast it. If an elven native has levels in wizard, she may, instead of gaining the normal benefit of Arcane Dabbler, choose to gain Prestidigitation as an at-will spell like ability and have her elven native levels stack with her wizard levels to determine caster level and familiar abilities. Additionally, an elven native that forsakes the normal benefits of Arcane Dabbler can add one (Not one additional, just one. She doesn't also get to learn new spells as if she got a wizard level.) wizard spells to her spellbook when she increases a level after 2nd for free (Including level 3). She does not gain any additional spells per day, or access to higher level spell slots. Once this choice is made one way or the other, it can not be changed.
Brains over Brawn (Ex): At 4th level, an Elven native gains the Brains over Brawn extraordinary ability. This ability functions as the Factotum ability of the same name. (See Dungeonscape Page 17).
Trackless Step (Ex): Starting at 5th level, an elven native leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Manyshot: At level 6, an elven native gains Manyshot as a bonus feat.
Wild Shape (Su): At 7th level, an elven native gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per elven native level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the elven native melds into the new form and becomes nonfunctional. When the elven native reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the elven native's feet.
The form chosen must be that of an animal the elven native is familiar with.
A elven native loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A elven native can use this ability more times per day at 9th, 12th, 14th, 18th, and 20th level, as noted on Table: The elven native. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s elven native level.
Bonus Weapon Proficiency (Ex): At levels 8, 16, and 19 an elven native gains Exotic Weapon Proficiency in either the Elven Lightblade, Elven Thinblade, or Elven Courtblade. (See Races of the Wild Page 166). If an elven native already has proficiency in all of these weapons, she may instead gain a feat for which she meets the prerequisites
Evasion (Ex): At 10th level, an elven native can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless elven native does not gain the benefit of evasion.
Improved Precise Shot: At level 11, an elven native gains Improved Precise Shot as a bonus feat.
Woodland Stride (Ex): Starting at 13th level, an elven native may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Timeless Body (Ex): After attaining 15th level, an elven native no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the elven native still dies of old age when her time is up.
Cunning Defense (Ex): At 17, an elven native gains cunning defense. This ability functions as the Factotum ability of the same name. (See Dungeonscape Page 17). Elven Natives do not have a pool of inspiration points.
Improved Cunning Defense (Ex): At 17, an elven native gains Improved Cunning Defense. This ability functions as the Factotum ability of the same name. (See Dungeonscape Page 17).
Alternate Class Features
Wild Shape Size Variation
Replaces: Any one increase to Wild Shape uses per day that would put the number of uses gained only from elven native to greater than 3/day.
Benefit: An Elven native gains the ability to Wild Shape into an additional size category, which can not be larger than Huge or smaller than Tiny. (large, tiny, or huge.) An Elven native can not Wild Shape into a creature of a size without knowing every size between that size and Medium. (Can not become Huge if she can not become Large, can not become diminutive if she can not become Tiny, etc.)
Special: This alternate class feature can be applied more than once. Each time, select a different size category and a different increase to times per day Wild Shape may be used.
Benefits: The spells that an elven native selects are no longer need to be in a spell book, and she can use a summon nature's ally as a spell like ability by expending a daily use of an ability from a selected spell. She is not limited to one casting of summon nature's ally. She can no longer cast prestidigitation or read magic at-will, and selects from the druid spell list instead of the sorcerer/wizard spell list.
Special: A naturalistic dabbler elven native may not use her spell-like abilities gained from her elven native class if she violates her alignment restrictions.
Prerequisites: Elven Native levels stack with Wizard levels to determine Caster Level
Replaces: Wild Shape
Benefit: A natural arcanist elven native can learn to cast spells of a spell level equal to or less than her (elven native level-2)÷2 from the druid spell list as if they were on the spell list of her Wizard class. Such spells are cast as divine spells if they don't appear on the Wizard spell list. This grants access to the spells, but not additional spells per day. A 3rd level natural arcanist elven native can likewise read scrolls with druid spells on them and use wands and staffs that contain druid spells.
Special: A natural arcanist elven native May not cast spells gained from this ability if she violates her alignment restrictions.
Replaces: Wild Shape
Benefit: Gain a fighter bonus feat at levels 7, 9, 12, 14, 18, and 20. Gain an additional fighter bonus feat at each epic level where she would otherwise gain a wild shape use per day. An unchanging elven native may gain any of the following instead of a Fighter bonus feat:
- Add a new skill as a class skill
- Track as a bonus feat.
- The swift tracker extraordinary ability as if she were a ranger of level 8 or her elven native level, whichever is higher, if she already has the track feat.
- The ability to summon a familiar as a wizard. A familiar that can deliver touch spells can instead deliver touch spell-like abilities.
Special: An unchanging elven native does not need to follow the elven native alignment restrictions, unless she also gains naturalistic dabbler.
Native of a Thousand Faces
Replaces: Any one increase to Wild Shape uses per day. (including the first, which in effect would push back the time she actually gains wild shape to level 9.)
Benefit: Gain the A Thousand Faces Supernatural Ability as if she were a druid of level 13 or her elven native level, whichever is higher.
An Elven native that gains an alignment of Lawful or Evil loses her ability to wild shape, and can not gain any further levels in elven native until she atones.
Full-Fledged Character Class
Bump up the BAB to full instead of 3/4ths, Give good Will or Fort saves, (or both and scrap Reflex), make every knowledge skill a class skill, maybe give it a few specific class skills instead of a limited number of choices, add a few class features (maybe slippery mind, camouflage, hide in plain sight, speed boosts not necessarily all or any of those or in that order) and give them the already extant features sooner.
Oriental Adventure Themed
Wu Jen spells instead of wizard spells; Easy-peasy.
|1||Wild Empathy||Poison Use|
|5||Trackless Step||Improved Poison Use|
|8, 16, 19||Bonus Weapon Proficiency||+1d6 Sneak Attack|
|13||Woodland Stride||Light Resistant|
Improved Poison Use:
Alignment: Any non-lawful, non-good.