Best Scout -Ranger- (no Homebrew) (8d6+1d8 for arrow) (3.5e Optimized Character Build)

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Introduction[edit]

In this optimization of the archer class, I was concerned to solve the major problems of the archer, first of all the presence of Arrows to work, secondly maintain high damage and playability.
The final result features a class that fights by harnessing the wisdom on arrows for both damage and Shots to Hit.
It does not need a bow to hit but generates arrows that it launches as if it were using a composite short bow.
The arrows are magical and enchanted with Lucky, which allows you to throw 2 times the die to hit.
The class is also built with the skill trick: Spot the Weak Point [Mental]
To build an archer’s class well you must have a set of talents, which are taken during growth.
During growth, classes are taken that are not directly their own but are used to improve the final skills of the archer.
At 12 takes the Feat Travel Devotion that in a day can get to use up to 1+3+4+Cha times, enabling it to multiple fights.
This feat allows you to move at maximum movement and activate the Skirmish and then make a full attack that is the base of the archer to inflict damage and each arrow uses the skirmish.
From 12 to 19 increases the arrows it can throw and increases the damage of the Skirmish.
Level 20 is basically free, I recommend the Trapsmith because it allows you to cast once a day the spell Speed (but at this point is almost useless).

References[edit]

Race:
- Oriental Adventures, p. 15
Classes:
- Expanded Psionics Handbook variant, p. 26 (Soulknife)
- Complete Adventurer variant, p. 10 (Scout)
- Complete Psionic variant, p. 36 (Soulbow)
- Player's Handbook v.3.5 variant, p. 37 (Fighter)
- Deities and Demigods variant, p. 208 (Soldier of Light)
- Races of the Dragon variant, p. 84 (Dragon Devotee)
- Complete Mage variant, p. 81 (Unseen Seer)
- Dragon Magic variant, p. 43 (Hand of the Winged Masters)
feats:
- Dragon Magic, p. 18 (Dragontouched)
- Player's Handbook v.3.5, p. 98 (Point Blank Shot), p. 102 (Weapon Focus), p. 99 (Rapid Shot), p. 97 (Manyshot), p. 94 (Extra Turning)
- Complete Warrior, p. 106 (Zen Archery), p. 101 (Improved Rapid Shot)
- Magic of Incarnum, p. 39 (Open Least Chakra (Hands))
- Complete Champion, p. 62 (Travel Devotion)
- Complete Scoundrel, p. 78 (Improved Skirmish)
- Expanded Psionics Handbook, p. 47 (Greater Manyshot)
- Lords of Madness, p. 182 (Wild Talent)
- Races of the Wild, p. 154 (Woodland Archer)

Game Rule Components[edit]

Skill Trick[edit]

Spot the Weak Point [Mental]
Your keen eyes allow you to place attacks where they’ll do the most good.
Prerequisite: Spot 12 ranks.
Benefit: As a standard action, you can attempt a Spot check to find a weakness in your opponent’s defenses. The DC of this check equals the opponent’s AC. If the check succeeds, your next attack against that opponent (which must be made no later than your next turn) is treated as a touch attack.
If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from the trick.
Skill trick cost 2 Point.


Spells[edit]

Sorcerer[edit]


lvl 0: 6; know: 5

Mage Hand
Open/Close
Prestidigitation
Read Magic
Detect Magic


lvl 1: 5; Know: 3

GUIDED SHOT
Divination
Level: Ranger 1, sorcerer/wizard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You use magical energy to briefly focus your mind and body on making a perfect shot.
While this spell is in effect, your ranged attacks do not take a penalty due to distance. In addition, while this spell is in effect, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover. This spell does not provide any ability to exceed the maximum range of the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover.

Mount
Conjuration (Summoning)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One mount
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
Material Component: A bit of horse hair.

Reduce Person
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack.
Reduce person counters and dispels enlarge person.
Reduce person can be made permanent with a permanency spell.
Material Component: A pinch of powdered iron.


