Tevinter Fugitive (3.5e Class)
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Former slaves that were forced to endure a rite in which their skin is cut open in patterns that follow the leylines of the body, during which the magic-rich mineral Lyrium is ground into the wounds as a powder. The effect is a slave who is at first only stronger than they were before, but as they live with the markings day by day, they become able to tap into the power hidden in the Lyrium more and more until magic frequently washes over them and does nothing.
Making a Tevinter Fugitive
At higher levels, can charge into a group of enemy spellcasters and kill them quickly. This class is focused on combat strength, though it is most effective as a hard-hitting offensive role, since there is no shield proficiency, making AC suffer as a result. One major problem with this class is that although it is hard to hit with hostile magic, friendly magic also has some difficulty affecting one.
Abilities: Charisma first and foremost, since many of the abilities of this class rely on high modifiers, then Constitution and Strength for combat purposes.
Races: Most that are found are elves, though humans, dwarves, and even a few exotic races have been enslaved.
Alignment: Any non-lawful.
Starting Gold: 6d10×10 gp (330 gp).
|1st||+1||+2||+0||+2||Veneer of Calm, Strength of Lyrium|
|4th||+4||+4||+1||+4||Lyrium Spell Store|
|10th||+10/+5||+6||+3||+7||Lyrium Spectre, Spirit Pulse|
|14th||+14/+9/+4||+7||+5||+9||Lyrium Shroud, Inner Reserves|
|20th||+20/+15/+10/+5||+10||+8||+12||Kindred Spirits, Increased Battle Tempo|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Tevinter Fugitive.
Weapon and Armor Proficiency: Proficient with all armors, no shields, and these specific weapons: daggers, short swords, long swords, scimitars, greatswords, bastard swords, two-bladed swords, double orc axes, and fullblades.
Bonus Feat: At first level, gains one Bonus Feat from the Fighter list.
Veneer of Calm (Ex): The Tevinter Fugitive's determination is unrivaled. At 1st level, the Tevinter Fugitive gains +1 damage/1 HP lethal damage lost below maximum HP.
Strength of Lyrium (Su): His hand glows a ghostly blue, and in the blink of an eye, he buries it in his enemy's chest. Unarmed strike that counts as an armed strike, deals 1d4 damage/class level with a critical threat of ×3. Critical strikes and strikes against flat-footed or prone opponents require a Will save DC of 10 + class level + Charisma modifier. Upon success, the enemy takes half damage, and upon failure, the enemy dies.
Lyrium Spell Store (Su): By pure strength of will, the Tevinter Fugitive swallows the energies of the spell directed at him and remains unharmed. When a spell has no effect, roll a Will save DC equal to the save DC of the spell. Success absorbs the spell, allowing the Fugitive to cast the spell back as a stilled spell of the same level and type as was absorbed. The Intelligence modifier is replaced with the Charisma modifier for the purposes of attack rolls.
Lyrium Ghost (Su): For a period of time, the Fugitive glows a ghostly blue, and is sometimes not there when the weapon strikes, making him more threatening and fearsome in the eyes of his enemies. This ability lasts for rounds equal to the class level + Charisma modifier, granting a 20% chance for the opponent's strike to pass through harmlessly and doubling the Tevinter Fugitive's critical threat range. Recharge for 1d6 rounds when the duration is up.
Battle Tempo (Ex): With each killing blow, the end of the battle seems that much closer, spurring him on to greater action. At 7th level, when the Tevinter Fugitive kills an enemy, he gains another standard attack action for the next round.
Lyrium Spectre (Su): His connection to the marks in his skin is greater now, making him an even more fearsome opponent. Upgrades Lyrium Ghost, granting DR/5 and a 10% chance that spells will have no effect for as long as the effect is active.
Spirit Pulse (Su): With a roar of challenge, a wave of pure energy rolls off of his skin. The Tevinter Fugitive can now discharge a blast of magic in a 5 foot radius around himself, dealing 1d6/2 class levels of force damage. Recharges for 1d4 rounds.
Lyrium Shroud (Su): Magic has become a part of him, breathing off of his skin in an almost-perceptible cloak. Now the Tevinter Fugitive gains a permanent 25% chance for spells to have no effect on him.
Inner Reserves (Su): Another foe falls, and the Fugitive smiles as blood stops flowing and wounds close, healing on the energy of the death. The Tevinter Fugitive gains a permanent death shroud, absorbing the last vestiges of life from an enemy's corpse as the fall and healing him based on the CR (+1 HP for CR 1 and below, +2 for CR 2, +3 for CR 3, and so on.)
Spirit Flux (Su): Upgrades Spirit Pulse, stun for 2d4 rounds, Fortitude Save of 10 + class level + Charisma modifier
Increased Battle Tempo (Ex): As Battle Tempo, instead gains another full attack action.
Kindred Spirits (Su): Now able to call upon the full potential of the magic within his Lyrium marks, the Tevinter Fugitive is only partially there where spells are concerned. He gains a permanent 10% chance to be completely unaffected by spells, stacks with previous bonuses and with Lyrium Spectre.
Elf Tevinter Fugitive Starting Package
Weapons: Dagger, (1d4, crit. 19-20/ × 2, range 10 ft, slashing/piercing, light). Fullblade, (2d8, crit. 19-20/ × 2, slashing, two-handed).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: Diehard.
Gear: Scale Mail (Medium armor, +4 AC, +3 Max Dexterity, -4 Armor Check Penalty, 20 ft speed).
Gold: 400 gp.
Playing a Tevinter Fugitive
Religion: They do not usually feel inclined to worship any deity, unless it is a deity of battle. As such, worshipers of Mystra are looked at with suspicion for their connection to magic, and the Fugitive will best identify with Helm and Tempus.
Other Classes: At higher levels, a healer's nightmare, though not exactly by choice. Gets along with combat-focused fighters, can tolerate rogues and other stealth-based classes, pities clerics and other divine-minded casters, and looks at arcane casters with suspicion.
Combat: The mage-killer, and a damage dealer.
Advancement: Multi-classes best into a Reaver or Berserker.
Tevinter Fugitives in the World
|“||I am NOT a slave.||”|
|—Fenris, Elf Tevinter Fugitive|
They tend to travel once they rebel and kill their masters, staying one step ahead of the pursuit, imagined or otherwise. If they have not rebelled yet, they stay with their master.
Daily Life: Their days are spent adventuring if they no longer have a master, keeping their companions alive and trying to make a new life. If they are still bound to a master, it is usually because they feel that they can tolerate the life they have for now, and are usually guards for caravans or ships.
Notables: Fenris, an elf Tevinter Fugitive, killed his master Danarius and fought beside the Champion of Kirkwall, protecting her and staying with her afterwards, having found a new life and a new reason to live in her arms.
Organizations: It is rare that they will meet another of their kind, and when they do, they will stick together for a while then go their separate ways.
NPC Reactions: They tend to be respected by those who have seen them fight, and feared by those spellcasters who know about their suspicion and often open hatred of magic.
Tevinter Fugitive Lore
Characters with ranks in Knowledge (history) can research Tevinter Fugitives to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Former slaves, they will gladly attack known slavers.|
|10||The marks continue to ache and burn, even years later.|
|15||Frequently, the process of receiving their marks has burned away many of their memories from their life before.|
|20||The lyrium in their markings can tell an observant and knowledgeable person where the Fugitive came from.|