https://www.dandwiki.com/w/api.php?action=feedcontributions&user=R2d2go&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T08:27:18ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Calculated_Warrior_(3.5e_Prestige_Class)&diff=713911Calculated Warrior (3.5e Prestige Class)2015-07-24T04:37:39Z<p>R2d2go: </p>
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<div>{{DnD Prestige Class Infobox<br />
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|status=5/5<br />
|editing=Grammatical/clarification only unless you bring it up on the discussion, please<br />
|type=Combat Focused<br />
|desc=A fighter that uses opportunities to fight smarter.<br />
|len=20<br />
|minlvl=2<br />
}}<br />
<br />
==Calculated Warrior==<br />
<br />
{{quote<br />
|"THAT's how I use my Intelligence score in combat, DUMBASS!!"<br />
|orig=Roy Greenhilt, Human Fighter<br />
|src=Order of the Stick, #808<br />
}}<br />
<br />
<br />
Calculated Warriors analyze the situation carefully, using every stumble, potential weapon, bonus, and chink in defenses to maximum effect. Rather than using brute strength, incredible skill, or vast knowledge of spells to dominate, they use what is already there to defeat enemies.<br />
<br />
===Becoming a Calculated Warrior===<br />
<br />
Calculated Warriors can easily gain Combat Advantage, deal extra damage, can ignore Armor Class and are hard to hit. Rouges and anything with Sneak Attack does well with this class. They can also be used as defenders, perhaps in conjunction with Fighter.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any.<br />
|-<br />
! Base Attack Bonus:<br />
| +6 or higher.<br />
|-<br />
! Race:<br />
| Any.<br />
|-<br />
! Skills:<br />
| Spot (9 ranks) and Sense Motive (9 ranks).<br />
|-<br />
! Feats:<br />
| Combat Expertise, Combat Reflexes.<br />
|-<br />
! Special:<br />
| Wisdom or Intelligence of 15 or higher, Dexterity of 13 or higher.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The <-class name->}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Calculated Strike +1d6, Opportunist<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | Calculated Strike +2d6, Evasion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Calculated Strike +3d6, Analyst<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | Calculated Strike +4d6 Uncanny Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Calculated Strike +5d6 (Single Strike)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6/+1 || +5 || +5 || +5<br />
| class="left" | Calculated Strike +6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7/+2 || +5 || +5 || +5<br />
| class="left" | Calculated Strike +7d6, Commander<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8/+3 || +6 || +6 || +6<br />
| class="left" | Calculated Strike +8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9/+4 || +6 || +6 || +6<br />
| class="left" | Calculated Strike +9d6 (Full Attack)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10/+5 || +7 || +7 || +7<br />
| class="left" | Calculated Strike +10d6, Negator<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Spot, Search, Appraise, Sense Motive, Listen, All Knowledges, Jump, Tumble, Swim, Climb, Bluff, Forgery, Intimidate, Diplomacy.<br />
|}<br />
<br />
<br />
====Class Features====<br />
<br />
Calculated Warriors use pre-judged cuts, slashes, moves, and blocks to stay one step ahead in battle. They can predict enemy moves to counter-attack, dodge, . All of the following are class features of the Calculated Warrior.<br />
<br />
'''{{#anc:Calculated Strike}}:''' Whenever your target is flat-footed, you may spend a short time to predict your enemy's movements and execute a Calculated Strike as a full-round action, making a normal weapon attack but dealing extra damage and gaining a bonus to the attack roll equal to your Int modifier. At 5th level, you can use this ability as a Standard Action, any time an action specifies a single melee attack, and as the first attack in a Full Attack. At 9th level, you may use this ability as each attack in a Full Attack at halved benefit.<br />
<br />
'''{{#anc:Opportunist}}:''' As a tactician, you are constantly looking for optimal opportunities to act. When taking actions not during your turn, you add your Int modifier to attack rolls and skill checks, as well as enemy Tumble DCs in your threatened area.<br />
<br />
'''{{#anc:Analyst}}:''' As you fight, you can analyze an enemy's movements, making it easier for you to predict their actions and respond accordingly. At 3rd levle, as a free action once per round, you may designate a single target to analyze, gaining a self-stacking +1 Insight bonus to attack rolls and save DCs against them, as well as to AC and saving throws against their abilities. This lasts until you analyze another enemy, and can be a maximum of your Int modifier.<br />
<br />
'''{{#anc:Commander}}:''' You can share your insights with your allies, allowing them to strike with more precision. At 7th level, as a free action at any time, you may grant an ally one of your abilities for or against a single attack or ability. This must occur before they roll, and can only be granted once per ally per turn.<br />
<br />
'''{{#anc:Negator}}:''' You are skilled at neutralizing threats, locating vital weaknesses and exploiting them to lock down an enemy. Whenever you hit with a Calculating Strike, your target must make a DC 10+Calculated Warrior Level+Int Mod Fortitude save or be Slowed for 1 round. A second hit while Slowed Nauseates them, a third Stuns, and a fourth Paralyzes.<br />
<br />
<br />
====Playing a Calculated Warrior====<br />
<br />
'''Combat:''' Can defend or attack physically. They tend to spend a round stacking Combat Opportunity, then wiping out the opponent with their next few strikes.<br />
<br />
'''Advancement:''' Combat Opportunity's flat-footing is quite advantageous to rouges and other sneak attacking classes, while its damage and defense is quite good on it's own. Pairing with a few levels of Fighter could help you gain a few feats, while a class with ranged advantages could help you become a powerful striker from afar. Levels in a casting class could allow many more Combat Opportunities, as would a Tome of Battle class like Swordsage or Warblade using a debilitating discipline. In general, Calculated Warrior is a strong class for any even partially martial adventurer.<br />
<br />
'''Resources:''' Calculated Warriors are simply people who learn a new style of fighting. As such, there is no organization that specifically caters to them.<br />
<br />
====Calculated Warriors in the World====<br />
<br />
{{quote|I can turn a battle from loss to victory, save the world and not lose a single man. This I do without lifting a finger, as it is not my physical prowess that drives me but my maximized use of the world around me.|4=Colin the Genius, Human Monk-Calculated warrior}}<br />
<br />
Again, these warriors are not a group, they simply learned a new style. They might be renowned fighters, however.<br />
<br />
====Calculated Warrior Lore====<br />
<br />
Calculated Warriors are not really known as a separate group from other people. Being a calculated warrior simply is a style of battle. However, research (Intelligence Check) can reveal some insights into strategies of this style of fighting.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ None (Int)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Calculated Warriors are not magical in the slightest. As a result, it takes time for them to calculate their actions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Calculated Warriors can use combat situations to their advantage, but can only do one thing with the opportunity to get maximum effect.<br />
|}<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Battle_Chemist_(3.5e_Class)&diff=706135Battle Chemist (3.5e Class)2015-05-18T04:44:28Z<p>R2d2go: /* Class Features */</p>
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<div>{{DnD Base Class Infobox<br />
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|status=4.75/5<br />
|editing=Clarification/Alphabetizing Edits, suggest mixtures/simplifications in Discussion<br />
|type=<br />
|desc=A science-focused class that somewhat replaces other combat casting.<br />
}}<br />
<br />
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.<br />
<br />
== Battle Chemist ==<br />
<br />
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. <br />
<br />
=== Making a Battle Chemist===<br />
<br />
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.<br />
<br />
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.<br />
<br />
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. <br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp ( gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +1 || +0<br />
| class="left" | Mixture 1, Technique 1, Chemist's Lab +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Mixture 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Technique 2, Chemist's Lab +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Mixture 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Chemist's Lab +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +2<br />
| class="left" | Technique 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +3<br />
| class="left" | Mixture 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +3<br />
| class="left" | Chemist's Lab +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +3<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Mixture 5, Technique 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Chemist's Lab +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +4<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +5<br />
| class="left" | Mixture 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Technique 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Chemist's Lab +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +6<br />
| class="left" | Mixture 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +6<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +6<br />
| class="left" | Chemist's Lab +7, Technique 6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.<br />
<br />
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.<br />
<br />
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. Each day, after sleeping for at least 8 hours, you can produce 8 mixtures of the highest level possible, 16 of the highest level -1, 32 of highest level -2, and so on. For example, a 7th level Battle Chemist can produce eight 3rd level mixtures. Alternatively, he could produce four 3rd level mixtures, four 2nd level mixtures, and eight 1st level mixtures. You start with 3 mixtures, then gain an additional mixture at each odd level after 1st. At 3rd, 6th, 9th, 12th, 15th, and 18th level, your maximum mixture level increases by 1. Prepared mixtures remain active for 24 hours, then become unusable. Save DCs equal 10 + half Battle Chemist level + Int.<br />
<br />
(Explanation to be worked in - you create mixtures at any level above their minimum, and their effects and daily usage limits are based on the level you create them at. So you can create a level 6 Tin-Base bomb, and it costs the same as a level 6 Gunpowder bomb.)<br />
<br />
Terms: Level = Level at which mixture is prepared<br />
Explosive range = Range of explosion based on delivery method. Can be reduced to a minimum of half range if desired.<br />
<br />
'''Minimum Level 1'''<br />
<br />
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create an explosion of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level, and sets those damaged on fire (Ref halves damage and avoids setting on fire). <br />
<br />
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, lingering for 1 round per level.<br />
<br />
''{{#anc:Caffeine}}:'' A quick injection or swig of this drug allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the level +2, and cannot be exhausted or fatigued. These effects last 10 minutes per level.<br />
<br />
''{{#anc:Alcohol}}:'' A swig or injection of this drug allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, and takes a penalty to dexterity and mental statistics (Fort negates) equal to the level +2, then gains a bonus to strength and constitution equal to level +2. You may reduce a bonus or penalty to 2 if desired. These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. <br />
<br />
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (3 per level) for ten rounds + 1 per level.<br />
<br />
''{{#anc:Skingrowth Salve}}:'' This sticky salve encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to 2+level and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half AC bonus if a delivery method is used. <br />
<br />
''{{#anc:Mind Lens}}:'' This drug instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. <br />
<br />
''{{#anc:Insulation Jelly}}:'' Any body part covered by this salve instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one.<br />
<br />
''{{#anc:Smoke Bomb}}:'' When activated, this gas creates choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.<br />
<br />
''{{#anc:Web}}:'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br />
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.<br />
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. <br />
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.<br />