Trapsmith[edit]

Spell Haste:
Level: Trapsmith 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creature moves and acts more quickly than normal. This extra speed has several effects.
On his turn, the subject may take an extra partial action, either before or after his regular action.
He gains a +4 haste bonus to AC. He loses this bonus whenever he would lose a dodge bonus.
He can jump one and a half times as far as normal. This increase counts as an enhancement bonus.
Haste dispels and counters slow.


Soulmelds[edit]

Sighting Gloves:
Basic Effect: +1 Insight bonus on damage with ranged attacks
Essentia: Increase bonus by +1/essentia invested

Bound Effect: Obtain Precise Shot feat


Items[edit]

SKIRMISHER BOOTS:
Magic Item
(Magic Item Compendium, p. 136)
Price: 3,200 gp
Body Slot: Feet
Caster Level: 5th
Aura: None;
Activation: Swift (command)
Weight: 1.0 lb.

These comfortable boots are made from soft doeskin.
Scouts (CAd 10) prize skirmisher boots, but any character can use them to increase combat prowess in a mobile battle. You gain a +2 bonus on damage rolls when you make a skirmish attack. This is a continuous effect and requires no activation. A character without the skirmish class feature does not gain this benefit. In addition, you can activate skirmisher boots to make a single extra melee or ranged attack using your full base attack bonus. You can only activate this ability if you have already moved at least 10 feet from the space where you started your turn. Movement while mounted does not allow you to activate the boots. This benefi t does not require the skirmish class feature and can be activated two times per day.

Rogue's Vest -- MIC pg130
Price (Item Level): 18,000 gp (14th)
Body Slot: Torso
Caster Level: 13th
Aura: Strong; (DC 21) divination
Activation: —
Weight: 1 lb.
This slick-looking black vest is made of supple, well-worked leather. Its buttons are carved of dull black glass and seem to absorb light rather than reflect it.
While wearing this vest, you gain a +2 competence bonus on Hide and Move Silently checks, and a +2 competence bonus on Reflex saves. In addition, if you have the skirmish, sneak attack, or sudden strike ability, you deal an extra 1d6 points of damage when making such an attack.
Lore: A halfling arcane trickster named Lena Wanderingeye created the first rogues vest. She wore it for many years before she retired from adventuring and joined a caravan. She eventually passed the secret of its creation on to the arcane spell casters in the caravan (Knowledge [arcana or history] DC 20).
Prerequisites: Craft Wondrous Item, cat's grace, invisibility, true strike.
Cost to Create: 9,000 gp, 720 XP, 18 days.

Progression[edit]

Ability Scores[edit]

Ability Score
---- Strength Dexterity Constitution Intelligence Wisdom Charisma
Base 10(0) 15(+2) 10(0) 12(+2) 15(+2) 10(0)
With race mod 8(-1) 15(+2) 10(0) 14(+2) 17(+3) 10(0)
Lvl 4 8(-1) 15(+2) 10(0) 14(+2) 18(+4) 10(0)
Lvl 8 8(-1) 15(+2) 10(0) 14(+2) 19(+4) 10(0)
Lvl 12 8(-1) 15(+2) 10(0) 14(+2) 20(+5) 10(0)
Lvl 16 8(-1) 15(+2) 10(0) 14(+2) 21(+5) 10(0)
Lvl 20 8(-1) 15(+2) 10(0) 14(+2) 22(+6) 10(0)

Race (Templates):[edit]

VANARA RACIAL TRAITS
+2 Intelligence, +2 Wisdom, -2 Strength. Vanaras are clever and inquisitive and have keen senses. Their small build detracts from their physical strength, however.
Medium-size: As Medium-size creatures, vanaras have no special bonuses or penalties due to their size.
Vanara base speed is 30 feet.
Vanaras have a base climb speed of 20 feet. They gain a +8 racial bonus on all Climb checks, and use either their Strength modifier or their Dexterity modifier, whichever is higher. They can always choose to take 10, even if rushed or threatened when climbing.
Low-light Vision: Vanaras can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
+4 racial bonus on Balance and Jump checks. Vanaras are agile and athletic, climbing, leaping, and swinging in trees.
+2 racial bonus on Hide and Move Silently checks. Though they enjoy making noise, vanaras can be very stealthy when the situation demands it.
Automatic Languages: Common and Vanara. Bonus Languages: Giant, Goblin, Spirit Tongue, Sylvan.
Favored Class: Shaman. A multiclass vanara's shaman class does not count when determining whether he suffers an XP penalty.

