Void Burrower (3.5e Class)

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Void Burrower[edit]

The Void Burrower is the natural class of a Xer'Sai and is meant to be played when using the Voidborn, Xer'Sai (3.5e Race).

Making a Void Burrower[edit]

Xer'Sai are very good at both fighting on the front lines and hunting their prey. In social interactions however, her monstrous appearance will usually cause her problems. They are usually on the frontline of the battle, preferable surrounded by opponents she deems weaker than herself. Because of this 'combat strategy' she fares well with a healer or someone with ranged damage to support her.

Abilities: The Void Burrower needs Constitution to survive their agressive fighting style, along with some dexterity to help deflect blows. A good amount of strength will definitely help her get the upper hand in combat. As Void Burrowers are fairly inept in social situations, Charisma and Intelligence tend to be less important.

Races: Voidborn, Xer'Sai (3.5e Race).

Alignment: Void Burrowers are usually Lawful Evil.

Starting Gold: A Void Burrower sees no value in coin or treasury.

Starting Age: Simple.

Table: The Void Burrower

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Burrow/Unburrow, Tremorsense +5 ft.
2nd +2 +3 +3 +0 Fury of the Xer'Sai, Furious Bite, Tremorsense +10 ft.
3rd +3 +3 +3 +1 Soothing Earth, Multiattack
4th +4 +4 +4 +1 Queen's Wrath, Tremorsense +15 ft.
5th +5 +4 +4 +1 Void Rush 3d6, Enhanced Evolution
6th +6/+1 +5 +5 +2 Void Tunnel, Improved Multiattack, Tremorsense +20 ft.
7th +7/+2 +5 +5 +2 Void Rush 4d6, Unburrowing Burst
8th +8/+3 +6 +6 +2 Natural Armor +1, Burrowing Speed +10 ft., Tremorsense +25 ft.
9th +9/+4 +6 +6 +3 Void Rush 5d6, Huntress' Prey, Tunnel Maximum +1
10th +10/+5 +7 +7 +3 Void Rush 5d8, Gluttonous Huntress, Tremorsense +30 ft.
11th +11/+6/1 +7 +7 +3 Void Rush 6d8, Sharpened Senses
12th +12/+7/+2 +8 +8 +4 Tunnel Maximum +2, Natural Armor +1, Burrowing Speed +10 ft., Tremorsense +35 ft.
13th +13/+8/+3 +8 +8 +4 Void Rush 7d8, Anti-Magic Scales
14th +14/+9/+4 +9 +9 +4 Natural Weapon: Tail, Tremorsense +40 ft.
15th +15/+10/+5 +9 +9 +5 Void Rush 8d8, Tunnel Maximum +3
16th +16/+11/+6/+1 +10 +10 +5 Natural Armor +1, Burrowing Speed +10 ft., Tremorsense +45 ft.
17th +17/+12/+7/+2 +10 +10 +5 Void Rush 9d8, Enhanced Evolution 2
18th +18/+13/+8/+3 +11 +11 +6 Evolved Huntress' Prey, Tunnel Maximum +4, Tremorsense +50 ft.
19th +19/+14/+9/+4 +11 +11 +6 Void Rush 10d8, Evolved Void Tunnels
20th +20/+15/+10/+5 +12 +12 +6 Void Rush 10d12, Gluttonous Huntress, Tremorsense +55 ft.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis).

Class Features[edit]

The Void Burrower's class features are results of their sharpened instincts and prowess. All of the following are class features of the Void Burrower.

Weapon and Armor Proficiency: None.

Burrow/Unburrow: The Void Burrower can choose to Burrow or Unburrow as part of a movement action. She can only transition once per turn.

Tremorsense (Ex): Tremorsense increases by 5 feet at lvl 1 and another 5 feet every even lvl.

Fury of the Xer'Sai (Ex): The Void Burrower gets easily affected by the thrill of the hunt and fight, generating Fury as they fight and consuming this to use strong abilities. Claw attacks generate 25 Fury per attack that hits. A Void Burrower has a maximum of 100 Fury. After a full minute of non-combat, The Void Burrower loses all Fury built up.

Furious Bite (Ex): A bite attack that heals for a % of the damage dealt based on the amount of rage consumed with a 1 to 1 ratio.

Soothing Earth (Ex): When burrowing with more than 50 Fury, She can chose to spend this fury as a standard action. This drains her fury bar (regardless of how much was in it) and grants her Fast Healing equal to half her class level for 1 round per 25 fury drained.

Multiattack: The VoidBurrower gets the Multiattack feat for free.

Queen's Wrath (Ex): The Void Burrower can choose to spend 25 Fury to make her 2 Claw attacks hit each opponent within reach. These extra attacks can also generate Fury if they hit their targets, but she makes a seperate attack roll for each target all at the same BAB. If The Void Burrower has the Power Attack Feat, this will only work against the primary target until she also has the Whirlwind Attack Feat.

Void Rush (Ex): Void Rush can only be used when at 100 Fury and burrowed. Using this ability is a full round action. The Void Burrower leaps out at her target for a range of up to twice her burrowing speed, consuming all her Fury in the process and viciously attacks her target dealing 3d6 + 1.5 Str Mod damage if she hits. This ability also ends her back in her burrowed stance. The damage on Void Rush increases by 1 damage die every odd level. Further, the damage die increases to a d8 when she reaches size Large, and to a d12 when she reaches size Huge. Enemies immune to critical strikes only take half damage from Void Rush.

Void Tunnel (Ex): The Void Burrower can choose to create a Void Tunnel as a standard action. She creates a tunnel for the length of her burrowing speed, connecting both ends via something that resembles a portal. She can later move through these free of movement cost. The Void Burrower start off with a cap of 3 Tunnels and increases by 1 every 3 levels. The tunnels last for 1 day/lvl.