<br />
''{{#anc:Instant Adhesive}}:'' Can be used for the following purposes: As Sovereign Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character. If used as Sovereign Glue, you have also create a salve that can dissolve the glue. Does not use a delivery device.<br />
<br />
''{{#anc:Blinding Glitter}}:'' This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area (save negates blindness). In addition, all in the area take -40 to hide checks. This can be used without a delivery device, affecting one adjacent enemy, but otherwise has an explosive range of 5 feet.<br />
<br />
''{{#anc:Stunning Burst}}:'' This concussive explosive is intended to leave enemies momentarily stunned. Any caught in an explosive range of 10 feet per level is stunned for 1 round (fort negates).<br />
<br />
''{{#anc:Mirage Salve}}:'' This salve causes light to warp around the applied area, causing it to blur. This gives you 20% concealment for 1 minute per level.<br />
<br />
''{{#anc:Blinding Venom}}:'' This vile green drug causes blindness when injected (fort negates). If applied without a needle, the blindness only lasts one hour and the victims gain +4 to the save.<br />
<br />
''{{#anc:Fearful Mist}}:'' This hallucinogenic gas causes great fear in any who inhale it. Those within the area must make a will save or be Panicked. Even on a successful save, victims are Shaken.<br />
<br />
''{{#anc:Enhanced Acid}}:'' This powerful liquid is more potent than normal alchemist's acid, and is most effective injected as a drug. Upon injection, it deals 2d4 acid damage for one round + one round per level. Alternatively, it can be used in an explosive delivery method, with an explosive range of 5 feet per level, dealing just 2d4 acid damage.<br />
<br />
'''Minimum Level 2'''<br />
<br />
''{{#anc:Flash Bomb}}:'' When activated, this explosive releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.<br />
<br />
''{{#anc:Adrenalin}}:'' This drug gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +4, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level. Minimum level 2. <br />
<br />
''{{#anc:Liquid Grindstone}}:'' This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+level/2 for 1 minute per level. If injected, the targets take 1d6 acid damage per level, and if used on natural weapons or multiple weapons, all weapons gain half the normal enhancement bonus.<br />
<br />
''{{#anc:Sleeping Gas}}:'' This gas of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect.<br />
<br />
''{{#anc:Nauseating Vapors}}:'' This gas is used to create clouds of nauseating vapor, creating an effect identical to [[SRD:Stinking Cloud|Stinking Cloud]] lasting two rounds per level, with explosive range of 5 feet.<br />
<br />
''{{#anc:Numbing Gas}}:'' This gas numbs the victim's senses and muscles, making them move sluggishly. This is identical to [[SRD:Slow|Slow]], with an explosive range of 5 feet.<br />
<br />
''{{#anc:Immobilizing Sedative}}:'' This drug, when injected, causes the victim or patient to relax all muscles for a short period of time. This causes paralysis for 1d4+1 round per level (fort negates). If applied without a needle, it only lasts 1 round and the victims gain +4 to the save.<br />
<br />
'''Minimum Level 3'''<br />
<br />
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create a moderate sized explosive. This explosion deals 2d6 damage per level, and anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. <br />
<br />
'''Minimum Level 4'''<br />
<br />
''{{#anc:Ironthorn Salve}}:'' By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as iron. Grants 4+level AC and grants DR (3+level)/-. Doesn't require a delivery method, half effect if a delivery method is used. <br />
<br />
''{{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled bonuses and penalties. <br />
<br />
''{{#anc:Regenerative Salve}}:'' A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (3 per level) for 10 round plus one round per level. During this time, the ally may reattach limbs instantly, and any missing limbs regrow after 3d6 minutes. Multiple uses of the salve may be used to fully regrow limbs.<br />
<br />
''{{#anc:Instant Evolution}}:'' A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +2 strength and constitution, as well as two secondary claws dealing 1d8 damage and a primary bite attack dealing 2d6 damage, and -2 to all mental statistics. For every level above 4th this drug is made at, all of your natural weapons gain a size category of damage.<br />
<br />
'''Minimum Level 5'''<br />
<br />
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. <br />
<br />
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 1d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con. Has an explosive range of 4d6 feet per level.<br />
<br />
'''Minimum Level 6'''<br />
<br />
''{{#anc:Amphetamines}}:'' A powerful stimulant. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +6, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level, though a residual -2 to all mental statistics lasts for 1 hour per level. Minimum level 2. <br />
<br />
'''Minimum Level 7'''<br />
<br />
''{{#anc:Instant Healing}}:'' Am absurdly fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, then grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. <br />
<br />
''{{#anc:Adamantine Salve}}:'' By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (and thus you are automatically treated as wearing heavy armor). Doesn't require a delivery method, as Skingrowth Salve if a delivery method is used. Minimum Level 7<br />
<br />
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride of the same level (and thus essentially costs two slots).<br />
<br />
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 of the bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. <br />
<br />
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. The maximum technique level equals techniques known -1. Techniques are prepared in the same way as mixtures, and an equal number can be prepared each day (using a separate counter). For example, an 8th level Battle Chemist could prepare four 3rd level techniques, four 2nd level techniques, and eight 1st level techniques, as well as any mixtures. Prepared techniques remain available for 24 hours, then become inactive.<br />
<br />
Some techniques work especially well or only with certain mixtures. General categories are salves (which do not require a delivery method), explosives, gases, and drugs.<br />
<br />
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. This delivery method takes a move action to activate, and is then treated as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand, while 0 rounds means it detonates on impact). Explodes in a circle with radius 5 feet/level + explosive range. Can hold any gas or explosive up to its level, up to level 3. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize, and is then treated as a grenade-like weapon. Gaseous mixtures do not take a move action to pressurize. Hits all in a circle with radius 10 feet per level + explosive range, dealing 1d6 piercing and slashing damage per level in addition to any mixture effects. Can hold any gas or explosive of up to its level +1.<br />
<br />
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any explosive of it's level. 1 SP, 1 round.<br />
<br />
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. As a standard action, it sprays all in an 10 foot/level + explosive range cone (reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any explosive or gas of up to its level. Minimum level 2.<br />
<br />
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Takes one round to apply. Minimum level 2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3.<br />
<br />
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and has an area of effect equal to half explosive range, lowering save DC by 4 for those caught in the area, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any gas or explosive up to its level. Minimum level 3.<br />
<br />
''{{#anc:Poison Admixture}}:'' You can mix poison with any drug. This lowers the drug's level by one and the poison DC by 4, but applies the poison's effect along with the drug's effect. Minimum level 2.<br />
<br />
''{{#anc:Explosive Admixture}}:'' You can mix explosives as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4.<br />
<br />
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet. Treat as a hand crossbow with an enhancement bonus equal to it's level. Each prepared use of this delivery method allows you to fire ten needles. Minimum level 5.<br />
<br />
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot Pressure Bombs with a range increment of 60 feet, which deals an additional 1d6 per level of bludgeoning damage to anyone hit by the shot. Also allows you to shoot any needle with a range increment of 40 feet, dealing an additional 1d4 per level of piercing damage. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading as a crossbow and then a move action to pressurize. Each prepared use of this delivery method allows you to fire ten times. Minimum level 6.<br />
<br />
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.<br />
<br />
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of DC equal to (17+Int+Needles/10) with target's armor class - 10 as a bonus to the save. For every 5 points below the save DC they are, increase the effects by one level, and if they make the save, they completely avoid the attack. <br />
<br />
For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. If an 18th level fighter with AC 32 and +8 to reflex has 150 level 1 needles fired at her by a Battle Chemist with +5 to int, she must make a DC 47 reflex save with +30 to the save. If she succeeds, nothing happens. If she gets 42, she takes the effects of a level 2 needle. If she gets 30, she takes the effects of a level 5 needle. <br />
<br />
Minimum level 7.<br />
<br />
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).<br />
<br />
==== Epic Battle Chemists ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Mixture 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Chemist's Lab +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Mixture 9, Technique 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Chemist's Lab +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Mixture 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Technique 8, Chemist's Lab +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Mixture 11<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.<br />
<br />
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.<br />
<br />
'''Technique:''' You continue learning more techniques, as in pre-epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.<br />
<br />
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].<br />
<br />
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.<br />
<br />
==== Human Battle Chemist Starting Package ====<br />
<br />
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Levels || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Profession (Chemist) || 4 || Int ||&mdash;<br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Rapid Reload.<br />
<br />
'''Bonus Feats:''' Mercantile Background.<br />
<br />
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). <br />
<br />
'''Gold:''' 9 GP.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Chemist ====<br />
<br />
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.<br />
<br />
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.<br />
<br />
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.<br />
<br />
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. <br />
<br />
==== Battle Chemists in the World ====<br />
<br />
{{quote|"So that's where I left the bomb..."|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}<br />
<br />
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.<br />
<br />
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.<br />
<br />
'''Notables:''' <br />
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me<br />
<br />
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.<br />
<br />
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.<br />
<br />
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.<br />
<br />
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.<br />
<br />
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)<br />
<br />
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.<br />
<br />
==== Battle Chemist Lore ====<br />
<br />
Characters with levels in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mixtures usually activate when two materials come into contact with each other.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen <br />
<br />
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]<br />
<br />
{{Stat Block 2<br />
|name=Colin the Chemist |cr=12<br />
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12<br />
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=19 |touch=14 |flat=15<br />
|hp=12d8+24(78) |hd=12<br />
|fort=+9 |ref=+11 |will=+11<br />
|spd=30 ft. (6 squares)<br />
|melee1=Needle Level 5 +13 Melee (1d2+7)<br />
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)<br />
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer<br />
|sa=Sprayer1, Pressure Bomb, Regenerative Salve<br />
|bab=+9 |grp=+9<br />