Class Progression[edit]

How to read table: 0(1) first number rappresent the class increment; the number in brackets represents the accumulated total.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st SOULKNIFE 0(0) 0(0) 2(2) 2(2) DRAGONTOUCHED FEAT Mind blade, WEAPON FOCUS (mind blade), WILD TALENT /
2nd SOULKNIFE 1(1) 0(0) 3(3) 3(3) ---- Throw mind blade /
3rd SCOUT 0(1) 0(0) 2(5) 0(3) POINT BLANK SHOT FEAT Skirmish (+1d6), trapfinding Skirmish total: 1D6
4th SCOUT 1(2) 0(0) 3(6) 0(3) ---- Battle fortitude +1, uncanny dodge /
5th SCOUT 2(3) 1(1) 3(6) 1(4) ---- Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step Skirmish total: 1D6+1AC
6th SOULBOW 0(3) 0(1) 2(8) 2(5) ZEN ARCHERY FEAT Mind arrow, RAPID SHOT FEAT Weapon Focus Feat (Mind Bow)
7th SOULBOW 1(4) 0(1) 3(9) 3(6) ---- Mind arrow enhancement (+1 bonus equivalent ability: LUCKY) /
8th FIGTHER 1(5) 2(3) 0(9) 0(6) ---- WOODLAND ARCHER FEAT /
9th SOULBOW 2(6) 1(4) 3(9) 3(6) OPEN LEAST CHAKRA: SIGHTING GLOVES (Bount: PRECISE SHOT FEAT) +1 mind arrow, MANYSHOT FEAT /
10th FIGTHER 2(7) 3(5) 0(9) 0(6) ---- IMPROVED RAPID SHOT FEAT /
11th SOLDIER OF LIGHT 1(8) 2(7) 0(9) 0(6) ---- Detect undead, turn undead, Extra Turning /
12th DRAGON DEVOTEE 0(8) 2(9) 0(9) 0(6) TRAVEL DEVOTION FEAT Ability increase (+2 Cha), natural armor /
13th DRAGON DEVOTEE 1(9) 3(10) 0(9) 0(6) ---- Combat technique, draconic resistance Skirmish total: 2D6+1AC
14th DRAGON DEVOTEE 2(10) 3(10) 1(10) 1(7) ---- Ability increase (+2 Con), ignore spell failure Level 1 Sorcer (Spellcasting)
15th DRAGON DEVOTEE 3(11) 4(11) 1(10) 1(7) IMPROVED SKIRMISH FEAT Claws, combat technique Skirmish total: 5D6+3AC
16th UNSEEN SEER 0(11) 0(11) 0(10) 2(9) ---- Damage bonus +1d6 Skirmish total: 6D6+3AC / +1 level of existing arcane spellcasting clas (sorcer-lvl2)
17th HAND OF THE WINGED MASTERS 0(11) 0(11) 2(12) 2(11) ---- Draconic Senses /
18th HAND OF THE WINGED MASTERS 1(12) 0(11) 3(13) 3(12) GREATER MANYSHOT FEAT Special attack +1d6 Skirmish total: 7D6+3AC
19th HAND OF THE WINGED MASTERS 2(13) 1(12) 3(13) 3(12) ---- Dragonfire Strike feat Skirmish total: 8D6+3AC
20th TRAPSMITH 0(13) 0(12) 2(15) 0(12) ---- Booby traps (simple), master disarmer, trap sense +1 /

CLASS SKILL[edit]


SOULKNIFE[edit]

Weapon and Armor Proficiency: Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade's damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A soulknife's mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat.

Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)

Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

SCOUT[edit]

Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.

Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player's Handbook.

Fast Movement (Ex): Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player's Handbook.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

SOULBOW[edit]

Mind Arrow (Su): As a free action, you can create a semisolid arrow composed of psychic energy distilled from your mind. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple mind arrows as part of an attack. You must have one hand free to create and project a mind arrow.
The bolt is identical in all ways (except visually) to an arrow shot from a composite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and if it hits, deals 1d8 points of damage (crit ×3) plus extra damage equal to the soulbow's Wisdom modifer. Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite longbows appropriate for their size, with a corresponding change to the arrow's damage (see Table 7—4 and Table 7—5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus.
Whether a mind arrow hits or misses, it dissipates 1 round after being shot. A mind arrow is considered a magic weapon for the purpose of overcoming damage deduction. A mind arrow can be charged with a psychic strike as if it were a mind blade. If a soulbow has enough soulknife levels to have the knife to the soul ability, that ability also applies to her mind arrows.
You can use feats such as Point Blank Shot or Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. Any feats previously requiring specific weapon choice (such as Weapon Specialization) for your mind blade also apply to your mind arrow, if applicable.
Your mind arrows improve as you gain higher levels. At 3rd level, a mind arrow gains a +1 enhancement bonus on attack rolls and damage rolls, and at 7th level the bonus improves to +2. These enhancement bonuses stack with previous enhancement bonuses gained earlier for your soulknife class levels. Likewise, these enhancement bonuses also improve your soulknife base attack bonus. If your return to your soulknife class progression, these mind arrow enhancement bonuses on attack and damage are cumulative bonuses on top of any new enhancement bonuses gained, and they benefit both your mind blade and mind arrows.
Even in places where psionic effects do not normally func- tion (such as within a _null psionics field), you can attempt to attack foes with mind arrows by making a DC 20 Will save. On a successful save, you can freely produce mind arrows for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the psionics-negating effect.

Bonus Feat: At 1st level, you can choose a bonus feat from the following list: Far Shot, Precise Shot, Psionic Shot. Greater Psionic Shot, Fell Shot, Rapid Shot, Manyshot, Greater Manyshot, Shot on the Run, Improved Precise Shot, and Mounted Archery. You must meet the prerequisites for the feat as normal. Feats that grant additional attacks, such as Rapid Shot, allow you to create additional semisolid arrows of psychic energy as needed to make additional attacks.
The list of potential bonus feats can be expanded by the DM to include any feats from other supplements that improved ranged attacks. For instance, if your game makes use of Com- plete Warrior, this list might also include Improved Mounted Archer, Improved Rapid Shot, Ranged Disarm, Ranged Pin (in which case the mind arrow persists until the pinned character breaks the pin), Ranged Sunder, Sharp Shooting, and Zen Archery.
Choose another bonus feat from the list at 3rd, 5th, 7th, and 9th level.

Mind Arrow Enhancement (Su): At 2nd level, you can enhance your mind arrows with ranged special abilities. Choose any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. From now on, mind arrows you produce as part of an attack possess that special ability.
At every four levels beyond 2nd (6th and 10th), the value of the enhancement you can add to your mind arrow improves to +2 and +3, respectively. You can choose any combination of weapon special abilities that does not exceed the total allowed by your soulbow level.
The special ability provided by this class feature does not stack with the soulknife's mind blade enhancement ability.

Special Ability
Ranged Weapon Special Ability Bonus Value
Bane +1
Distance +1
Flaming +1
Frost +1
Lucky +1
Merciful +1
Psychokinetic +1
Returning +1
Seeking +1
Shock +1
Anarchic +2
Collision +2
Flaming burst +2
Psychokinetic burst +2
Psibane +2
Shocking burst +2
Suppression +2
Wounding +2
Dislocator +3
Speed +3
1 These abilities are described in Expanded Psionics Handbook beginning on page 165. All other ranged weapon special abilities are described in the Dungeon Master's Guide.


