Proteus (3.5e Class)
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A warrior who fights directly for their god. Most of Proteans never enter the Prime Material Plane, instead they fight other gods or demons. It is rare that one comes to the Prime Material Plane usually only as an outcast.
They are trained to use a large variety of magic and taught to use whatever works in order to accomplish their god's goals. They use arcane magic and summoning at range, swords when the battle turns to melee, and healing to turn the tides of war. Though not as good at any aspect as wizard, fighter or cleric would be they can become near divine for brief periods of time by channeling raw divinity through themselves.
This is an excellent class if you like being able to do a little bit of everything.
Making a Proteus
Proteans make decent frontline combatants. Their abilities are similar to a Warmage or a Paladin in most respects.
Abilities: Strength or Dexterity would be the key ability score, depending on the weapon of choice. The next best ability score is Charisma, as it dictates the maximum Spell level cast.
Races: Proteans are usually Fallen although any race could be one.
Alignment: Any (Usually close to their deities')
Starting Gold: 4d6×10 gp (140 gp).
|Saving Throws||Special||Spells per Day|
|12th||+6/+1||+6||+6||+6||Improved Evasion, Summon (3/day)||6||6||6||6||4||-||-||—||—||—|
|19th||+10/+5||+8||+8||+8||God Form Evolution||6||6||6||6||6||6||3||2||1||-|
Class Skills (3 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Proteus.
Weapon and Armor Proficiency: Simple and martial melee weapons, all light and medium armors, no shields.
Spells: Proteans cast spells from their own spell list below with a particular alteration: The Focus and Material Components are replaced by their weapon, Gestures wearing armor the Proteus is proficient in do not incur the arcane spell failure chance since the spell's gestures are modified through using their weapon as a medium of casting the spells. Otherwise the Verbal and Somatic Components remain necessary as per the spell's descriptor.
0—Cure Minor Wounds, Inflict Minor Wounds, Acid Splash, Ray of Frost, Disrupt Undead.
1st—Cure Light Wounds, Inflict Light Wounds, Burning Hands, Magic Missile, Shocking Grasp, Chill Touch, Ray of Enfeeblement.
2nd—Cure Moderate Wounds, Inflict Moderate Wounds, Sound Burst, Flaming Sphere, Scorching Ray.
3rd—Cure Serious Wounds, Inflict Serious Wounds, Searing Light, Explosive Runes, Fireball, Lightning Bolt, Vampiric Touch, Haste.
4th—Cure Critical Wounds, Inflict Critical Wounds, Neutralize Poison, Poison, Restoration, Remove Curse, Ice Storm.
5th—Cure Light Wounds Mass, Inflict Light Wounds Mass, Cone of Cold.
6th—Harm, Heal, Cure Moderate Wounds Mass, Inflict Moderate Wounds Mass, Acid Fog, Chain Lightning, Freezing Sphere, Undeath to Death.
7th—Cure Serious Wounds Mass, Inflict Serious Wounds Mass, Regenerate, Resurrection, Delayed Blast Fireball, Finger of Death.
8th—Cure Critical Wounds Mass, Inflict Critical Wounds Mass, Incendiary Cloud, Polar Ray, Sunburst, Horrid Wilting.
9th—Energy Drain, Heal Mass, Implosion, Miracle, True Resurrection, Crushing Hand, Meteor Swarm, Wail of the Banshee.
The Proteus casts from power within as a Sorcerer. They know all spells of the levels they can cast as if it was divine magic. They do not need to prepare spells ahead of time.
Combat Casting (Ex): At 1st level, a Proteus gains the Combat Casting Feat even if they do not meet the requirements.
Form Transformation (Su): At 2nd Level, a Proteus can channel raw divine energy through themselves ascending to a temporary demigod form. This form transformation possesses qualities depending on what is selected.
Melee- The Proteus is encased in an ethereal set of plate armor granting a power bonus to AC equal to Charisma modifier. In addition an ethereal weapon matching their main hand weapon appears in their off hand. While in this form, the character is treated as if possessing the Two-Weapon Fighting Feat and Two Weapon Defense.