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10<br />
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background<br />
|skills=None that matter in combat.<br />
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield<br />
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]<br />
}}<br />
<br />
==Combat==<br />
<br />
'''Fortifications'''<br />
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.<br />
<br />
'''Negotiations'''<br />
<br />
'''Combat'''<br />
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.<br />
<br />
'''Victory'''<br />
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Battle_Chemist_(3.5e_Class)&diff=706134Battle Chemist (3.5e Class)2015-05-18T04:41:32Z<p>R2d2go: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4.75/5<br />
|editing=Clarification/Alphabetizing Edits, suggest mixtures/simplifications in Discussion<br />
|type=<br />
|desc=A science-focused class that somewhat replaces other combat casting.<br />
}}<br />
<br />
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.<br />
<br />
== Battle Chemist ==<br />
<br />
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. <br />
<br />
=== Making a Battle Chemist===<br />
<br />
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.<br />
<br />
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.<br />
<br />
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. <br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp ( gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +1 || +0<br />
| class="left" | Mixture 1, Technique 1, Chemist's Lab +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Mixture 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Technique 2, Chemist's Lab +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Mixture 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Chemist's Lab +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +2<br />
| class="left" | Technique 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +3<br />
| class="left" | Mixture 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +3<br />
| class="left" | Chemist's Lab +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +3<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Mixture 5, Technique 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Chemist's Lab +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +4<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +5<br />
| class="left" | Mixture 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Technique 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Chemist's Lab +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +6<br />
| class="left" | Mixture 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +6<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +6<br />
| class="left" | Chemist's Lab +7, Technique 6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.<br />
<br />
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.<br />
<br />
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. Each day, after sleeping for at least 8 hours, you can produce 8 mixtures of the highest level possible, 16 of the highest level -1, 32 of highest level -2, and so on. For example, a 7th level Battle Chemist can produce eight 3rd level mixtures. Alternatively, he could produce four 3rd level mixtures, four 2nd level mixtures, and eight 1st level mixtures. You start with 3 mixtures, then gain an additional mixture at each odd level after 1st. At 3rd, 6th, 9th, 12th, 15th, and 18th level, your maximum mixture level increases by 1. Prepared mixtures remain active for 24 hours, then become unusable. Save DCs equal 10 + half Battle Chemist level + Int.<br />
<br />
(Explanation to be worked in - you create mixtures at any level above their minimum, and their effects and daily usage limits are based on the level you create them at. So you can create a level 6 Tin-Base bomb, and it costs the same as a level 6 Gunpowder bomb.)<br />
<br />
Terms: Level = Level at which mixture is prepared<br />
Explosive range = Range of explosion based on delivery method. Can be reduced to a minimum of half range if desired.<br />
<br />
'''Minimum Level 1'''<br />
<br />
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create an explosion of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level, and sets those damaged on fire (Ref halves damage and avoids setting on fire). <br />
<br />
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, lingering for 1 round per level.<br />
<br />
''{{#anc:Caffeine}}:'' A quick injection or swig of this drug allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the level +2, and cannot be exhausted or fatigued. These effects last 10 minutes per level.<br />
<br />
''{{#anc:Alcohol}}:'' A swig or injection of this drug allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, and takes a penalty to dexterity and mental statistics (Fort negates) equal to the level +2, then gains a bonus to strength and constitution equal to level +2. You may reduce a bonus or penalty to 2 if desired. These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. <br />
<br />
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (3 per level) for ten rounds + 1 per level.<br />
<br />
''{{#anc:Skingrowth Salve}}:'' This sticky salve encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to 2+level and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half AC bonus if a delivery method is used. <br />
<br />
''{{#anc:Mind Lens}}:'' This drug instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. <br />
<br />
''{{#anc:Insulation Jelly}}:'' Any body part covered by this salve instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one.<br />
<br />
''{{#anc:Smoke Bomb}}:'' When activated, this gas creates choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.<br />
<br />
''{{#anc:Web}}:'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br />
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.<br />
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. <br />
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.<br />
<br />
''{{#anc:Instant Adhesive}}:'' Can be used for the following purposes: As Sovereign Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character. If used as Sovereign Glue, you have also create a salve that can dissolve the glue. Does not use a delivery device.<br />
<br />
''{{#anc:Blinding Glitter}}:'' This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area (save negates blindness). In addition, all in the area take -40 to hide checks. This can be used without a delivery device, affecting one adjacent enemy, but otherwise has an explosive range of 5 feet.<br />
<br />
''{{#anc:Stunning Burst}}:'' This concussive explosive is intended to leave enemies momentarily stunned. Any caught in an explosive range of 10 feet per level is stunned for 1 round (fort negates).<br />
<br />
''{{#anc:Mirage Salve}}:'' This salve causes light to warp around the applied area, causing it to blur. This gives you 20% concealment for 1 minute per level.<br />
<br />
''{{#anc:Blinding Venom}}:'' This vile green drug causes blindness when injected (fort negates). If applied without a needle, the blindness only lasts one hour and the victims gain +4 to the save.<br />
<br />
''{{#anc:Fearful Mist}}:'' This hallucinogenic gas causes great fear in any who inhale it. Those within the area must make a will save or be Panicked. Even on a successful save, victims are Shaken.<br />
<br />
''{{#anc:Enhanced Acid}}:'' This powerful liquid is more potent than normal alchemist's acid, and is most effective injected as a drug. Upon injection, it deals 2d4 acid damage for one round + one round per level. Alternatively, it can be used in an explosive delivery method, with an explosive range of 5 feet per level, dealing just 2d4 acid damage.<br />
<br />
'''Minimum Level 2'''<br />
<br />
''{{#anc:Flash Bomb}}:'' When activated, this explosive releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.<br />
<br />
''{{#anc:Adrenalin}}:'' This drug gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +4, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level. Minimum level 2. <br />
<br />
''{{#anc:Liquid Grindstone}}:'' This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+level/2 for 1 minute per level. If injected, the targets take 1d6 acid damage per level, and if used on natural weapons or multiple weapons, all weapons gain half the normal enhancement bonus.<br />
<br />
''{{#anc:Sleeping Gas}}:'' This gas of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect.<br />
<br />
''{{#anc:Nauseating Vapors}}:'' This gas is used to create clouds of nauseating vapor, creating an effect identical to [[SRD:Stinking Cloud|Stinking Cloud]] lasting two rounds per level, with explosive range of 5 feet.<br />
<br />
''{{#anc:Numbing Gas}}:'' This gas numbs the victim's senses and muscles, making them move sluggishly. This is identical to [[SRD:Slow|Slow]], with an explosive range of 5 feet.<br />
<br />
''{{#anc:Immobilizing Sedative}}:'' This drug, when injected, causes the victim or patient to relax all muscles for a short period of time. This causes paralysis for 1d4+1 round per level (fort negates). If applied without a needle, it only lasts 1 round and the victims gain +4 to the save.<br />
<br />
'''Minimum Level 3'''<br />
<br />
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create a moderate sized explosive. This explosion deals 2d6 damage per level, and anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. <br />
<br />
'''Minimum Level 4'''<br />
<br />
''{{#anc:Ironthorn Salve}}:'' By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as iron. Grants 4+level AC and grants DR (3+level)/-. Doesn't require a delivery method, half effect if a delivery method is used. <br />
<br />
''{{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled bonuses and penalties. <br />
<br />
''{{#anc:Regenerative Salve}}:'' A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (3 per level) for 10 round plus one round per level. During this time, the ally may reattach limbs instantly, and any missing limbs regrow after 3d6 minutes. Multiple uses of the salve may be used to fully regrow limbs.<br />
<br />
''{{#anc:Instant Evolution}}:'' A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +2 strength and constitution, as well as two secondary claws dealing 1d8 damage and a primary bite attack dealing 2d6 damage, and -2 to all mental statistics. For every level above 4th this drug is made at, all of your natural weapons gain a size category of damage.<br />
<br />
'''Minimum Level 5'''<br />
<br />
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. <br />
<br />
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 1d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con. Has an explosive range of 4d6 feet per level.<br />
<br />
'''Minimum Level 6'''<br />
<br />
''{{#anc:Amphetamines}}:'' A powerful stimulant. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +6, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level, though a residual -2 to all mental statistics lasts for 1 hour per level. Minimum level 2. <br />
<br />
'''Minimum Level 7'''<br />
<br />
''{{#anc:Instant Healing}}:'' Am absurdly fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, then grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. <br />
<br />
''{{#anc:Adamantine Salve}}:'' By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (and thus you are automatically treated as wearing heavy armor). Doesn't require a delivery method, as Skingrowth Salve if a delivery method is used. Minimum Level 7<br />
<br />
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride of the same level (and thus essentially costs two slots).<br />
<br />
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 of the bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. <br />
<br />
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. The maximum technique level equals techniques known -1. Techniques are prepared in the same way as mixtures, and an equal number can be prepared each day (using a separate counter). For example, an 8th level Battle Chemist could prepare four 3rd level techniques, four 2nd level techniques, and eight 1st level techniques, as well as any mixtures. Prepared techniques remain available for 24 hours, then become inactive.<br />
<br />
Some techniques work especially well or only with certain mixtures. General categories are salves (which do not require a delivery method), explosives, gases, and drugs.<br />
<br />
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. This delivery method takes a move action to activate, and is then treated as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand, while 0 rounds means it detonates on impact). Explodes in a circle with radius 5 feet/level + explosive range. Can hold any gas or explosive up to its level, up to level 3. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize, and is then treated as a grenade-like weapon. Gaseous mixtures do not take a move action to pressurize. Hits all in a circle with radius 10 feet per level + explosive range, dealing 1d6 piercing and slashing damage per level in addition to any mixture effects. Can hold any gas or explosive of up to its level +1.<br />
<br />
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any explosive of it's level. 1 SP, 1 round.<br />
<br />
