The Arcane Gormandizer (3.5e Class)

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Making an Arcane Gormandizer[edit]

The Arcane Gormandizer is effective in an offensive combat role in the party, but he's best in a ranged attack position, as his method of using his powers by burning up his own life force and the arcane nature of the use of his powers makes close range combat a rather poor choice.

Abilities: Constitution is the most important attribute for the Arcane Gormandizer, as his powers are fueled through burning Constitution points. Charisma controls how hard his spells are to resist, and Dexterity is useful for Armor Class and aiming his most basic Energy Bolt attack.

Races: Dwarves and other races with Constitution bonuses are good choices for Arcane Gormandizers.

Alignment: Any, usually neutral.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Simple.

Table: The Arcane Gormandizer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Abilities Known
Fort Ref Will
1st +0 +0 +0 +2 Energy Bolt 1d6/Con burned, Energy Ability (Least), Boundless Hunger, Bonus Con Point Reserve 5, Phasing Flesh 1
2nd +1 +0 +0 +3 Detect Magic 2
3rd +2 +1 +1 +3 Energy Bolt 2d6/Con burned 2
4th +3 +1 +1 +4 3
5th +3 +1 +1 +4 Energy Bolt 3d6/Con burned 3
6th +4 +2 +2 +5 New Energy Ability(Least or Lesser), Bonus Con Point Reserve 10, 4
7th +5 +2 +2 +5 Energy Bolt 4d6/Con burned 4
8th +6/+1 +2 +2 +6 5
9th +6/+1 +3 +3 +6 Energy Bolt 5d6/Con burned 5
10th +7/+2 +3 +3 +7 Poison Immunity 6
11th +8/+3 +3 +3 +7 Energy Bolt 6d6/Con burned, New Energy Ability (Least, Lesser, or Greater), Bonus Con Point Reserve 15, 7
12th +9/+4 +4 +4 +8 7
13th +9/+4 +4 +4 +8 Energy Bolt 7d6/Con burned 8
14th +10/+5 +4 +4 +9 8
15th +11/+6/+1 +5 +5 +9 Energy Bolt 8d6/Con burned 9
16th +12/+7/+2 +5 +5 +10 New Energy Ability (Least, Lesser, Greater, or Dark), Bonus Con Point Reserve 20 10
17th +12/+7/+2 +5 +5 +10 Energy Bolt 9d6/Con burned 10
18th +13/+8/+3 +6 +6 +11 11
19th +14/+9/+4 +6 +6 +11 Energy Bolt 10d6/Con burned 11
20th +15/+10/+5 +6 +6 +12 Disease Immunity 12

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)

Class Features[edit]

The Arcane Gormandizer pulls energy out of his own body and harnesses it to his own ends. All of the following are class features of the Arcane Gormandizer.

Weapon and Armor Proficiency: The Arcane Gormandizer is proficient with all simple weapons and light armor, but not with shields. The Arcane Gormandizer's abilities are spell-like abilities, but are simple enough to be used while wearing light armor without incurring the normal spell failure chance.

Energy Bolt (Sp): This power starts as a spell-like ability. The Arcane Gormandizer draws from his own life force and releases it as a blast of destructive energy, a ranged touch attack dealing damage as shown on Table: The Arcane Gormandizer, with the number of dice multiplied by the number of Con points burned to manifest the attack. Burning 2 or more points for this ability uses a full-round action. An Arcane Gormandizer can reduce his Constitution to 0 by using his Energy Bolt and Energy Abilities (see below), Enhancement bonuses to Constitution CANNOT be burned to fuel the Energy Bolt. Any abilities that change the effect or shape of the Energy Bolt use the amount of Con points that corresponds to their grade (see below), multiplied appropriately for the amount you wish to amplify it.

