Javan (3.5e Class)

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In the wild and less tamed parts of the world live the Javan. They can infiltrate the tightest guarded places. Their goal is to bring down the oppressors and create freedom in the world. They learn to focus the chaotic energy within and to manifest that power in a physical energy. Evil Javan fight to destroy and for their own pleasure. Most good javan fight for freedom, while neutral Javan usually become loners, doing as they please.

Making a Javan[edit]

Background: Javan feel a call as they grow up. They can feel a power flowing in them. They feel akin to sorcerers who go through many of the same challenges growing up. Javan eventually are welcomed into a camaraderie with their fellow Javan, and their powers come mostly from slight tutoring. Their energy fields get along well and often form groups with the 4 energy types there together. They are the sworn enemy of monks and very rarely get along. Some claim that the original Javan was an ex-monk who turned from the lawful force of the ki to the chaotic force of the Java. Any reports of such are unconfirmed.

Adventures: Javan use adventures to hone their skills, to further their cause or just about every other cause you can think of.

Characteristics: The Javan's powers come from a chaotic power in everything called Java. They channel it into physical energy and use that to destroy opponents. The Javan hones his powers of observation to become instinctual. Their subconscious brings important problems to their consciousness. They want to focus their subconscious to the point that they are above mortal thought.

Races: Humans and many Half-Elves, being very adaptable, do well amongst the Javan. Elves often take up the Javan call, feeling the chaotic power in their bones. Gnomes often feel it as well, taking it true to heart. Halflings sometimes have to take up the way as they wonder around. Half-Orcs and Goblins sometimes can be Javan. Dwarves rarely do because the chaotic power going against all they believe in, but an occasional rebellious dwarf might.

Alignment: Any Chaotic.

Starting Gold: ×10 gp ( gp).

Starting Age: Complex.

Table: The Javan

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows Unarmed Damage Armor Class Bonus Unarmored Speed Bonus
Fort Ref Will
1st +0 +2 +0 +0 Bonus Feat, Flurry of Blows, Unarmed Strike -2/-2 1d6 +0 +0
2nd +1 +3 +0 +0 Bonus feat, Evasion -1/-1 1d6 +0 +0
3rd +2 +3 +1 +1 Fast Movement, Favored Weapon +0/+0 1d6 +0 +10
4th +3 +4 +1 +1 Java Strike(magic), Energy Type +1/+1 1d6 +0 +10
5th +3 +4 +1 +1 Energy Resistance(5), Favored Weapon focus +2/+2 1d6 +1 +10
6th +4 +5 +2 +2 Energy Resistance(10), Bonus Feat +3/+3 1d8 +1 +20
7th +5 +5 +2 +2 Energy Companion, Uncanny Dodge +4/+4 1d8 +1 +20
8th +6/+1 +6 +2 +2 Favored Weapon Specialization, Energetically Charged +5/+5/+0 1d8 +1 +20
9th +6/+1 +6 +3 +3 +6/+6/+1 1d8 +1 +30
10th +7/+2 +7 +3 +3 Energy Resistance(20), Java Strike(Java) +7/+7/+2 1d8 +2 +30
11th +8/+3 +7 +3 +3 Greater Favored Weapon Focus +8/+8/+8/+3 1d8 +2 +30
12th +9/+4 +8 +4 +4 Energy Aura +9/+9/+9/+4 1d10 +2 +40
13th +9/+4 +8 +4 +4 Energy Form 1/day +9/+9/+9/+4 1d10 +2 +40
14th +10/+5 +9 +4 +4 Energy Resistance(30), Greater Favored Weapon Specialization +10/+10/+10/+5 1d10 +2 +40
15th +11/+6/+1 +9 +5 +5 Energy Form 2/day +11/+11/+11/+6/+1 1d10 +3 +50
16th +12/+7/+2 +10 +5 +5 Java Strike(adamantine), Energy Strike +12/+12/+12/+7/+2 1d10 +3 +50
17th +12/+7/+2 +10 +5 +5 Energy Form 3/day +12/+12/+12/+7/+2 1d10 +3 +50
18th +13/+8/+3 +11 +6 +6 Immunity to Energy +13/+13/+13/+8/+3 2d6 +3 +60
19th +14/+9/+4 +11 +6 +6 Energy Form 4/day +14/+14/+14/+9/+4 2d6 +3 +60
20th +15/+10/+5 +12 +6 +6 +15/+15/+15/+10/+5 2d6 +4 +60

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Disguise(Cha), Escape Artist(Dex), Handle Animal(Cha), Hide(Dex), Jump(Str), Knowledge(Nature), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Perform(Cha), Ride(Dex), Sense Motive(Wis), Spot(Wis), Speak Language(None), Tumble(Dex).