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. As a standard action, it sprays all in an 10 foot/level + explosive range cone (reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any explosive or gas of up to its level. Minimum level 2.<br />
<br />
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Takes one round to apply. Minimum level 2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3.<br />
<br />
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and has an area of effect equal to half explosive range, lowering save DC by 4 for those caught in the area, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any gas or explosive up to its level. Minimum level 3.<br />
<br />
''{{#anc:Poison Admixture}}:'' You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect. Minimum level 2.<br />
<br />
''{{#anc:Explosive Admixture}}:'' You can mix explosives as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4.<br />
<br />
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet. Treat as a hand crossbow with an enhancement bonus equal to it's level. Each prepared use of this delivery method allows you to fire ten needles. Minimum level 5.<br />
<br />
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot Pressure Bombs with a range increment of 60 feet, which deals an additional 1d6 per level of bludgeoning damage to anyone hit by the shot. Also allows you to shoot any needle with a range increment of 40 feet, dealing an additional 1d4 per level of piercing damage. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading as a crossbow and then a move action to pressurize. Each prepared use of this delivery method allows you to fire ten times. Minimum level 6.<br />
<br />
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.<br />
<br />
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of DC equal to (17+Int+Needles/10) with target's armor class - 10 as a bonus to the save. For every 5 points below the save DC they are, increase the effects by one level, and if they make the save, they completely avoid the attack. <br />
<br />
For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. If an 18th level fighter with AC 32 and +8 to reflex has 150 level 1 needles fired at her by a Battle Chemist with +5 to int, she must make a DC 47 reflex save with +30 to the save. If she succeeds, nothing happens. If she gets 42, she takes the effects of a level 2 needle. If she gets 30, she takes the effects of a level 5 needle. <br />
<br />
Minimum level 7.<br />
<br />
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).<br />
<br />
==== Epic Battle Chemists ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Mixture 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Chemist's Lab +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Mixture 9, Technique 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Chemist's Lab +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Mixture 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Technique 8, Chemist's Lab +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Mixture 11<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.<br />
<br />
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.<br />
<br />
'''Technique:''' You continue learning more techniques, as in pre-epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.<br />
<br />
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].<br />
<br />
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.<br />
<br />
==== Human Battle Chemist Starting Package ====<br />
<br />
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Levels || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Profession (Chemist) || 4 || Int ||&mdash;<br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Rapid Reload.<br />
<br />
'''Bonus Feats:''' Mercantile Background.<br />
<br />
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). <br />
<br />
'''Gold:''' 9 GP.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Chemist ====<br />
<br />
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.<br />
<br />
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.<br />
<br />
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.<br />
<br />
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. <br />
<br />
==== Battle Chemists in the World ====<br />
<br />
{{quote|"So that's where I left the bomb..."|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}<br />
<br />
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.<br />
<br />
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.<br />
<br />
'''Notables:''' <br />
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me<br />
<br />
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.<br />
<br />
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.<br />
<br />
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.<br />
<br />
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.<br />
<br />
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)<br />
<br />
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.<br />
<br />
==== Battle Chemist Lore ====<br />
<br />
Characters with levels in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mixtures usually activate when two materials come into contact with each other.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen <br />
<br />
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]<br />
<br />
{{Stat Block 2<br />
|name=Colin the Chemist |cr=12<br />
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12<br />
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=19 |touch=14 |flat=15<br />
|hp=12d8+24(78) |hd=12<br />
|fort=+9 |ref=+11 |will=+11<br />
|spd=30 ft. (6 squares)<br />
|melee1=Needle Level 5 +13 Melee (1d2+7)<br />
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)<br />
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer<br />
|sa=Sprayer1, Pressure Bomb, Regenerative Salve<br />
|bab=+9 |grp=+9<br />
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10<br />
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background<br />
|skills=None that matter in combat.<br />
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield<br />
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]<br />
}}<br />
<br />
==Combat==<br />
<br />
'''Fortifications'''<br />
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.<br />
<br />
'''Negotiations'''<br />
<br />
'''Combat'''<br />
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.<br />
<br />
'''Victory'''<br />
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Battle_Chemist_(3.5e_Class)&diff=706132Battle Chemist (3.5e Class)2015-05-18T04:40:04Z<p>R2d2go: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4.75/5<br />
|editing=Clarification/Alphabetizing Edits, suggest mixtures/simplifications in Discussion<br />
|type=<br />
|desc=A science-focused class that somewhat replaces other combat casting.<br />
}}<br />
<br />
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.<br />
<br />
== Battle Chemist ==<br />
<br />
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. <br />
<br />
=== Making a Battle Chemist===<br />
<br />
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.<br />
<br />
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.<br />
<br />
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. <br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp ( gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +1 || +0<br />
| class="left" | Mixture 1, Technique 1, Chemist's Lab +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Mixture 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Technique 2, Chemist's Lab +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Mixture 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Chemist's Lab +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +2<br />
| class="left" | Technique 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +3<br />
| class="left" | Mixture 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +3<br />
| class="left" | Chemist's Lab +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +3<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Mixture 5, Technique 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Chemist's Lab +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +4<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +5<br />
| class="left" | Mixture 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Technique 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Chemist's Lab +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +6<br />
| class="left" | Mixture 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +6<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +6<br />
| class="left" | Chemist's Lab +7, Technique 6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.<br />
<br />
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.<br />
<br />
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. Each day, after sleeping for at least 8 hours, you can produce 8 mixtures of the highest level possible, 16 of the highest level -1, 32 of highest level -2, and so on. For example, a 7th level Battle Chemist can produce eight 3rd level mixtures. Alternatively, he could produce four 3rd level mixtures, four 2nd level mixtures, and eight 1st level mixtures. You start with 3 mixtures, then gain an additional mixture at each odd level after 1st. At 3rd, 6th, 9th, 12th, 15th, and 18th level, your maximum mixture level increases by 1. Prepared mixtures remain active for 24 hours, then become unusable. Save DCs equal 10 + half Battle Chemist level + Int.<br />
<br />
(Explanation to be worked in - you create mixtures at any level above their minimum, and their effects and daily usage limits are based on the level you create them at. So you can create a level 6 Tin-Base bomb, and it costs the same as a level 6 Gunpowder bomb.)<br />
<br />
Terms: Level = Level at which mixture is prepared<br />
Explosive range = Range of explosion based on delivery method. Can be reduced to a minimum of half range if desired.<br />
<br />
'''Minimum Level 1'''<br />
<br />
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create an explosion of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level, and sets those damaged on fire (Ref halves damage and avoids setting on fire). <br />
<br />
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, lingering for 1 round per level.<br />
<br />
''{{#anc:Caffeine}}:'' A quick injection or swig of this drug allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the level +2, and cannot be exhausted or fatigued. These effects last 10 minutes per level.<br />
<br />
''{{#anc:Alcohol}}:'' A swig or injection of this drug allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, and takes a penalty to dexterity and mental statistics (Fort negates) equal to the level +2, then gains a bonus to strength and constitution equal to level +2. You may reduce a bonus or penalty to 2 if desired. These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. <br />
<br />
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (3 per level) for ten rounds + 1 per level.<br />
<br />
''{{#anc:Skingrowth Salve}}:'' This sticky salve encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to 2+level and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half AC bonus if a delivery method is used. <br />
<br />
''{{#anc:Mind Lens}}:'' This drug instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. <br />
<br />
''{{#anc:Insulation Jelly}}:'' Any body part covered by this salve instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one.<br />
<br />
''{{#anc:Smoke Bomb}}:'' When activated, this gas creates choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.<br />
<br />
''{{#anc:Web}}:'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br />
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.<br />
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. <br />
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.<br />
<br />
''{{#anc:Instant Adhesive}}:'' Can be used for the following purposes: As Sovereign Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character. If used as Sovereign Glue, you have also create a salve that can dissolve the glue. Does not use a delivery device.<br />
<br />
''{{#anc:Blinding Glitter}}:'' This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area (save negates blindness). In addition, all in the area take -40 to hide checks. This can be used without a delivery device, affecting one adjacent enemy, but otherwise has an explosive range of 5 feet.<br />
<br />
''{{#anc:Stunning Burst}}:'' This concussive explosive is intended to leave enemies momentarily stunned. Any caught in an explosive range of 10 feet per level is stunned for 1 round (fort negates).<br />
<br />
''{{#anc:Mirage Salve}}:'' This salve causes light to warp around the applied area, causing it to blur. This gives you 20% concealment for 1 minute per level.<br />
<br />
''{{#anc:Blinding Venom}}:'' This vile green drug causes blindness when injected (fort negates). If applied without a needle, the blindness only lasts one hour and the victims gain +4 to the save.<br />
<br />
''{{#anc:Fearful Mist}}:'' This hallucinogenic gas causes great fear in any who inhale it. Those within the area must make a will save or be Panicked. Even on a successful save, victims are Shaken.<br />
