Fleshwarper (3.5e Prestige Class)

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Hit Die: d6.


To qualify to become a fleshwarper, a character must fulfill all the following criteria.

Class Skills[edit]

The fleshwarper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge(all skills taken individually) (Int), Search (Int), Speak Language (Int), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Table: The Fleshwarper
1st +0 +2 +0 +0 Aberrant familiar
2nd +1 +3 +0 +0 Elder secret
3rd +1 +3 +1 +1 Aberrant familiar
4th +2 +4 +1 +1 Elder secret
5th +2 +4 +1 +1 Aberrant familiar
6th +3 +5 +2 +2 Elder secret
7th +3 +5 +2 +2 Aberrant familiar
8th +4 +6 +2 +2 Elder secret
9th +4 +6 +3 +3 Aberrant familiar
10th +5 +7 +3 +3 Aberrant apotheosis, aberrant familiar, elder secret

Class Features[edit]

Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting 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. If you had more than one spellcasting class before becoming a fleshwarper, you must decide to which class to add each level for the purpose of determining spells per day caster level and spells known.

Aberrant Familiar (Su): Your familiar (if you have one) becomes tainted by your magic. The familiar's type changes to aberration, it gains darkvision out to 60 feet, and its form becomes warped. Your aberrant familiar gains one of the abilities described below. If your familiar is killed and you obtain a new one, you can choose new aberrant abilities for you new familiar based on your current fleshwarper level.

Your aberrant familiar grants you a +2 bonus on all saving throws against mind-affecting spells and abilities as long as the familiar is within arm's reach.

Your fleshwarper class levels stack with all other class levels used to determine the familiar's other attributes. The abilities your aberrant familiar can have are as follows:

Amorphous Form: A familiar with this ability is immune to extra damage from critical hits and sneak attacks.

Scales: The familiar's natural armor bonus improves by +4. The familiar gains a +2 bonus on Fortitude saves.

Size Increase: The familiars's size becomes larger by one category.

Tentacle: The familiar gains a tentacle attack with a reach of 5 feet. The attack deals bludgeoning damage depending on size; Tiny 1d2, Small 1d3, or Medium 1d4.

Wings: The familiar can fly at a speed of 40 feet with good maneuverability. (If the familiar already has a fly speed, use whichever speed is higher and whichever maneuverability is better.) The familiar gains a +2 bonus on Reflex saves.

Unnatural Protection: The familiar gains a +2 profane bonus to all saving throws.

Elder Secret (Su): Your continuous self-experimentation in grafting results in occasional improvements to you form. At 2nd level and every other level thereafter, you make a powerful discovery in your research and learn how to improve your body in a subtle, minor way. Choose one elder secret from those described below when you reach 2nd, 4th, 6th, 8th and 10th level.

Secret of the Aboleth: You gain a swim speed equal to your base land speed. You also gain a +8 racial bonus on Swim checks and can always choose to take 10 on a Swim check even when rushed or threatened.

Secret of the Beholder: Your eyes protrude grotesquely from your head and move independently of each other. You gain a +4 racial bonus on Search and Spot checks, and you can't be flanked.

Secret of the Choker: You become preternaturally quick and alert to danger. You gain a +4 racial bonus on initiative checks and a +2 racial bonus on Reflex saving throws.

Secret of the Destrachan: You gain immunity to damage from sonic energy.

Secret of the Ettercap: You gain a climb speed equal to your base land speed and a +8 racial bonus on Climb checks, and you can always choose to take 10 on Climb checks even if rushed or threatened.

Secret of the Gibbering Mouther: Your form becomes partially amorphous. You have a 25% chance to ignore the extra damage dealt by a critical hit or sneak attack.

Secret of the Mind Flayer: You gain a +4 racial bonus on saves against mind-affecting spells and abilities.

Secret of the Otyugh: You gain immunity to disease.

Secret of the Umber Hulk: You gain a +2 racial bonus to your natural armor.

Aberrant Apotheosis (Su): At 10th level, you undergo a transformation into an aberration. Your type changes to aberration, and you gain darkvision out to 60 feet. You also gain a +2 racial bonus to your Constitution score.

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