Energy Abilities (Sp): As he learns to better harness his life energy, the Arcane Gormandizer learns special Energy Abilities. The number of abilities he knows is shown on Table: The Arcane Gormandizer. Energy Abilities cost a certain number of Con points depending on the grade. Least abilities cost 1 point, Lesser cost 2 points, Greater 3 points, and Dark 4 points. Spending extra Con takes a full-round action. Enhancement bonuses to Constitution CANNOT be used to fuel abilities.

Bonus Con Point Reserve: The Arcane Gormandizer stores some of his vitality while resting. He has a reserve of 5 extra Constitution points. These do not count toward saves, checks, or hit points, but he burns these points before burning his actual Constitution score. The Arcane Gormandizer may exceed 5 points of reserves by eating (see below), but the reserve always reverts to 5 points after an extended rest. The base amount for the Bonus Con Point Reserve increases by 5 each time the Arcane Gormandizer unlocks a new grade of Energy Abilities (see Table: the Arcane Gormandizer).

Boundless Hunger: The Arcane Gormandizer needs large amounts of food to sustain his life force. He gains 2 points of Con from a quantity of food that would normally amount to a full meal for a creature of his size. Overflow from his original Constitution score goes into Bonus Con Point Reserve (see above).

Phasing Flesh (Ex): The Arcane Gormandizer's body shows visible signs of his life force being depleted. When he drops below his normal maximum Constitution score, his flesh phases out of existence for brief moments, showing the skeleton underneath. This gives him a +5 circumstance bonus to Intimidate checks. There is also a 20% chance that any creature within line of sight must make a Will save or become panicked. This is a Mind-Affecting Fear effect.

Detect Magic (Sp): At 2nd level, the Arcane Gormandizer can use Detect Magic, as the spell, at will. This ability does not burn Constitution.

Poison Immunity: At 10th level, an Arcane Gormandizer's gluttonous body builds up enough resistance to toxins to gain immunity to poisons that are ingested from food.

Disease Immunity: At 20th level, the Arcane Gormandizer's resistance to toxins becomes strong enough to gain immunity to diseases ingested from food.

Epic Arcane Gormandizer[edit]

Table: The Epic Arcane Gormandizer

Hit Die: d6

Level Special
21st Energy Bolt 11d6/Con burned
22nd
23rd Energy Bolt 12d6/Con burned, Bonus Feat
24th
25th Energy Bolt 13d6/Con burned
26th Bonus Feat
27th Energy Bolt 14d6/Con burned
28th
29th Energy Bolt 15d6/Con burned, Bonus Feat
30th

4 + Int modifier skill points per level.

Energy Bolt: The Arcane Gormandizer's Energy Bolt ability continues to progress normally at epic levels.

Energy Abilities: The Arcane Gormandizer does not learn additional energy abilities.

Bonus Feats: The epic Arcane Gormandizer gains a bonus feat (selected from the list of epic Arcane Gormandizer bonus feats) every 3 levels after 20th.

Epic Arcane Gormandizer Bonus Feat List: Energy Sculptor*,

  • New feat described below

The Arcane Gormandizer 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: .


Energy Abilities[edit]

Least

Blinding Speed: Your speed increases by 10 feet, +5 for each extra point of Con you burn. You may also spend extra Con to pass through occupied squares and subject the occupant(s) to Energy Bolt damage appropriate to the amount of extra Constitution you burned. Level Equiv. 1st

Charming Voice: This ability functions as the Charm Person spell, only with a range of touch and a duration of 24 hours. Level Equiv. 1st

Devastating Leap: Make a Jump check at a +20 bonus. Each extra point of Con burned increases the bonus by +5. If you land in a space occupied by another creature, you may spend extra Constitution to inflict damage as if you had used your Energy Bolt on that creature, with the d6s multiplied appropriately for the amount of extra Con you burned to inflict the damage. The target is also knocked prone. A successful Reflex save halves the damage and negates knocking the target prone if it's two or more size categories larger than you. Level Equiv. 2nd

Energy Impact: Normally the Arcane Gormandizer's last resort, this ability channels the Energy Bolt ability into a melee attack. Level Equiv. 1st

Energy Spear: Increase your Energy Bolt range to 250 feet. Level Equiv. 2nd

Shroud of Shadow: This ability functions as the Darkness spell, with a duration of 24 hours. Level Equiv. 2nd

Terrifying Shout: You let out a thunderous scream, panicking creatures within a 200-foot cone, Will negates. All objects within 50 feet are subject to the effect of a Shatter spell.