<br />
''{{#anc:Enhanced Acid}}:'' This powerful liquid is more potent than normal alchemist's acid, and is most effective injected as a drug. Upon injection, it deals 2d4 acid damage for one round + one round per level. Alternatively, it can be used in an explosive delivery method, with an explosive range of 5 feet per level, dealing just 2d4 acid damage.<br />
<br />
'''Minimum Level 2'''<br />
<br />
''{{#anc:Flash Bomb}}:'' When activated, this explosive releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.<br />
<br />
''{{#anc:Adrenalin}}:'' This drug gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +4, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level. Minimum level 2. <br />
<br />
''{{#anc:Liquid Grindstone}}:'' This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+level/2 for 1 minute per level. If injected, the targets take 1d6 acid damage per level, and if used on natural weapons or multiple weapons, all weapons gain half the normal enhancement bonus.<br />
<br />
''{{#anc:Sleeping Gas}}:'' This gas of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect.<br />
<br />
''{{#anc:Nauseating Vapors}}:'' This gas is used to create clouds of nauseating vapor, creating an effect identical to [[SRD:Stinking Cloud|Stinking Cloud]] lasting two rounds per level, with explosive range of 5 feet.<br />
<br />
''{{#anc:Numbing Gas}}:'' This gas numbs the victim's senses and muscles, making them move sluggishly. This is identical to [[SRD:Slow|Slow]], with an explosive range of 5 feet.<br />
<br />
''{{#anc:Immobilizing Sedative}}:'' This drug, when injected, causes the victim or patient to relax all muscles for a short period of time. This causes paralysis for 1d4+1 round per level (fort negates). If applied without a needle, it only lasts 1 round and the victims gain +4 to the save.<br />
<br />
'''Minimum Level 3'''<br />
<br />
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create a moderate sized explosive. This explosion deals 2d6 damage per level, and anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. <br />
<br />
'''Minimum Level 4'''<br />
<br />
''{{#anc:Ironthorn Salve}}:'' By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as iron. Grants 4+level AC and grants DR (3+level)/-. Doesn't require a delivery method, half effect if a delivery method is used. <br />
<br />
''{{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled bonuses and penalties. <br />
<br />
''{{#anc:Regenerative Salve}}:'' A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (3 per level) for 10 round plus one round per level. During this time, the ally may reattach limbs instantly, and any missing limbs regrow after 3d6 minutes. Multiple uses of the salve may be used to fully regrow limbs.<br />
<br />
''{{#anc:Instant Evolution}}:'' A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +2 strength and constitution, as well as two secondary claws dealing 1d8 damage and a primary bite attack dealing 2d6 damage, and -2 to all mental statistics. For every level above 4th this drug is made at, all of your natural weapons gain a size category of damage.<br />
<br />
'''Minimum Level 5'''<br />
<br />
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. <br />
<br />
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con. Has an explosive range of 4d6 feet per level.<br />
<br />
'''Minimum Level 6'''<br />
<br />
''{{#anc:Amphetamines}}:'' A powerful stimulant. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +6, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level, though a residual -2 to all mental statistics lasts for 1 hour per level. Minimum level 2. <br />
<br />
'''Minimum Level 7'''<br />
<br />
''{{#anc:Instant Healing}}:'' Am absurdly fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, then grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. <br />
<br />
''{{#anc:Adamantine Salve}}:'' By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (and thus you are automatically treated as wearing heavy armor). Doesn't require a delivery method, as Skingrowth Salve if a delivery method is used. Minimum Level 7<br />
<br />
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride of the same level (and thus essentially costs two slots).<br />
<br />
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 of the bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. <br />
<br />
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. The maximum technique level equals techniques known -1. Techniques are prepared in the same way as mixtures, and an equal number can be prepared each day (using a separate counter). For example, an 8th level Battle Chemist could prepare four 3rd level techniques, four 2nd level techniques, and eight 1st level techniques, as well as any mixtures. Prepared techniques remain available for 24 hours, then become inactive.<br />
<br />
Some techniques work especially well or only with certain mixtures. General categories are salves (which do not require a delivery method), explosives, gases, and drugs.<br />
<br />
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. This delivery method takes a move action to activate, and is then treated as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand, while 0 rounds means it detonates on impact). Explodes in a circle with radius 5 feet/level + explosive range. Can hold any gas or explosive up to its level, up to level 3. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize, and is then treated as a grenade-like weapon. Gaseous mixtures do not take a move action to pressurize. Hits all in a circle with radius 10 feet per level + explosive range, dealing 1d6 piercing and slashing damage per level in addition to any mixture effects. Can hold any gas or explosive of up to its level +1.<br />
<br />
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any explosive of it's level. 1 SP, 1 round.<br />
<br />
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. As a standard action, it sprays all in an 10 foot/level + explosive range cone (reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any explosive or gas of up to its level. Minimum level 2.<br />
<br />
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Takes one round to apply. Minimum level 2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3.<br />
<br />
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and has an area of effect equal to half explosive range, lowering save DC by 4 for those caught in the area, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any gas or explosive up to its level. Minimum level 3.<br />
<br />
''{{#anc:Poison Admixture}}:'' You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect. Minimum level 2.<br />
<br />
''{{#anc:Explosive Admixture}}:'' You can mix explosives as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4.<br />
<br />
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet. Treat as a hand crossbow with an enhancement bonus equal to it's level. Each prepared use of this delivery method allows you to fire ten needles. Minimum level 5.<br />
<br />
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot Pressure Bombs with a range increment of 60 feet, which deals an additional 1d6 per level of bludgeoning damage to anyone hit by the shot. Also allows you to shoot any needle with a range increment of 40 feet, dealing an additional 1d4 per level of piercing damage. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading as a crossbow and then a move action to pressurize. Each prepared use of this delivery method allows you to fire ten times. Minimum level 6.<br />
<br />
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.<br />
<br />
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of DC equal to (17+Int+Needles/10) with target's armor class - 10 as a bonus to the save. For every 5 points below the save DC they are, increase the effects by one level, and if they make the save, they completely avoid the attack. <br />
<br />
For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. If an 18th level fighter with AC 32 and +8 to reflex has 150 level 1 needles fired at her by a Battle Chemist with +5 to int, she must make a DC 47 reflex save with +30 to the save. If she succeeds, nothing happens. If she gets 42, she takes the effects of a level 2 needle. If she gets 30, she takes the effects of a level 5 needle. <br />
<br />
Minimum level 7.<br />
<br />
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).<br />
<br />
==== Epic Battle Chemists ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Mixture 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Chemist's Lab +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Mixture 9, Technique 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Chemist's Lab +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Mixture 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Technique 8, Chemist's Lab +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Mixture 11<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.<br />
<br />
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.<br />
<br />
'''Technique:''' You continue learning more techniques, as in pre-epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.<br />
<br />
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].<br />
<br />
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.<br />
<br />
==== Human Battle Chemist Starting Package ====<br />
<br />
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Levels || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Profession (Chemist) || 4 || Int ||&mdash;<br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Rapid Reload.<br />
<br />
'''Bonus Feats:''' Mercantile Background.<br />
<br />
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). <br />
<br />
'''Gold:''' 9 GP.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Chemist ====<br />
<br />
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.<br />
<br />
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.<br />
<br />
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.<br />
<br />
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. <br />
<br />
==== Battle Chemists in the World ====<br />
<br />
{{quote|"So that's where I left the bomb..."|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}<br />
<br />
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.<br />
<br />
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.<br />
<br />
'''Notables:''' <br />
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me<br />
<br />
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.<br />
<br />
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.<br />
<br />
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.<br />
<br />
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.<br />
<br />
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)<br />
<br />
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.<br />
<br />
==== Battle Chemist Lore ====<br />
<br />
Characters with levels in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mixtures usually activate when two materials come into contact with each other.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen <br />
<br />
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]<br />
<br />
{{Stat Block 2<br />
|name=Colin the Chemist |cr=12<br />
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12<br />
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=19 |touch=14 |flat=15<br />
|hp=12d8+24(78) |hd=12<br />
|fort=+9 |ref=+11 |will=+11<br />
|spd=30 ft. (6 squares)<br />
|melee1=Needle Level 5 +13 Melee (1d2+7)<br />
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)<br />
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer<br />
|sa=Sprayer1, Pressure Bomb, Regenerative Salve<br />
|bab=+9 |grp=+9<br />
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10<br />
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background<br />
|skills=None that matter in combat.<br />
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield<br />
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]<br />
}}<br />
<br />
==Combat==<br />
<br />
'''Fortifications'''<br />
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.<br />
<br />
'''Negotiations'''<br />
<br />
'''Combat'''<br />
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.<br />
<br />
'''Victory'''<br />
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Battle_Chemist_(3.5e_Class)&diff=706131Battle Chemist (3.5e Class)2015-05-18T04:37:55Z<p>R2d2go: </p>
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<div>{{DnD Base Class Infobox<br />
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|status=4.75/5<br />
|editing=Clarification/Alphabetizing Edits, suggest mixtures/simplifications in Discussion<br />
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|desc=A science-focused class that somewhat replaces other combat casting.<br />
}}<br />
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NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.<br />
<br />
== Battle Chemist ==<br />
<br />
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. <br />
<br />
=== Making a Battle Chemist===<br />
<br />
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.<br />
<br />
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.<br />
<br />