Magic- While in this newer form the Proteus gains a sphere of energy around themselves that grants a bonus to AC equal to Charisma modifier plus Proteus Level/2 (rounded up) against ranged attacks. In this form the Proteus may cast a number of spells equal to their Charisma modifier / 2 (rounded up) without using their spellslots. These spells can be from one level higher than the Proteus can normally cast from. (ie. A level 3 Proteus could cast spells that were level 2.) Spells cast this way still require the appropriate Charisma requirement. This form ends once either the time runs out or the free spells are cast.
This feature can be used once per day. This transformation can be activated as either a free action or before making an attack action. The Form can be maintained 1 round/2 Proteus levels (Rounded Down, Maximum 5 rounds).
Summon (Sp): At 4th level, the Proteus is able to cast Summon Monster I, Summon Monster II, Summon Natures Ally I, or Summon Nature's Ally II 1/day as a spell-like ability. At 8th level, this improves to 2/day and also Summon Monster III, Summon Monster IV, Summon Natures Ally III, and Summon Natures Ally IV added to the selection. At 12th level, 3/day and also Summon Monster V, Summon Monster VI, Summon Nature's Ally V, and Summon Nature's Ally VI added. At 16th level, 4/day and also Summon Monster VII, Summon Monster VIII, Summon Nature's Ally VII, and Summon Nature's Ally VIII added. Finally at 20th level: 5/day and all 'Summon Monster', and 'Summon Nature's Ally' available. Each time a 'Summon Monster' or 'Summon Nature's Ally' spell is used, it counts against the number of times per day.
Evasion (Ex): At 6th level, when the Proteus succeeds on a Save, the Proteus instead takes no damage.
Form Evolution: At 10th level, the Proteus' Form Transformation gains more power.
Melee- In addition to prior, the mainhand weapon gains 1 extra die of damage.
Magic- In addition to prior, all spells cast are treated as if under the effect of the Maximize Spell Feat for spells that qualify.
Improved Evasion (Ex): At 12th level, the Proteus only takes half damage on a failed Save. A successful save still negates damage as per 'Evasion' class feature.
God Form Evolution: At 18th level, the Proteus' Form Transformation gains yet more power.
Melee- In addition to prior, the offhand weapon gains 1 extra die of damage. The Proteus also gains Perfect Two-Weapon Fighting
Magic- In addition to prior, all spells cast are treated as if under the effect of the Enhance Spell Feat for spells that qualify.
Human Proteus Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Use Magic Device||4||Cha||-|
Feat: Weapon Focus (Longsword) (If Strength > Dexterity) or Weapon Finesse (If Strength < Dexterity)
Bonus Feats: Improved Initiative (If Strength > Dexterity) or Weapon Focus (Rapier) (If Strength < Dexterity)
Gear: Studded Leather Armor, backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, wooden holy symbol (Alignment or Deity appropriate), spell component pouch, three torches.
Playing a Proteus
Religion: Proteans usually are devouts of their chosen god although some fall from grace and continue casting through sheer inner strength.
Combat: Typically a Proteus is in the front lines right alongside a fellow Fighter. At times they may back out to cast a spell before returning to the front lines. Other times a Proteus draws upon their ability to cast spells and starts off with a strong spell to weaken the opposition. Often times if a fight is going badly the Proteus will fall back and resort to healing magic.
Advancement: Proteans are usually happy as they are although some end up choosing to focus on either their spellcraft or fighting skill and leave the path of a Proteus.
Proteans in the World
Proteans are not common at all and are viewed as an oddity by most.
Daily Life: Proteans tend to be busy on missions from their gods. Those who no longer follow a god usually find mercenary work.
Organizations: Organizations would be directives from their god. Those still fighting for their god are usually not seen on the Prime Material Plane.
NPC Reactions: Awe, although Proteans are jacks of all trades seeing arcane, divine, and martial prowess in a single individual is rare. Their Form Transformation ability often makes people mistake them for minor gods.
Characters with ranks in Knowledge (Religion) can research Proteans to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Warriors for their god trained in a multitude of ways.|
|10||Jack of All Trades, masters of none.|
|15||Proteans can become near demigods for limited periods of time.|
|20||Proteans on the Prime Material Plane are usually fallen from grace.|
Proteans in the Game
Proteans as a character make for an effective warlock/cleric hybrid. As NPCs, they would likely be adventuring on their own.