User:RockJockey

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About Me
Name
RockJockey
A/S/L/
XX Solar Cycles Old, Male, Iceland
Occupation
Philosopher
Facts
I haven't played CE, LE, or CG alignments yet.
Interests
Gaming
Other Online Activities
Family
Wiki Goals
Edit all the overpowered Prestige Classes so that they are less overpowered. Add Self made items to wiki collection
Contact
Only over the wiki
External Links
  My Contributions   My Talk 

About Me[edit]

Hi, I'm RockJockey! I am an avid gamer, be it tabletop or online. I started tabletop gaming first year at highschool, Hackmaster and DnD 3.5.

About Me on the Wiki[edit]

Grammar Nazi, Power Editor, Prestige Class Shredder.

Wiki Information[edit]

  • Current Project: Type Here
  • Campaign Settings: Type Here
  • Adopted: Type Here
  • To Do: Type Here
  • Sandbox:
  • Random Page: Special:RandomPage

Userpage[edit]

This userpage is modeled after Hooper's page.

My 3.5 DnD Prestige Class Adoptions/Creations[edit]

In descending order of most favorite to least:

3.5 DnD Prestige Classes I have worked on[edit]

3.5 Monsters I have worked on[edit]

To Do/Awards[edit]

The To Do list: Awards

Active Development

http://www.dandwiki.com/wiki/Shadow_Thief_(3.5e_Prestige_Class)

Things to add


Ideas (Things to Write)


Time Bandit[edit]

Time moved so slow for that guy that I had killed him a week before he ever saw me.

The Time Bandit is a fighter that manipulates time to his advantage. Warping the bounds of space and reality, Time Bandits often strike down their foes before knowledge of their presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Bandits are among the most feared of the specialized fighters. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Bandits can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.

Entry Requirements
Base Attack Bonus: +7
Feats: Dodge, Improved Initiative and Quicken Spell, SRD:Improved Initiative and Power Attack
Skills: Hide 8 ranks, Move Silently 8 ranks, Sleight of hand 8 ranks
Table: The Gun Mage

Hit Die: d6

Level B.A.B. Saving Throws Movement Speed Bonus Special
Fort Ref Will
1st +1 +0 +2 +0 +0 Weapon Finesse, Greater Initiative
2nd +2 +0 +3 +0 +0 Mind over Matter, Temporal Haste/Slow
3rd +3 +1 +3 +1 +10 Evasion, Fast Movement
4th +4 +1 +4 +1 +10 Mind over Matter
5th +5 +1 +4 +1 +20 Time Stretch, Halt Time
6th +6 +2 +5 +2 +20 Mind over Matter
7th +7 +2 +5 +2 +20 Stunning Bullet
8th +8 +2 +6 +2 +20 Mind over Matter, Adrenaline Rush
9th +9 +3 +6 +3 +30 Time Hop
10th +10 +3 +7 +3 +30 Mind over Matter, Rapid Aging, Dimension Door

Class Skills (4 + Int modifier per level)
Class Skills The Time Bandit's class skills (and the key ability for each skill) are: Appraise, Balance, Bluff (Cha), Craft (Int), Decipher Script, Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand, Spellcraft (Int), (Dex), Spot (Wis), Swim (Str), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).


Class Features[edit]

All of the following are class features of the Gun Mage:

Weapon and Armor Proficiency: A Time Bandit is proficient with all simple weapons, plus the whip. Time Bandits are proficient with light armor and shields (except tower shields).

Weapon Finesse: At 1st level, a Time Bandit gains the Weapon Finesse feat.

Greater Initiative (Ex): At 1st level, the time bandit gains a +4 bonus on Initiative checks.

Mind over Matter: At 2nd Level, a Time Bandit is treated as having the Combat Expertise feat.The benefits of the time bandit's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Temporal Haste/Slow (Sp): At 2nd level, a time bandit can haste or slow creatures. a time bandit gains Haste as a spell-like ability usable at will, except that it is a touch spell with a duration of 5 rounds. Multiple Haste effects don’t stack. Using Temporal Haste suppresses the Slow spell while in effect. a time bandit gains Slow as a spell-like ability usable at will, except that it is a touch spell with a duration of 5 rounds. Multiple Slow effects don’t stack. Using Temporal Slow suppresses Haste spell while in effect.