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. <br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp ( gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +1 || +0<br />
| class="left" | Mixture 1, Technique 1, Chemist's Lab +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Mixture 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Technique 2, Chemist's Lab +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Mixture 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Chemist's Lab +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +2<br />
| class="left" | Technique 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +3<br />
| class="left" | Mixture 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +3<br />
| class="left" | Chemist's Lab +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +3<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Mixture 5, Technique 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Chemist's Lab +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +4<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +5<br />
| class="left" | Mixture 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Technique 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Chemist's Lab +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +6<br />
| class="left" | Mixture 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +6<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +6<br />
| class="left" | Chemist's Lab +7, Technique 6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.<br />
<br />
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.<br />
<br />
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. Each day, after sleeping for at least 8 hours, you can produce 8 mixtures of the highest level possible, 16 of the highest level -1, 32 of highest level -2, and so on. For example, a 7th level Battle Chemist can produce eight 3rd level mixtures. Alternatively, he could produce four 3rd level mixtures, four 2nd level mixtures, and eight 1st level mixtures. You start with 3 mixtures, then gain an additional mixture at each odd level after 1st. At 3rd, 6th, 9th, 12th, 15th, and 18th level, your maximum mixture level increases by 1. Prepared mixtures remain active for 24 hours, then become unusable. Save DCs equal 10 + half Battle Chemist level + Int.<br />
<br />
(Explanation to be worked in - you create mixtures at any level above their minimum, and their effects and daily usage limits are based on the level you create them at. So you can create a level 6 Tin-Base bomb, and it costs the same as a level 6 Gunpowder bomb.)<br />
<br />
Terms: Level = Level at which mixture is prepared<br />
Explosive range = Range of explosion based on delivery method. Can be reduced to a minimum of half range if desired.<br />
<br />
'''Minimum Level 1'''<br />
<br />
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create an explosion of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level, and sets those damaged on fire (Ref halves damage and avoids setting on fire). <br />
<br />
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, lingering for 1 round per level.<br />
<br />
''{{#anc:Caffeine}}:'' A quick injection or swig of this drug allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the level +2, and cannot be exhausted or fatigued. These effects last 10 minutes per level.<br />
<br />
''{{#anc:Alcohol}}:'' A swig or injection of this drug allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, and takes a penalty to dexterity and mental statistics (Fort negates) equal to the level +2, then gains a bonus to strength and constitution equal to level +2. You may reduce a bonus or penalty to 2 if desired. These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. <br />
<br />
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (3 per level) for ten rounds + 1 per level.<br />
<br />
''{{#anc:Skingrowth Salve}}:'' This sticky salve encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to 2+level and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half AC bonus if a delivery method is used. <br />
<br />
''{{#anc:Mind Lens}}:'' This drug instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. <br />
<br />
''{{#anc:Insulation Jelly}}:'' Any body part covered by this salve instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one.<br />
<br />
''{{#anc:Smoke Bomb}}:'' When activated, this gas creates choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.<br />
<br />
''{{#anc:Web}}:'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br />
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.<br />
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. <br />
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.<br />
<br />
''{{#anc:Instant Adhesive}}:'' Can be used for the following purposes: As Sovereign Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character. If used as Sovereign Glue, you have also create a salve that can dissolve the glue. Does not use a delivery device.<br />
<br />
''{{#anc:Blinding Glitter}}:'' This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area (save negates blindness). In addition, all in the area take -40 to hide checks. This can be used without a delivery device, affecting one adjacent enemy, but otherwise has an explosive range of 5 feet.<br />
<br />
''{{#anc:Stunning Burst}}:'' This concussive explosive is intended to leave enemies momentarily stunned. Any caught in an explosive range of 10 feet per level is stunned for 1 round (fort negates).<br />
<br />
''{{#anc:Mirage Salve}}:'' This salve causes light to warp around the applied area, causing it to blur. This gives you 20% concealment for 1 minute per level.<br />
<br />
''{{#anc:Blinding Venom}}:'' This vile green drug causes blindness when injected (fort negates). If applied without a needle, the blindness only lasts one hour and the victims gain +4 to the save.<br />
<br />
''{{#anc:Fearful Mist}}:'' This hallucinogenic gas causes great fear in any who inhale it. Those within the area must make a will save or be Panicked. Even on a successful save, victims are Shaken.<br />
<br />
''{{#anc:Enhanced Acid}}:'' This powerful liquid is more potent than normal alchemist's acid, and is most effective injected as a drug. Upon injection, it deals 2d4 acid damage for one round + one round per level. Alternatively, it can be used in an explosive delivery method, with an explosive range of 5 feet per level, dealing just 2d4 acid damage.<br />
<br />
'''Minimum Level 2'''<br />
<br />
''{{#anc:Flash Bomb}}:'' When activated, this explosive releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.<br />
<br />
''{{#anc:Adrenalin}}:'' This drug gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +4, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level. Minimum level 2. <br />
<br />
''{{#anc:Liquid Grindstone}}:'' This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+level/2 for 1 minute per level. If injected, the targets take 1d6 acid damage per level, and if used on natural weapons or multiple weapons, all weapons gain half the normal enhancement bonus.<br />
<br />
''{{#anc:Sleeping Gas}}:'' This gas of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect.<br />
<br />
''{{#anc:Nauseating Vapors}}:'' This gas is used to create clouds of nauseating vapor, creating an effect identical to [[SRD:Stinking Cloud|Stinking Cloud]] lasting two rounds per level, with explosive range of 5 feet.<br />
<br />
''{{#anc:Numbing Gas}}:'' This gas numbs the victim's senses and muscles, making them move sluggishly. This is identical to [[SRD:Slow|Slow]], with an explosive range of 5 feet.<br />
<br />
''{{#anc:Immobilizing Sedative}}:'' This drug, when injected, causes the victim or patient to relax all muscles for a short period of time. This causes paralysis for 1d4+1 round per level (fort negates). If applied without a needle, it only lasts 1 round and the victims gain +4 to the save.<br />
<br />
'''Minimum Level 3'''<br />
<br />
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create a moderate sized explosive. This explosion deals 2d6 damage per level, and anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. <br />
<br />
'''Minimum Level 4'''<br />
<br />
''{{#anc:Ironthorn Salve}}:'' By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as iron. Grants 4+level AC and grants DR (3+level)/-. Doesn't require a delivery method, half effect if a delivery method is used. <br />
<br />
''{{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled bonuses and penalties. <br />
<br />
''{{#anc:Regenerative Salve}}:'' A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (3 per level) for 10 round plus one round per level. During this time, the ally may reattach limbs instantly, and any missing limbs regrow after 3d6 minutes. Multiple uses of the salve may be used to fully regrow limbs.<br />
<br />
''{{#anc:Instant Evolution}}:'' A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +2 strength and constitution, as well as two secondary claws dealing 1d8 damage and a primary bite attack dealing 2d6 damage, and -2 to all mental statistics. For every level above 4th this drug is made at, all of your natural weapons gain a size category of damage.<br />
<br />
'''Minimum Level 5'''<br />
<br />
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. <br />
<br />
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con. Has an explosive range of 4d6 feet per level.<br />
<br />
'''Minimum Level 6'''<br />
<br />
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects.<br />
<br />
'''Minimum Level 7'''<br />
<br />
''{{#anc:Instant Healing}}:'' Am absurdly fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, then grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. <br />
<br />
''{{#anc:Adamantine Salve}}:'' By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (and thus you are automatically treated as wearing heavy armor). Doesn't require a delivery method, as Skingrowth Salve if a delivery method is used. Minimum Level 7<br />
<br />
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride of the same level (and thus essentially costs two slots).<br />
<br />
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 of the bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. <br />
<br />
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. The maximum technique level equals techniques known -1. Techniques are prepared in the same way as mixtures, and an equal number can be prepared each day (using a separate counter). For example, an 8th level Battle Chemist could prepare four 3rd level techniques, four 2nd level techniques, and eight 1st level techniques, as well as any mixtures. Prepared techniques remain available for 24 hours, then become inactive.<br />
<br />
Some techniques work especially well or only with certain mixtures. General categories are salves (which do not require a delivery method), explosives, gases, and drugs.<br />
<br />
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. This delivery method takes a move action to activate, and is then treated as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand, while 0 rounds means it detonates on impact). Explodes in a circle with radius 5 feet/level + explosive range. Can hold any gas or explosive up to its level, up to level 3. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize, and is then treated as a grenade-like weapon. Gaseous mixtures do not take a move action to pressurize. Hits all in a circle with radius 10 feet per level + explosive range, dealing 1d6 piercing and slashing damage per level in addition to any mixture effects. Can hold any gas or explosive of up to its level +1.<br />
<br />
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any explosive of it's level. 1 SP, 1 round.<br />
<br />
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. As a standard action, it sprays all in an 10 foot/level + explosive range cone (reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any explosive or gas of up to its level. Minimum level 2.<br />
<br />
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Takes one round to apply. Minimum level 2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3.<br />
<br />
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and has an area of effect equal to half explosive range, lowering save DC by 4 for those caught in the area, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any gas or explosive up to its level. Minimum level 3.<br />
<br />
''{{#anc:Poison Admixture}}:'' You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect. Minimum level 2.<br />
<br />
''{{#anc:Explosive Admixture}}:'' You can mix explosives as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4.<br />
<br />
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet. Treat as a hand crossbow with an enhancement bonus equal to it's level. Each prepared use of this delivery method allows you to fire ten needles. Minimum level 5.<br />
<br />
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot Pressure Bombs with a range increment of 60 feet, which deals an additional 1d6 per level of bludgeoning damage to anyone hit by the shot. Also allows you to shoot any needle with a range increment of 40 feet, dealing an additional 1d4 per level of piercing damage. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading as a crossbow and then a move action to pressurize. Each prepared use of this delivery method allows you to fire ten times. Minimum level 6.<br />
