Mageherd (3.5e Prestige Class)

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Mageherd[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->
This section is not complete, and needs to be finished. Edit this Page

<-fluff about this prestige class->

Becoming a Mageherd[edit]

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

Entry Requirements
Base Attack Bonus: +4
Skills: Handle Animal 8 ranks, Knowledge (nature) 8 ranks, Spellcraft 6 ranks
Feats: <-feat requirements->.
Spellcasting: Able to cast either Summon Monster III or Summon Nature's Ally III
Special:

Table: The Mageherd

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Familiar Companion, Turn or Rebuke Animal +1 level of existing spellcasting class
2nd +1 +0 +3 +3 Spell herd +1 level of existing spellcasting class
3rd +2 +1 +3 +3 +1 level of existing spellcasting class
4th +3 +1 +4 +4 Channel Animal +1 level of existing spellcasting class
5th +3 +1 +4 +4 +1 level of existing spellcasting class
6th +4 +2 +5 +5 +1 level of existing spellcasting class
7th +5 +2 +5 +5 +1 level of existing spellcasting class
8th +6 +2 +6 +6 +1 level of existing spellcasting class
9th +6 +3 +6 +6 +1 level of existing spellcasting class
10th +7 +3 +7 +7 +1 level of existing spellcasting class

Class Skills (<-skill points-> + Int modifier per level)
<-list of class skills->.


Class Features[edit]

All of the following are class features of the Mageherd.


Spellcasting: At each level, 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 class feature a character of that class would have gained. If you had more than one spellcasting class before becoming a mageherd, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.


Familiar Companion: Upon becoming a mageherd, you must dismiss your familiar, if you have one (You do not risk losing XP for doing so.) You gain either a dog, wolf, or rding dog as an animal companion. You add your mageherd class level to your druid or ranger level for purposes of determining your animal companion's bonus Hit Dice, natural armor adjustment, and Strength/Dexterity adjustment (see the sidebar The Druid's Animal Companion, page 36 of the Player's Handbook). For example, a character who is a 4th-level druid/3rd-level wizard/4th-level mageherd has the animal companion of an 8th-level druid (+4 bonus HD, +4 natural armor, and +2 Strength/Dexterity adjustment, or an animal companion chosen from the 4th-level or 7th-level lists). In addition, your animal companion (if any) gains many of the abilities that a familiar would normally possess. You add your mageherd class level to your arcane spellcasting class level, and determine the Intelligence bonus and special abilities of your animal companion accordingly (see the sidebar Familiars, page 53 of the Player's Handbook). For example, a 4th-level druid/3rd-level wizard/4th-level mageherd has a familiar companion equal to that of a 7th-level wizard and 8th-level druid (Intelligence 9, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, devotion). The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the familiar companion are determined as normal for an animal companion. Due to the familiar companion's unusual Intelligence score, it may very well have more skill points than other animals of its kind. The familiar companion is a magical beast (augmented animal), but you can bestow harmless spells on your familiar companion as if it were an animal instead of a magical beast. If your familiar companion is killed or dismissed, you do not lose XP. You can summon a new familiar companion by performing a ceremony requiring 24 hours of uninterrupted prayer.


Turn or Rebuke Animal (Su): A mageherd, regardless of alignment, has the power to either turn or rebuke animals. This functions the same as the cleric turn undead class feature with the following exceptions: the creatures being turned (or rebuked) must be of the animal or magical beast type. A mageherd of any alignment may choose either turning or rebuking each time they use this feature. A mageherd may attempt to turn animals a number of times per day equal to 3 + his Charisma modifier. A mageherd with 10 or more ranks in Knowledge (nature) gets a +2 bonus on turning checks against animals.


Spell Herd (Su): Mageherds learn the secret arts of blending magic with animal husbandry. From 2nd level onward, mageherds discover the means by which they can infuse members of their flock to be repositories for their spells. A mageherd can store a spell they have prepared or know in the spell herd. This is done with a ritual that takes 1 full round per level of the spell to be put into the spell herd, and can only be done with a spell or spell-slot of up to 1 level lower than the highest level spell they can cast. Afterwards, as a swift action, they can recall a spell from their spell herd. The spell herd can only hold a number of number of spell levels equal to 2 x mageherd levels. Each individual spell stored in a spell herd is held by a single animal, and should that animal be separated from the herd, the spell is lost. Spells stored in a spell herd remain until recalled or the storage animal is lost. Recalled spells and spellslots do not count towards spells per day the mageherd can cast.

Channel Animal (Sp): Starting at 4th level, you gain the ability twice per day to establish a magical conduit between yourself and a single animal that you touch (including your familiar companion). For each use of this class feature, a spell you cast whose range is touch or greater can originate from the animal instead of from you, provided that you have line of sight and line of effect to the animal. The spell's line of effect then extends from the animal to the target based on the senses of the animal, not you. You can also use this power to deliver touch spells through the animal. Once you cast the spell, the animal is considered to be holding the charge for the spell (see page 176 of the Player's Handbook). Starting at 8th level, you gain two additional uses of this ability each day.


Campaign Information[edit]

Playing a Mageherd[edit]

This section is not complete, and needs to be finished. Edit this Page

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->

Mageherds in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-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->

Mageherd Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

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->.

Mageherds in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-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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