Fleshbinder (3.5e Prestige Class)

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Fleshbinder[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-fluff about this prestige class->

More warlock prestige classes here.

Becoming a Fleshbinder[edit]

<-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Skills: Knowledge(arcana) (Int) 8 ranks,

Spellcraft (Int) 6 ranks

Invocations: Invocation: Crawling Eye

or Invocation: Disembodied Hand

or Invocation: Mask of flesh

Feat: Mother Cyst
Special: Fiendish resilience 1
Table: The Fleshbinder

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Invoking
Fort Ref Will
1st +0 +2 +0 +2 Eldritch blast +1d6, Flesh knitting 1, New least invocation: Cystic abscess
2nd +1 +3 +0 +3 Callous skin (DR 1/-), Flesh alteration, Muscle binding +1 level of existing invocation-using class
3rd +2 +3 +1 +3 Flesh knitting 2, New lesser invocation: Tumoral growth
4th +3 +4 +1 +4 Eldritch blast +1d6, Flesh hardening +1 +1 level of existing invocation-using class
5th +3 +4 +1 +4 Callous skin (DR 2/-), Command the flesh
6th +4 +5 +2 +5 Flesh knitting 3, Tissue handicraft +1 level of existing invocation-using class
7th +5 +5 +2 +5 Eldritch blast +1d6, Flesh hardening +2, New greater invocation: Cannibalizing meat
8th +6 +6 +2 +6 Callous skin (DR 3/-), Tempered flesh +1 level of existing invocation-using class
9th +6 +6 +2 +6 Flesh empowerment, Flesh knitting 4
10th +7 +7 +3 +7 Eldritch blast +1d6, Flesh Hardening +3 +1 level of existing invocation-using class

Class Skills (4 + Int modifier per level)

Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Heal (Sag), Intimidate (Cha), Jump (Str), Knowledge(arcana) (Int), Knowledge(nature) (Int), Knowledge(religion) (Int), Listen (Sag), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha).
Table: The Epic <-class name->
Level Special
11th <-any improvements to class features gained at this level, including any bonus feats->
12th <-any improvements to class features gained at this level, including any bonus feats->
13th <-any improvements to class features gained at this level, including any bonus feats->
14th <-any improvements to class features gained at this level, including any bonus feats->
15th <-any improvements to class features gained at this level, including any bonus feats->
16th <-any improvements to class features gained at this level, including any bonus feats->
17th <-any improvements to class features gained at this level, including any bonus feats->
18th <-any improvements to class features gained at this level, including any bonus feats->
19th <-any improvements to class features gained at this level, including any bonus feats->
20th <-any improvements to class features gained at this level, including any bonus feats->

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the fleshbinder.

Weapons and Armors proficiency: A fleshbinder gains no proficiency with weapons or armors.

Invocations: At each even level, you gain new invocations and an increase in caster level as if you had also gained a level in a invoking class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Eldritch blast (Sp): As the class feature of the same name of the warlock. It increases by +1d6 at 1st, 4th, 7th and 10th level.

Flesh knitting (Ex): You gain fast healing 1 at 1st level. It increases by one at 3rd, 6th and 9th level. You may share this ability with an ally while touching them (to touch is a standard action but maintaining contact does not require any action. If any of you two moves the other must follow to maintain contact. You can't use the hand that is touching the ally). At 5th level you may use your eldritch blast to share this feature: the blast does no damage and fast healing continues for one round per your Charisma modifier. This feature transforms Fiendish resilience making it a stackable permanent fast healing.

New least invocation: Cystic abscess (Sp): You implant a cyst with your eldritch blast. The target must do a save on Fortitude to resist. If it fails the cyst imposes a -2 to saving throws against effects that affect the body (such as poison, transmutation or your class abilities). It otherwise functions as the necrotic cyst spell. It's necessary to grow the cyst in the host to use most of your abilities and you may not implant it nor use any dependent ability on targets without a body of flesh. You may scry on the afflicted person as per the necrotic scry spell.

Callous skin (Ex): You gain DR 1/-. It increases by one at 5th and 8th level.

Flesh alteration (Su): You gain an intrinsic bonus to Reflex saves equal to +3. You may use alter self a minute per class level per day (you can split the time). At 6th you may use it on others as well (one per Charisma modifier). At 10th level you may replicate polymorph for half the time. Your class level is caster level for the ability

Muscle binding (Sp): Once per day per Charisma modifier you may replicate bear's resistance, bull's strength or cat's grace using your class level as caster level. You may choose which one to use everytime. At 6th level the bonuses increase from +4 to +6. You gain a 25% chance to negate sneak attacks and critical attacks inflicted in a physical way (as with a weapon but not through pure energy). This is similar to the light fortification enhancement.

New lesser invocation: Tumoral growth (Sp): It works as the spell necrotic bloat, but you may target, in 60 feet (18 meters) around you, one enemy per every odd class level that has a cyst or necrotic cyst implanted. This inflicts your eldritch blast damage to them but consumes the cyst or necrotic cyst. At 7th level you may impose a Fortitude save to the targets. If failed the target dies immediately. At 10th level a target killed by this invocation explodes dealing damage and everyone in a 20-foot radius (6 meters) must do a Reflex save to half the eldritch blast damage.

Flesh hardening (Ex): You gain +1 natural armor. It increases by one at 7th and 10th level.

Command the flesh (Sp): Similar to the necrotic domination spell but works only on targets with your cyst inside (functions with any type of creature except aberrations, outsiders and constructs) and the saving throw is a Fortitude save. You may control one target per Charisma modifier. These creatures are not mentally controlled but via their flesh: you may impose as a swift action an order to the body that follows it until complete or until you change the order with a swift action. Controlled creatures may still use purely mental actions but not everything that requires body control (such as spells with somatic or verbal components or movement of any kind): that is under your dominion. At 10th level one creature that fails the saving throw may be put permanently under your control as per the necrotic tumor spell. You can have only one creature under complete control at any time. This creature is completely friendly to you and acts in your interest.

Tissue handicraft: You gain a +2 to Charisma and the CD for your class features or invocations that affect the body is increased by one as it is your caster level for these kind of abilities.

New grater invocation: Cannibalizing meat (Sp): The target of your eldritch blast suffers a similar effect to the wither limb spell and a -4 to one physical ability of your choice. At 10th level the penalty increases to -8. A target may suffers only two times these effect (one for the arms and of for the legs). Even if it succeds the save it suffers 2d4 of damage per round per one round per your Charisma modifier.

Tempered flesh: You gain one hit point per character level or hit die, become immune to any harmful transmutation effect (or anything that modifies the body), if you want, and gain a +4 against poisons and any disease.

Flesh empowerment (Sp): Similar to the flesh empowerment spell you may gain, as a standard action, once per day, a +6 to Charisma and one physical ability of your choice, 100 temporary hit points, a +5 to Fortitude saves and your natural armor bonus increases to +8. You may use this feature even on someone with your cyst implanted in themselves. Range is 60 feet (18 meters). It lasts for one round per class level.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-Fleshbinders[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a Fleshbinder[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Fleshbinders in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

Fleshbinder Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Fleshbinders in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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