<br />
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.<br />
<br />
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of DC equal to (17+Int+Needles/10) with target's armor class - 10 as a bonus to the save. For every 5 points below the save DC they are, increase the effects by one level, and if they make the save, they completely avoid the attack. <br />
<br />
For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. If an 18th level fighter with AC 32 and +8 to reflex has 150 level 1 needles fired at her by a Battle Chemist with +5 to int, she must make a DC 47 reflex save with +30 to the save. If she succeeds, nothing happens. If she gets 42, she takes the effects of a level 2 needle. If she gets 30, she takes the effects of a level 5 needle. <br />
<br />
Minimum level 7.<br />
<br />
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).<br />
<br />
==== Epic Battle Chemists ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Mixture 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Chemist's Lab +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Mixture 9, Technique 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Chemist's Lab +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Mixture 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Technique 8, Chemist's Lab +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Mixture 11<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.<br />
<br />
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.<br />
<br />
'''Technique:''' You continue learning more techniques, as in pre-epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.<br />
<br />
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].<br />
<br />
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.<br />
<br />
==== Human Battle Chemist Starting Package ====<br />
<br />
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Levels || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Profession (Chemist) || 4 || Int ||&mdash;<br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Rapid Reload.<br />
<br />
'''Bonus Feats:''' Mercantile Background.<br />
<br />
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). <br />
<br />
'''Gold:''' 9 GP.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Chemist ====<br />
<br />
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.<br />
<br />
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.<br />
<br />
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.<br />
<br />
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. <br />
<br />
==== Battle Chemists in the World ====<br />
<br />
{{quote|"So that's where I left the bomb..."|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}<br />
<br />
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.<br />
<br />
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.<br />
<br />
'''Notables:''' <br />
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me<br />
<br />
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.<br />
<br />
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.<br />
<br />
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.<br />
<br />
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.<br />
<br />
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)<br />
<br />
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.<br />
<br />
==== Battle Chemist Lore ====<br />
<br />
Characters with levels in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mixtures usually activate when two materials come into contact with each other.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen <br />
<br />
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]<br />
<br />
{{Stat Block 2<br />
|name=Colin the Chemist |cr=12<br />
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12<br />
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=19 |touch=14 |flat=15<br />
|hp=12d8+24(78) |hd=12<br />
|fort=+9 |ref=+11 |will=+11<br />
|spd=30 ft. (6 squares)<br />
|melee1=Needle Level 5 +13 Melee (1d2+7)<br />
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)<br />
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer<br />
|sa=Sprayer1, Pressure Bomb, Regenerative Salve<br />
|bab=+9 |grp=+9<br />
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10<br />
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background<br />
|skills=None that matter in combat.<br />
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield<br />
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]<br />
}}<br />
<br />
==Combat==<br />
<br />
'''Fortifications'''<br />
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.<br />
<br />
'''Negotiations'''<br />
<br />
'''Combat'''<br />
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.<br />
<br />
'''Victory'''<br />
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Battle_Chemist_(3.5e_Class)&diff=706130Battle Chemist (3.5e Class)2015-05-18T04:37:44Z<p>R2d2go: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4.75/5<br />
|editing=Clarification/Alphabetizing Edits, suggest mixtures/simplifications in Discussion<br />
|type=<br />
|desc=A science-focused class that somewhat replaces other combat casting.<br />
}}<br />
<br />
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.<br />
<br />
== Battle Chemist ==<br />
<br />
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. <br />
<br />
=== Making a Battle Chemist===<br />
<br />
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.<br />
<br />
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.<br />
<br />
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. <br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp ( gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +1 || +0<br />
| class="left" | Mixture 1, Technique 1, Chemist's Lab +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Mixture 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Technique 2, Chemist's Lab +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Mixture 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Chemist's Lab +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +2<br />
| class="left" | Technique 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +3<br />
| class="left" | Mixture 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +3<br />
| class="left" | Chemist's Lab +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +3<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Mixture 5, Technique 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Chemist's Lab +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +4<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +5<br />
| class="left" | Mixture 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Technique 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Chemist's Lab +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +6<br />
| class="left" | Mixture 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +6<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +6<br />
| class="left" | Chemist's Lab +7, Technique 6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.<br />
<br />
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.<br />
<br />
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. Each day, after sleeping for at least 8 hours, you can produce 8 mixtures of the highest level possible, 16 of the highest level -1, 32 of highest level -2, and so on. For example, a 7th level Battle Chemist can produce eight 3rd level mixtures. Alternatively, he could produce four 3rd level mixtures, four 2nd level mixtures, and eight 1st level mixtures. You start with 3 mixtures, then gain an additional mixture at each odd level after 1st. At 3rd, 6th, 9th, 12th, 15th, and 18th level, your maximum mixture level increases by 1. Prepared mixtures remain active for 24 hours, then become unusable. Save DCs equal 10 + half Battle Chemist level + Int.<br />
<br />
(Explanation to be worked in - you create mixtures at any level above their minimum, and their effects and daily usage limits are based on the level you create them at. So you can create a level 6 Tin-Base bomb, and it costs the same as a level 6 Gunpowder bomb.)<br />
<br />
Terms: Level = Level at which mixture is prepared<br />
Explosive range = Range of explosion based on delivery method. Can be reduced to a minimum of half range if desired.<br />
<br />
'''Minimum Level 1'''<br />
<br />
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create an explosion of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level, and sets those damaged on fire (Ref halves damage and avoids setting on fire). <br />
<br />
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, lingering for 1 round per level.<br />
<br />
''{{#anc:Caffeine}}:'' A quick injection or swig of this drug allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the level +2, and cannot be exhausted or fatigued. These effects last 10 minutes per level.<br />
<br />
''{{#anc:Alcohol}}:'' A swig or injection of this drug allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, and takes a penalty to dexterity and mental statistics (Fort negates) equal to the level +2, then gains a bonus to strength and constitution equal to level +2. You may reduce a bonus or penalty to 2 if desired. These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. <br />
<br />
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (3 per level) for ten rounds + 1 per level.<br />
<br />
''{{#anc:Skingrowth Salve}}:'' This sticky salve encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to 2+level and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half AC bonus if a delivery method is used. <br />
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''{{#anc:Mind Lens}}:'' This drug instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. <br />
<br />
''{{#anc:Insulation Jelly}}:'' Any body part covered by this salve instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one.<br />
<br />
''{{#anc:Smoke Bomb}}:'' When activated, this gas creates choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.<br />
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''{{#anc:Web}}:'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br />
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.<br />
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. <br />
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.<br />
<br />
''{{#anc:Instant Adhesive}}:'' Can be used for the following purposes: As Sovereign Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character. If used as Sovereign Glue, you have also create a salve that can dissolve the glue. Does not use a delivery device.<br />
<br />
''{{#anc:Blinding Glitter}}:'' This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area (save negates blindness). In addition, all in the area take -40 to hide checks. This can be used without a delivery device, affecting one adjacent enemy, but otherwise has an explosive range of 5 feet.<br />
<br />
''{{#anc:Stunning Burst}}:'' This concussive explosive is intended to leave enemies momentarily stunned. Any caught in an explosive range of 10 feet per level is stunned for 1 round (fort negates).<br />
<br />
''{{#anc:Mirage Salve}}:'' This salve causes light to warp around the applied area, causing it to blur. This gives you 20% concealment for 1 minute per level.<br />
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''{{#anc:Blinding Venom}}:'' This vile green drug causes blindness when injected (fort negates). If applied without a needle, the blindness only lasts one hour and the victims gain +4 to the save.<br />
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''{{#anc:Fearful Mist}}:'' This hallucinogenic gas causes great fear in any who inhale it. Those within the area must make a will save or be Panicked. Even on a successful save, victims are Shaken.<br />
<br />
''{{#anc:Enhanced Acid}}:'' This powerful liquid is more potent than normal alchemist's acid, and is most effective injected as a drug. Upon injection, it deals 2d4 acid damage for one round + one round per level. Alternatively, it can be used in an explosive delivery method, with an explosive range of 5 feet per level, dealing just 2d4 acid damage.<br />
<br />
'''Minimum Level 2'''<br />
<br />
''{{#anc:Flash Bomb}}:'' When activated, this explosive releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.<br />
<br />
''{{#anc:Adrenalin}}:'' This drug gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +4, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level. Minimum level 2. <br />
<br />
''{{#anc:Liquid Grindstone}}:'' This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+level/2 for 1 minute per level. If injected, the targets take 1d6 acid damage per level, and if used on natural weapons or multiple weapons, all weapons gain half the normal enhancement bonus.<br />
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''{{#anc:Sleeping Gas}}:'' This gas of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect.<br />
<br />
''{{#anc:Nauseating Vapors}}:'' This gas is used to create clouds of nauseating vapor, creating an effect identical to [[SRD:Stinking Cloud|Stinking Cloud]] lasting two rounds per level, with explosive range of 5 feet.<br />