Class Features[edit]

Up through second level the Javan appears almost exactly the same as the monk. All of the following are class features of the Javan.

Jevans proficient with simple weapons. Jevans not proficient with any armor or shields.

Armor Class Bonus: When unarmored and unencumbered, the Javan adds his Intelligence bonus (if any) to his AC. In addition, a Javan gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Javan levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the Javan is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a Javan may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Javan. This penalty applies for 1 round, so it also affects attacks of opportunity the Javan might make before his next action. When a Javan reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A Javan must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a Javan may attack only with unarmed strikes or with his favored weapon. He may attack with unarmed strikes and his favored weapon interchangeably as desired. When using a favored weapon as part of a flurry of blows, a Javan applies his Strength bonus (not Str bonus × 1-1/2 or ×1/2) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The Javan can’t use any weapon other than a favored weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a Javan may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in her flurry of blows routine to do so.

When a Javan reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his full base attack bonus.

Unarmed Strike: At 1st level, a Javan gains Improved Unarmed Strike as a bonus feat. A Javan’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Javan may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Javan striking unarmed. A Javan may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a Javan’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Javan’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Javan also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Javan.

Bonus Feat: At 1st level, a Javan may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, he may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, he may select either Improved Disarm or Improved Trip as a bonus feat. A Javan need not have any of the prerequisites normally required for these feats to select them.

Evasion: At 2nd level or higher if a Javan 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 a Javan is wearing light armor or no armor. A helpless Javan does not gain the benefit of evasion.

Fast Movement: At 3rd level, a Javan gains an enhancement bonus to his speed, as shown on Table: The Javan. A Javan in armor or carrying a medium or heavy load loses this extra speed.

Favored Weapon: A Javan may pick one of the special Javan Weapons as a favored weapon: Boomerang, Kama, Nunchaku, Quarterstaff, Sai, Shuriken and Yo-Yo. They can use this weapon as a part of Flurry of Blows. He also gains the weapon focus and weapon specialization feats according to the Javan chart.

Java Strike: At 4th level, a Javan’s unarmed attacks are empowered with Java. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Java strike improves with the character’s Javan level. At 10th level, his unarmed attacks are also treated as chaotic weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Energy Type: At 4th level a Javan chooses an energy type to focus on: Clod, Electricity, Fire and Sonic. He gains a +1 bonus on all saves regarding that type of energy. At 8th level he become charged with the energy. Any touch attack made to the Javan automatically deals 1d4 damage to the toucher. At 12th level he gains an aura of energy which saps energy from those he continuously decides to that are within 5ft. This is a free action to do, and deals 1pt of strength damage at the end of the second round within 5ft of the Javan, and 1pt of strength damage each round thereafter while still within 5ft of the Javan. If the target moves out of the 5ft range, he must be gone for a number of rounds equal to the number of rounds he stayed within 5ft of the Javan, or the damage starts immediately upon reentry to the 5ft radius. At 16th level he may strike 3/day any one creature with a ranged touch attack that deals 1d6/(4 Javan levels) damage. The range of this attack is 5 times his Javan level.

Weapon and Armor Proficiency: Javan are proficient with all simple weapons, Boomerang, Kama, Nunchaku, Sai, Shuriken and Yo-Yo. Javans are not proficient with any armor or shields.


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A Javan must embrace the chaotic power of Java. If he chease to be chaotic he lose all .

Epic Javan[edit]

Table: The Epic

Hit Die: d

Level Special
+ 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: .

Javan Starting Package[edit]

Weapons: .

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

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a[edit]

Religion: Most Javan only follow the ways of the power of the Java, but some may follow chaotic gods in order to help in their path. The most likely are Kord, Olidamrnara and Erythnul.

Other Classes: Javan get along well with sorcerers, bards, rogues, rangers and barbarians because they tend to share their chaotic ways. They accept druids who like them. They sometimes clash with wizards and clerics, especially clerics of lawful gods. They tend to despise Paladins and Monks because they fight for causes opposite of the Javan. Monks and Javans have been in a feud for ages.

Combat: .

Advancement: .

Javans in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Javan 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 .

Javans in the Game[edit]

Adaptation: .

Sample Encounter: .

EL whatever: .

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