Whither Life: On a successful touch attack, the target takes 1 negative level. Level Equiv. 2nd


Lesser

Bewitch: Bestow Curse, as the spell. Level Equiv. 4th

Blinding Bolt: Forgo dealing Energy Bolt damage to blind target for 1 round, 1 additional round per extra 2 points of Constitution burned, Fortitude negates. Level Equiv. 4th

Cloak: Gain Invisibility, as the spell. Level Equiv. 4th

The Dead Rise: Create undead as the Animate Dead spell. Level Equiv. 4th

Elemental Bolt: Energy Bolt becomes an energy attack of your choice (fire, electricity, acid, sonic, cold). Level Equiv. 4th

Energetic Dodging: Gain +5 to Reflex saves, additional +1 per extra 2 Constitution burned, and gain evasion. Duration 24 hours. Level Equiv. 4th

Energy Shield: Gain 20% miss chance for all ranged attacks against you, +2 shield bonus to AC against melee attacks. Additional +10% miss chance and +1 shield bonus for each extra 2 Constitution burned. Any enemy to hit you with a melee attack takes half of your Energy Bolt damage, no save.

Paralyzing Bolt: Energy Bolt becomes a Paralyzing Bolt. Anyone hit with your Energy Bolt is paralyzed, as the Hold Person spell, instead of taking damage. Will negates, duration 1 hour, 1 extra hour per 2 extra points of Con burned. Level Equiv. 3rd

Persuasive Voice: This ability operates as the Suggestion spell, with a duration of 24 hours. Level Equiv. 3rd


Greater

Drain Energy: Bestow 1d6 negative levels with a touch. Level Equiv. 7th

Energy Chain: Energy Bolt strikes one extra target/level (max. 20) within 30 feet of each other, dealing half damage to secondary targets, Reflex half. Level Equiv. 6th

Energy Line: Energy Bolt becomes a 120-foot line, with a Reflex save for half damage. Level Equiv. 5th

Energy Transmat: As Greater Teleport. Level Equiv. 7th

Force Bolt: Energy Blast deals force damage; extra 3 Con makes it an auto-hit. Level Equiv. 6th

Greater Cloak: As Greater Invisibility, duration 24 hours. Level Equiv. 6th


Dark

Adamantine Bolt: Energy Bolt is treated as an adamantine weapon for purposes of overcoming hardness. Level Equiv. 8th

Energy Burst Energy Bolt becomes an area effect with the radius of a Sunburst spell. Reflex half. Level Equiv. 8th

Obey Your Master: As Dominate Monster. Will negates. Level Equiv. 9th

Phase Cloak: Become Ethereal, as Ethereal Jaunt. Duration 5 hours, +5 for each extra 4 Con burned. Level Equiv. 8th

Rapid Aging: Forgo dealing Energy Blast damage to age target a number of years equal to half the damage the Energy Bolt would have dealt. Fortitude half. Level Equiv. 9th

Ripping Space: Create a Gate, as the spell. Level Equiv. 9th

Transplant Form: Everyone in 50-foot (+50/extra 4 Con burned) radius of the caster must make a Fortitude save or become the caster. The player controls these clones; they act as the caster would. The caster may choose to exclude allies from this effect. Level Equiv. 9th

Campaign Information[edit]

Playing a The Arcane Gormandizer[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

The Arcane Gormandizer in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

The Arcane Gormandizer 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 .

The Arcane Gormandizer in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .


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