Fleet Movement: All forms of the time bandit's movement speed increase with levels. A time bandit in medium or heavy armor loses this extra speed while it is worn.

Evasion: At 3rd level, a Time Bandit gains the Evasion ability. If she already has evasion from a previous class, she gains Improved Evasion instead.

Mind over Matter: At 4th level, a time bandit is treated as having the Mobility feat.

Time Stretch: At 5th level, a time bandit can use touch attacks at a range of 60ft. The duration of the Temporal Slow and Temporal Haste abilities instead use 1 round/character level+5.

Halt Time: At 5th level, as a standard action, you can target any creature within 60ft of you. The target must make a Reflex save DC (10 +1/2 character level + Dexterity modifier). A failed save causes the target to be suspended in time for a duration of 1d10 rounds. During this time the target cannot take any actions and is completely helpless. 6 day/Dexterity modifier.

Mind over Matter: At 6th level, a time bandit is treated as having the Spring Attack feat.

Mind over Matter: At 8th level, a time bandit is treated as having the Whirlwind Attack feat.

Adrenaline Rush (Su): At the 8th level the Time Bandit under the permanent effects of the Haste spell.

Time Hop (Sp): a time bandit gains Time Hop as a spell-like ability, except that it has a duration equal to 1 round + 1 round/Dexterity modifier. The target may make a Will save DC (10 +1/2 character level + Dexterity modifier) to negate this spell. The target of the ability hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends. If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary. This may be used 5+dex per day.

Mind over Matter: At 10th level, a time bandit's aptitude in his chosen combat style ('Sword' or 'Magic') improves.

If the time bandit selects 'Sword', they is treated as having the Time Stop as a spell-like ability usable 5+dex/day.

Rapid Aging (Sp): 6+dex/day, a time bandit can target a single creature up to 30ft and force them to make a Will save DC (20 +1/2 character level + Dexterity modifier) or the target becomes paralyzed for 1d10 rounds. If the target fails the initial save it must make a Fortitude save DC (5 + Dexterity modifier) or die horrifically as their body ages to necrotic levels. Even if the Fortitude save is successful, the subject still takes 10d6 points of damage. Creatures that are not living or are immune to aging or immune to critical hits are immune to this ability.

Dimension Door (Ex): At 10th level, the time bandit has become a master of twisting the timeline, he is able to use alternate timelines to move around the battlefield. The time bandit is treated as having a specialized version of Dimension Door as a spell-like ability. A time bandit can teleport, as dimension door (character level equal to your character level) up to a maximum distance equal to your movement speed, once per round as a free action. The ability affects only the time bandit, which never appears within a solid object and can act immediately after teleporting. 20+dex/day.


AAA: Greater Teleport, Greater Distort, Time Grenade, Paradox Manipulation, Time Portal, Spell Regress, Time Regress Heal, Blink, Clairvoyance

Portal: The Time Shade opens up two portals in space, which occupy a 10ft by 10ft square. The two portals are connected and anything that goes through one comes out the other. This spell can be used defensively (intercepting and redirecting projectiles etc...) and offensively (opening a portal underneath an enemies feet causing him to fall through it) and last for 3 rounds + 1 every 4 levels in Time Shade. The portals are limited by line of sight of the character but they can be placed anywhere. This is a standard action and can be used 2/day + 1 at every 3rd level thereafter in Time Shade.

AAA: Time Portal: 4th: At the fourth level the Time Shade gains the ability to open portals in time. A Time Shade is capable of jumping a certain number of minutes through time as a standard action (from their point of view), to do this, they must make separate Will and Fortitude saves, both of which has a DC equal to (10+the number of minutes attempting to be travelled+the number of people travelling with you, allies can travel through as well however if fatigued they have a higher roll to become unfatigued), if the Time Shade fails their Fortitude save then the attempt fails and the Time Shade is fatigued, if Time Shade fails the Will save their jump through the portal succeeds but Time Shade is fatigued. Every level thereafter attained in Time Shade the power of Time Portal increases to hours(5th), months(6th), years(7th), century(8th), millenia(9th), eons(10th), (has to be charged for 4 rounds when used in combat with full concentration). 1/day.