You can reassign the ability or abilities you have chosen for your mind arrows. To do so, you must spend 8 hours in concentration. After that period, all subsequent mind arrows you produce as part of an attack action possess the new ability or abilities selected by you.

FIGTHER[edit]

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

SOLDIER OF LIGHT[edit]

Weapon and Armor Proficiency: Soldiers of light are proficient with all simple and martial weapons and with all armor and shields.

Spells: Beginning at 1st level, a soldier of light gains the ability to cast a small number of divine spells. To cast a spell, the soldier must have a Wisdom score of at least 10 + spell level, so a soldier with a Wisdom of 10 or lower cannot cast these spells. Soldier bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + the soldier's Wisdom modifier (if any). When the soldier gets 0 spells of a given level, such as 0 1st level spells at 1st level, the soldier gets only bonus spells. A soldier without a bonus spell for that level cannot yet cast a spell of that level. The soldier's spell list appears below. A soldier of light prepares and casts spells just as cleric does.

Spontaneous Casting: Since soldiers of light are so attuned to positive energy, they can spontaneously case cure spells just as a good cleric can. The soldier can convert any prepared divine spell-including soldier of light spells, cleric spells, ranger spells, or even druid spells-into a cure spell of the same level.

Detect Undead (Sp): At will, the soldier of light can detect undead as a spell-like ability. This ability duplicates the effects of the spell detect undead.

Turn Undead (Su): A soldier of light can turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of his soldier of light level.
If the soldier can already turn undead, his effective turning level is his previous effective level plus his soldier of light level. He does not gain extra turning attempts a day.

Extra Turning: As a feat, a soldier of light may take Extra Turning. This feat allows the soldier to turn undead four more times per day than normal. A soldier can take this feat multiple times, gaining four extra daily turning attempts each time.

DRAGON DEVOTEE[edit]

Ability Increase (Ex): When you enter this class, your Charisma score increases by 2 points. At 3rd level, your Constitution score improves by 2 points. At 5th level, your Strength score improves by 2 points.

Natural Armor (Ex): A dragon devotee's skin thickens and toughens, developing minuscule scales. This change provides a +1 bonus to your existing natural armor bonus to AC, or simply a +1 natural armor bonus if you had no natural armor to begin with.

Combat Technique (Ex): At 2nd level and again at 4th level, you become more deadly in combat. Each time you gain this class feature, you can choose either to take a bonus feat (any feat from the list of fighter bonus feats for which you meet the prerequisite) or to improve the extra damage dealt by your existing sneak attack, skirmish, or sudden strike class feature by 1d6. (The skirmish class feature is described in the scout class, and the sudden strike class feature is found in the ninja class; both of these classes appear in Complete Adventurer.)
You must already have the sneak attack, skirmish, or sudden strike class feature in order to choose this option. If you have more than one of these class features, you must apply the bonus to a single class feature (but you can choose a different class feature at 4th level from what you chose at 2nd level).

Draconic Resistance (Ex): At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.

Ignore Spell Failure (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn't apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a higher-level spell slot because of the application of a metamagic feat.

Spellcasting: At 3rd level and 5th level, you gain spells per day, spells known, and an increase in caster level as if you had also gained a level in sorcerer. You do not, however, gain any other benefit a character of that class would have gained.
If you don't have any levels in sorcerer before reaching 3rd level in this class, you gain spells per day, spells known, and an increase in caster level as if you were a 1st-level sorcerer. You use all the normal rules for sorcerer spellcasting as described in the Player's Handbook.
Upon reaching 3rd level in this class, you add magic fang to your sorcerer spell list as a 1st-level spell and greater magic fang to your sorcerer spell list as a 3rd-level spell. You can choose these spells as spells known (assuming, in the latter case, that you are able to know and cast 3rd-level sorcerer spells), and you can use spell trigger items such as wands that contain these spells.

