Imperial Qwaser (3.5e Class)

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Imperial Qwaser[edit]

An imperial qwaser is a individual gifted with the power of a weapon of choice, they have become one with their blade and use their affinity to it to invoke its power. These powers come with limitation, but can be overcome with training and focus.  

Making an Imperial Qwaser[edit]

Abilities: Dexterity and charisma are the base skills for this class, seeming as a majority of the skills are based off of them, intelligence is also important for skill points.   Races: Any of medium body type.

Alignment: Qwasers may choose their own path  

Table: The Imperial Qwaser

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Skill Points
Fort Ref Will
1st +1   +1   Will of the blade 1 ,Elemental focus 1 ,irregular gaurding, 3
2nd         3
3rd         Will of the blade2/Elemental focus 2 , offensive tactics, Bonus feat 3
4th         4
5th         Blade of tempest, Aura of intimidation/ Aura of goodwill, Bonus feat 4
6th         Blade affinity Lawful/Chaotic, Elemental focus 3/Will of the blade 3 4
7th         Appeal to good/evil Bonus feat 5
8th         Charismatic eye 5
9th         Elemental focus 4/Will of the blade 4 5
10th         Become one - weapon affinity 6
11th         6
12th         Elemental focus 5/Will of the blade 5 Bonus feat 6
13th         Area of focus, Blade awareness 7
14th         Bonus feat, for the greater good/taste of blood 7
15th         Impulsion, force of words 7
16th         Empowered blade, bonus feat 8
17th         Imperial command, my force is greater 8
18th          8
19th          Your wish is my command 9
20th          Ethereal lock 9

  Will of the blade (SU)- Once per day (equal to the amount of skill points applied to this skill) a imperial Qwaser may make a counter roll on any attack in his range (this option is voided when helpless, asleep, unaware or grappled but you may roll against grapples and activate this ability) but suffer a -1 to his BAB score for this attack alone, the Qwaser may choose to use 1 or more per day points in order to chain a skill, or attack with a raised hit dice with a -2 BAB penalty (raised hit dice applies only to a second attack)       Max. skill points in skill lvl 1 >5 Lvl 2>10 Lvl 3>15 Lvl 4>20 Lvl 5>25

Elemental focus (Su): An imperial Qwaser must choose on 1st level what to choose as his focus and cannot change his focus at any point in time unless using a wish like spell.

Table: Core element table

Element Ability
fire Using a attack action, the player can use a touch attack/range spell of 15 feet in the shape of a whip causing 1D6 fire damage, this goes up one hit die per Elemental focus level and goes up a die per every 4th caster level. Caster also gains the ability to manipulate basic, non-magical flames along with create and snuff out candle lights.
water the player can cast a spell allowing him the ability to walk on water as if it were a solid object there are no requirements or debuffs, In addition the player can breathe underwater for 1d10 rounds + charisma modifier + skill level, caster can also purify water but the water has no purifying properties such as holy water. The caster also gains the ability to cast a spell similar to otilukes resilient sphere, the opposing party may roll a reflex save to avoid becoming entrapped in this water sphere, if succeeded opposing party evades and no other action is required, if failed the opposing party must roll a fortitude save each round passing a 10 first round and adding multiples of 2 each round thereafter, opposing party may roll a escape artist check and pass a 10 plus each skill point put into this skill.
air The player may cast a spell that allows them to walk on air for 1d4+1 die per skill lvl rounds, moving at 1/2 their movement speed. This spell is similar to fly, and the player can be knocked out of the air. After rolling a successful grapple roll, the player may also roll a spell check to be able to strip the opponent of their oxygen, making the subject fatigued and deal half damage for the next 2 rounds, the subject may roll a reflex save passing 10 + the amount of skill points put into this skill.
earth The player gains the ability to soften the earth in a 25 ft. radius of him, causing a attack of oppurtunity to those in striking range of him if the attack is succeeded the skill is voided and player is dazed for 1 round. This causes the subjects around him to move at 1/2 their movement speed, but the caster suffers no penalty. At 9th level the caster gains a once per day x his elemental focus level meld earth spell.

Irregular Guarding: the player can choose to use this spell at any time, but must announce when doing so, this causes no change in stance or body language, adding a +2 to his AC and touch AC x skill points used in this skill, but the player may not choose to attack when using this skill until he is attacked himself, or something is rolling an offensive action against him, this includes a AOE spell, an attack of oppurtunity or anything of the sort.   Offensive Tactics: the player may choose to use this skill when attacking, or being subject to an attack of oppurtunity and can choose from one of these effects

  1. the player may add one more attack to his attack roll, adding only half of his last attacks BAB and taking 1d6 hp damage
  2. the player may add 5 to his next attack hit confirmation roll.