Other Abilities[edit]

Alignment: Same as Dragon Type chosen at first level. Race: Any non-dragon. Languages: Draconic. Feats: Draconic Heritage., Sculpt Breath Weapon Spellcasting: Able to cast 3rd level Arcane spells. Special: Cannot be able to cast prepared spells.

Draconic Roar: Lets out a dragon roar, mimicking a dragon's Frightening Presence for all enemies who hear it. Opponents must make a successful will save. Creatures with 6 or fewer hit die are panicked for 4d6 rounds. Those with 7 or more HD become shaken for 4d6 rounds. Creatures with more HD than the Dragonblood Descendant, or other dragons, or deaf creatures are immune to Draconic Roar. If used when making an intimidation check, target fails if they fail the will save.

Natural Attacks: Gain a bite attack dealing 1d8 points of damage. Gain a claw attack dealing 1d6 points of damage. Gain a tail attack dealing 1d4 points of damage.

Dragon Breath: Gains a breath attack usable once per day. It is the same energy type as ancestral dragon and deals 1d8 damage/caster level. Breath can be emitted as a 60ft line or 30ft cone. An additional use is gained at 6th level.

Spell Breath: At any time the Dragon Descendent can use his breath weapon, he can modify it to simultaneously cast and deliver a spell through their breath weapon as well. Any damaging area spell can be paired with the normal breath weapon ability, dealing the normal breath weapon damage plus the spell's damage in either a 5ft cone/2 caster levels or a 5ft line/caster level, and uses the spell's DC. Using spell breath does not provoke an attack of opportunity.

Dragon Wings: Dragon Descendent grows a pair of dragon wings, granting flight movement speed equal to your base land movementspeed, with Average manueverability.


Paladin Healbot[edit]

Alignment: Any Good Feat: Acolyte of Compassion, Acolyte of Sacrifice Skills: Heal 15 ranks and Knowledge (Religion) 15 ranks


Class Skills (2 + Int modifier per level) Concentration (Con), Climb (Str), Craft (Int), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).


Weapons and Armor Proficiency: A Gold Knight gains proficiency with all simple weapons, as well as light, medium, heavy armor and shields.

Class Feature: At each level, you may choose a single previous class feature and increase it as if gaining a level. For example: Barbarian Rage, Bardic Music, or Spellcasting. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or divine spellcasting class before becoming a Gold Knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Symbol of Gold (Su): At level 1, this special holy symbol is granted to the Knight of Gold upon being accepted into this class. It functions as a greater holy symbol and as a Ring of Spell storing (Medium) for curative spells only. This item begins as a small badge like symbol, but as the Gold Knight progresses in understanding the depths of Compassion and Sacrifice, it grows into a golden layer over her whole armor.

Additionally, a trusted ally can borrow this holy symbol to allow the Knight of Gold to automatically target her with cure spells regardless of distance.

Quickened Heal (Su): At level 1, The Gold Knight learns the secrets to quickly casting the most vital of spells, whenever it is needed. She can cast convert any spell into a cure wounds spell of equal or lesser level and cast it as a swift action on her or in any ally she can reach.

Healing Reach (Su): At level 2, the Knight of Gold can use his cure spells as ranged touch attacks with a range of 30 feet.

Bonus Feat: At level 2, the Knight of Gold gains a bonus feat which may only be used on the Compassion and Sacrifice feat chains.

Maximized Curing (Su): At level 3, the Gold Knight can maximize his curative spells, The Knight of Gold's healing spells are now treated as automatically maximized without extending the casting time or needing higher level spell slots.

Curative Enchanter (Su): At level 3, when the Gold Knight creates wands, potions or scrolls with cure spells, she can add them the effect of the Maximize spell feat at no additional cost nor increase in caster level.

Campaign Information[edit]

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