Claws (Ex): At 4th level, you gain two claw attacks that each deal damage according to your size (see the table below). If you already have claw attacks, use the value given here or your existing claw damage, whichever is greater. These claws are primary attacks unless you already have secondary claw attacks, in which case they remain as secondary attacks.

UNSEEN SEER[edit]

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an unseen seer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Damage Bonus: At 1st level, the extra damage you deal with your sneak attack, skirmish, or sudden strike ability increases by 1d6. If you have more than one of these abilities, only one ability gains this increase (choose each time you gain this benefit).
Your sneak attack, skirmish, or sudden strike damage increases by another 1d6 at 4th level, 7th level, and 10th level.

HAND OF THE WINGED MASTERS[edit]

Draconic Senses: At 1st level, you gain Draconic Senses (see page 17) as a bonus feat, even if you don't meet its prerequisite. If you already have Draconic Senses, you can instead take any other draconic feat for which you meet the prerequisite.

Special Attack (Ex): At 2nd level, 5th level, and 8th level, your sneak attack, skirmish, or sudden strike ability deals an extra 1d6 points of damage. If you have more than one of these abilities, you can improve any one ability of your choice (choose each time you gain this benefit).

Dragonfire Strike: At 3rd level, you gain Dragonfire Strike (see page 18) as a bonus feat, even if you don't meet its prerequisite. If you already have Dragonfire Strike, you can instead take any other draconic feat for which you do meet the prerequisite.

TRAPSMITH[edit]

Booby Traps (Ex): You can quickly set up simple booby traps (see the sidebar) to harm and hinder your foes. When setting up a trap, make a Craft (trapmaking) check. The check result is the Difficulty Class of an attempt to find the trap by making a Search check. Half the check result is the DC of an attempt to disarm the trap by making a Disable Device check. The check result affects other variables, too; see the Booby Trap sidebar below for details. Setting up a booby trap is usually a full-round action, though some take longer, as noted in the sidebar.
Starting at 3rd level, your skill improves such that you can create advanced versions of the simple booby traps you already know.

Master Disarmer (Ex): Your skill at finding and disarming traps is legendary. When dealing with a trap, add your trapsmith level to your Search checks, Disable Device checks, and Open Lock checks.

Trap Sense (Ex): You are adept at evading the effects of traps, gaining bonuses at 1st level, 3rd level, and 5th level. See the barbarian class feature (PH 26). Trap sense gained from other sources (such as barbarian or rogue levels) stacks with this benefit.

Spells: If you are smart enough, you might gain the ability to cast arcane spells. To cast a particular spell, you must have an Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any).
You cast spells as a bard does. Table 1—4, below, details how many spells you can learn at each level. Choose your spells from the following list.

Highlights[edit]

Remember to keep high stunt that allows you with the action of movement a disingage without receiving damage!!

Munchkin-Size Me[edit]

Instead of Trapsmith, if you need an additional talent, take the Scout. Or you change, but theoretically the class is over.
If you want to have gloves instead, you’ll have to give up the talent Open Leat chakra: SIGHTING GLOVES and take directly the talent Precise shot (you also lose a +1 to hit and +1 to damage).

Side Notes[edit]

Theoretically at low levels it is a class that also fights closely by generating the sword of energy from his mind.
In my opinion it is extremely fun to take this class and develop it during an adventure, but be careful you have few Hp, you must always play cunning!!

Limitations[edit]

Remember to keep high stunt that allows you with the action of movement a disingage without receiving damage!!
Paradoxically the only limitation comes from a class that gives you the turning and the extra turning that is the Soldier of Light. Allowing you to use travel devotion several times, but that imposes:
- Alignment: Neutral good
- Patron Deity: Elishar

DM Counters[edit]

It is a class that can annihilate many very strong enemies in a short time. It is difficult to counter and at low levels it has little life. However throw people at him, does nothing but play his game, the class will still have a greater movement and too much damage on more subjects. The best solution is enchanters and enchanted creatures, mind controls and attacks on fear.



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