Any other creatures of equal size or smaller can also take this Void Tunnel if they choose to. Travelling through a void portal however is usually a horrifying experience as it plays tricks (Shows visions of their greatest nightmares and worst creatures of the abyss) with travelers not used to the Abyssal plane. Because of this they need to make a Fortitude save of DC 10 + Void Burrower HD + Void Burrower Cha Mod or appear at the exit Shaken.

At level 19 this Ability evolves. The VoidBurrower gains full control over her tunnels, allowing her to choose if creatures going through need to make a Fort Save or not. This can be chosen every time a creature goes through and the Void Burrower automatically knows who is going through it.

Enhanced Evolution (Ex): As her prey evolves and learns so does she. Starting at level 5 she fabricates new claws and fangs. The Void Burrower's Natural Weapons and attacks are now considered magical for the purposes of overcoming DR. At level 17 they evolve again and The Void Burrower's Natural Weapons and attacks are then considered Evil for the purposes of overcoming DR.

Improved Multiattack: The VoidBurrower gets the Improved Multiattack feat for free.

Unburrowing Burst (Ex): When the Void Burrower unburrows, she can choose to do so in a burst. This burst deals 1d4+1/2 Str Mod damage to everyone in the same square as her. She then gets to attempt to trip everyone in the same square as her. This does not trigger an attack of opportunity from anyone involved.

Natural Armor (Ex): At the levels 8, 12 and 16 The Void Burrower's scales harden, increasing her Natural Armor by 1 each time.

Burrowing Speed (Ex): Sadly having to have let go some prey faster than the Void Burrower she angrily adapts and practices her burrowing. At levels 8, 12 and 16 her Burrowing Speed increases by 10 feet.

Huntress' Prey (Ex): The Void Burrower can mark enemies from range long (400 + 40ft/lvl) giving her perfect tracking via tremorsense on this target at the same range as applying the mark. The duration on this is 1 day/lvl. The Amount of targets the Void Burrower can mark at once is equal to her class lvl.

At level 18 This ability evolves and the Huntress' Prey Ability's Vision becomes infinite range and duration. Marking an enemy is still range Long.

Gluttonous Huntress (Ex): When the Void Burrower reaches level 10 she will burrow for a 24 hours, shedding her old scales, whilst growing in size to Large. The Void Burrower does this again at level 20 growing the size Huge. If the Void Burrower would get interrupted during this evolutionary process she loses her racial natural armor until she has started over and completed the process.

Sharpened Senses (Ex): The Void Burrower sharpens her cunning senses gaining a +4 bonus to initiative. This stacks with other Initiative increasing modifiers.

Anti-Magic Scales (Ex): The Void Burrower's ineptitude for magic has evolved into a resistance for magic, giving her Spell Resistance equal to her class level.

Natural Weapon: Tail (Ex): The Void Burrower learns how to use her tail in combat gaining it as an extra natural weapon dealing 1d8 piercing damage. This attack applies an injury poison with Fort Save of DC 10 + 1/2HD + Con Mod. Failing this save causes the target to take 1d6 Dexterity damage.

Ex-Void Burrowers[edit]

When a character multiclasses, they lose all Void Burrower levels.

Epic Void Burrower[edit]

Table: The Epic Void Burrower

Hit Die: d10

Level Special
21st Void Rush 11d12, Tunnel Maximum +5
22nd Tremorsense +60 ft.
23rd Void Rush 12d12
24th Tremorsense +65 ft., Tunnel Maximum +6
25th Void Rush 13d12

2 + Int modifier skill points per level.

Voidborn, Xer'Sai Void Burrower Starting Package[edit]

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Survival 4 Wisdom
Spot 4 Wisdom

Feat: Improved Initiative.

Campaign Information[edit]

Playing a Void Burrower[edit]

Religion: Usually very ignorant to anything religious. She will be respectful if it ends up aiding her, but has no real interest in it.

Other Classes: Void Burrowers will get along with most classes. Assuming the party has gotten to the good side of the Void Burrower she might bully some of the weaker members but will always act as a guardian for her allies.

Combat: Void Burrowers are made and instinctly driven to dive deep into the enemy backlines, disrupting key targets while being able to take a significant amount of blows from those protecting them.

Advancement: None. Once a Void Burrower is chosen as a class there is no way to gain class levels in other classes without losing all Void Burrower levels.

Void Burrowers in the World[edit]

"Fear not ambush from the forests, nor winged beasts from the skies. The true terror of these lands comes from underneath, and gives no warning of her presence."
—Knight Erogon, Human Paladin

Daily Life: When not fighting and wreaking havock, she is most likely stalking her next prey.

Notables: Rek'Sai.

Organizations: Void Burrowers prefer to surround themselves with characters that have certain traits that she misses. She recognizes that she is lacking in certain areas and thus values allies that can help her shore up those shortcomings.

NPC Reactions: Depending on how jaded the NPC in question is it can vary from indifferent to frightened.

Void Burrower Lore[edit]

Characters with ranks in Knowledge Planes can research Void Burrowers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Planes
DC Result
5 The creature you see in front of you is clearly not born in this plane.
10 The creature looks like its blinded as it lacks eyes. It oddly enough seems to have little to no impairment of this however. Her combat involves a lot of burrowing and unburrowing.
15 The creature can 'see' perfectly through her Tremorsense. It is clear to you that the creature's scales are stronger than most armors.
20 You know that the creature loves to lure, stalk and hunt her prey. It seems that longer fights are what gives her the thrill of the hunt. She seems to somehow benefit from this.

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