Blade of Tempest: the player may cast this skill as if using a concentration spell, he must charge for one round in order for the action to go through and must pass a concentration check if being attacked. If the attack succeeds, he makes a dashing action and closes the gap between him and his opponent, the subject can roll a reflex save to check if he gets an attack of oppurtunity, and must succeed a roll of 15 + 2 per each skill point in this skill. The player then rolls a single attack roll, and if it hits he may roll one damage hit die higher. The player may only use this once per day

Aura of intimidation/Aura of goodwill- these auras may be activated out of combat only with no exceptions. The player may choose to use this when using a diplomacy/intimidation skill and is able to add his charisma modifier to this skill for one round.(its added twice if using his charisma modifier already)

Blade Affinity: the players blade is treated as a magic/chaotic weapon as to avoid damage reduction.

Appeal to Good/Evil: the player may add his charisma modifier to a diplomacy check to a person of chaotic or lawful alignment, but only when announcing using this spell in his diplomacy roll.

Charistmatic Eye: in order to use this skill, the player must initiate eye contact with the subject, if he succeeds the subject is treated as if under the effects of the spell 'charm person'. If used in combat, the opponent must roll a fortitude save or be forced to exit combat for 1d6+1 for each skill point spent in this skill rounds unless initiated into it again and may choose whether or not to reenter combat with the player.

Become one: Weapon affinity, the player has know learned to open his mind to the voice of the weapons he commands, this allows him the passive ability to gain the chance of knowledge of any near bye traps, surprise attacks or sense motive checks unless the subject is under magic shrouding. In order to check if the player gains knowledge of this, he must roll a skill check, and pass a number preset by the dm. The roll is determined by one d20 + each skill point put into this skill

Area of Cocus: when the player gains this skill, his area of attack is expanded by 5 ft per each skill set into this skill, he gains attacks of oppurtunity the same, but suffers a -1 to his attack rolls for each 5 ft difference.

For greater good: taste of blood- the player may spend all but one of his hit points to use this attack, and add that to his damage die. This attack is garunted to pass any AC at or below 20, but the player must roll a hit die to see if it hits anything above, after a succesful attack, the player is dazed for 1d8 rounds and cannot do any offensive actions. If the player is fatally struck, he is treated as knocked out instead of dead after using this skill, but will die after hitting -20 hp.

Impulsion: when facing an opponent he feels is superior to him, he may cast this skill. When casting this skill, he provokes an attack of oppurtunity as if casting a spell, and must pass a concentration check to succeed. If the spell succeeds, the player gains +20 temporary hit points and a temporary +2 to all combat based skills, including dex, strength and constitution. For every skill point spent on this skill, you get a +1 to concentration checks while using this skill.

Force of Words: the player may use this as an attack, consuming a full attack option and may not use this skill for the next 3 days, but may choose from the following effects.

  1. target is silenced and may not cast spells for 1d4 rounds, the target may roll a will save at the beginning of the skill to save from this effect but cannot dissolve the effect other than from outside assistance.
  2. the target is blown back 25ft and may roll a reflex save to dodge out of the way, but only if he knows the player will use this skill beforehand.

Empowered Blade: when using this skill, the player must be armed with a blade he has made a bond with, this bond can be formed by anything from pledging loyalty to it, to simply using it enough. The blade becomes a +3 version of itself for the amount of time the caster can pass concentration checks, and goes up one hit die in attack damage. For each skill point put into this skill, the player adds +1 to his concentration check while using this skill.

Imperial Command: The player may use this skill to raise the moral/calm a large mass of people. The amount of people me may empower with this skill is 10 + class level +charisma modifier + the amount of skill points put into this skill, the empowered people gain a +5 temporary hit point bonus and a +1 to strength, dex or constituition (player or dms choice). The opposing side must roll a will save to resist the calming, from which the will save must equal 10 + charisma modifier + skill points spent in this skill.

Your Wish is My Command:basic wish spell

Etheral Lock: this skill acts as a binding spell similar to black tentacles, but instead of inflicting damage, it silences the target, and while entangled the subject suffers 1d4 strength damage. The chains cannot be cut, but a strength roll may be rolled against, only after the strength debuff. The target may roll a reflex save to negate the spell, unless he remains within a 25 ft radius of the spell origin. The radius goes up 5 ft for each skill point spent in this skill. Max. 9

Ex-Imperial Qsasers[edit]

.

Epic Imperial Qsaser[edit]

Table: The Epic

Hit Die: d

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Imperial Qsaser Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Imperial Qsaser[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Imperial Qsasers in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Imperial Qsaser Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Imperial Qsasers in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .


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