<br />
''{{#anc:Numbing Gas}}:'' This gas numbs the victim's senses and muscles, making them move sluggishly. This is identical to [[SRD:Slow|Slow]], with an explosive range of 5 feet.<br />
<br />
''{{#anc:Immobilizing Sedative}}:'' This drug, when injected, causes the victim or patient to relax all muscles for a short period of time. This causes paralysis for 1d4+1 round per level (fort negates). If applied without a needle, it only lasts 1 round and the victims gain +4 to the save.<br />
<br />
'''Minimum Level 3'''<br />
<br />
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create a moderate sized explosive. This explosion deals 2d6 damage per level, and anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. <br />
<br />
'''Minimum Level 4'''<br />
<br />
''{{#anc:Ironthorn Salve}}:'' By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as iron. Grants 4+level AC and grants DR (3+level)/-. Doesn't require a delivery method, half effect if a delivery method is used. <br />
<br />
''{{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled bonuses and penalties. <br />
<br />
''{{#anc:Regenerative Salve}}:'' A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (3 per level) for 10 round plus one round per level. During this time, the ally may reattach limbs instantly, and any missing limbs regrow after 3d6 minutes. Multiple uses of the salve may be used to fully regrow limbs.<br />
<br />
''{{#anc:Instant Evolution}}:'' A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +1 strength and constitution, as well as two secondary claws dealing 1d8 damage and a primary bite attack dealing 2d6 damage, and -2 to all mental statistics. For every level above 4th this drug is made at, all of your natural weapons gain a size category of damage.<br />
<br />
'''Minimum Level 5'''<br />
<br />
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. <br />
<br />
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con. Has an explosive range of 4d6 feet per level.<br />
<br />
'''Minimum Level 6'''<br />
<br />
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects.<br />
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'''Minimum Level 7'''<br />
<br />
''{{#anc:Instant Healing}}:'' Am absurdly fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, then grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. <br />
<br />
''{{#anc:Adamantine Salve}}:'' By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (and thus you are automatically treated as wearing heavy armor). Doesn't require a delivery method, as Skingrowth Salve if a delivery method is used. Minimum Level 7<br />
<br />
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride of the same level (and thus essentially costs two slots).<br />
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'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 of the bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. <br />
<br />
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. The maximum technique level equals techniques known -1. Techniques are prepared in the same way as mixtures, and an equal number can be prepared each day (using a separate counter). For example, an 8th level Battle Chemist could prepare four 3rd level techniques, four 2nd level techniques, and eight 1st level techniques, as well as any mixtures. Prepared techniques remain available for 24 hours, then become inactive.<br />
<br />
Some techniques work especially well or only with certain mixtures. General categories are salves (which do not require a delivery method), explosives, gases, and drugs.<br />
<br />
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. This delivery method takes a move action to activate, and is then treated as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand, while 0 rounds means it detonates on impact). Explodes in a circle with radius 5 feet/level + explosive range. Can hold any gas or explosive up to its level, up to level 3. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize, and is then treated as a grenade-like weapon. Gaseous mixtures do not take a move action to pressurize. Hits all in a circle with radius 10 feet per level + explosive range, dealing 1d6 piercing and slashing damage per level in addition to any mixture effects. Can hold any gas or explosive of up to its level +1.<br />
<br />
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any explosive of it's level. 1 SP, 1 round.<br />
<br />
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. As a standard action, it sprays all in an 10 foot/level + explosive range cone (reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any explosive or gas of up to its level. Minimum level 2.<br />
<br />
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Takes one round to apply. Minimum level 2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3.<br />
<br />
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and has an area of effect equal to half explosive range, lowering save DC by 4 for those caught in the area, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any gas or explosive up to its level. Minimum level 3.<br />
<br />
''{{#anc:Poison Admixture}}:'' You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect. Minimum level 2.<br />
<br />
''{{#anc:Explosive Admixture}}:'' You can mix explosives as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4.<br />
<br />
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet. Treat as a hand crossbow with an enhancement bonus equal to it's level. Each prepared use of this delivery method allows you to fire ten needles. Minimum level 5.<br />
<br />
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot Pressure Bombs with a range increment of 60 feet, which deals an additional 1d6 per level of bludgeoning damage to anyone hit by the shot. Also allows you to shoot any needle with a range increment of 40 feet, dealing an additional 1d4 per level of piercing damage. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading as a crossbow and then a move action to pressurize. Each prepared use of this delivery method allows you to fire ten times. Minimum level 6.<br />
<br />
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.<br />
<br />
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of DC equal to (17+Int+Needles/10) with target's armor class - 10 as a bonus to the save. For every 5 points below the save DC they are, increase the effects by one level, and if they make the save, they completely avoid the attack. <br />
<br />
For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. If an 18th level fighter with AC 32 and +8 to reflex has 150 level 1 needles fired at her by a Battle Chemist with +5 to int, she must make a DC 47 reflex save with +30 to the save. If she succeeds, nothing happens. If she gets 42, she takes the effects of a level 2 needle. If she gets 30, she takes the effects of a level 5 needle. <br />
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Minimum level 7.<br />
<br />
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).<br />
<br />
==== Epic Battle Chemists ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Mixture 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Chemist's Lab +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Mixture 9, Technique 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Chemist's Lab +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Mixture 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Technique 8, Chemist's Lab +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Mixture 11<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.<br />
<br />
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.<br />
<br />
'''Technique:''' You continue learning more techniques, as in pre-epic levels.<br />
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'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.<br />
<br />
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].<br />
<br />
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.<br />
<br />
==== Human Battle Chemist Starting Package ====<br />
<br />
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Levels || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Profession (Chemist) || 4 || Int ||&mdash;<br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Rapid Reload.<br />
<br />
'''Bonus Feats:''' Mercantile Background.<br />
<br />
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). <br />
<br />
'''Gold:''' 9 GP.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Chemist ====<br />
<br />
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.<br />
<br />
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.<br />
<br />
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.<br />
<br />
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. <br />
<br />
==== Battle Chemists in the World ====<br />
<br />
{{quote|"So that's where I left the bomb..."|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}<br />
<br />
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.<br />
<br />
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.<br />
<br />
'''Notables:''' <br />
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me<br />
<br />
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.<br />
<br />
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.<br />
<br />
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.<br />
<br />
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.<br />
<br />
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)<br />
<br />
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.<br />
<br />
==== Battle Chemist Lore ====<br />
<br />
Characters with levels in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mixtures usually activate when two materials come into contact with each other.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen <br />
<br />
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]<br />
<br />
{{Stat Block 2<br />
|name=Colin the Chemist |cr=12<br />
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12<br />
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=19 |touch=14 |flat=15<br />
|hp=12d8+24(78) |hd=12<br />
|fort=+9 |ref=+11 |will=+11<br />
|spd=30 ft. (6 squares)<br />
|melee1=Needle Level 5 +13 Melee (1d2+7)<br />
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)<br />
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer<br />
|sa=Sprayer1, Pressure Bomb, Regenerative Salve<br />
|bab=+9 |grp=+9<br />
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10<br />
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background<br />
|skills=None that matter in combat.<br />
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield<br />
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]<br />
}}<br />
<br />
==Combat==<br />
<br />
'''Fortifications'''<br />
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.<br />
<br />
'''Negotiations'''<br />
<br />
'''Combat'''<br />
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.<br />
<br />
'''Victory'''<br />
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Battle_Chemist_(3.5e_Class)&diff=706129Battle Chemist (3.5e Class)2015-05-18T04:34:26Z<p>R2d2go: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
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|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
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|raters_flavor=<br />
|status=4.75/5<br />
|editing=Clarification/Alphabetizing Edits, suggest mixtures/simplifications in Discussion<br />
|type=<br />
|desc=A science-focused class that somewhat replaces other combat casting.<br />
}}<br />
<br />
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.<br />
<br />
== Battle Chemist ==<br />
<br />
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. <br />
<br />
=== Making a Battle Chemist===<br />
<br />
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.<br />
<br />
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.<br />
<br />
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. <br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp ( gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +1 || +0<br />
| class="left" | Mixture 1, Technique 1, Chemist's Lab +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Mixture 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Technique 2, Chemist's Lab +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Mixture 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Chemist's Lab +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +2<br />
| class="left" | Technique 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +3<br />
| class="left" | Mixture 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +3<br />
| class="left" | Chemist's Lab +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +3<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Mixture 5, Technique 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Chemist's Lab +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +4<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +5<br />
| class="left" | Mixture 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Technique 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Chemist's Lab +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +6<br />
| class="left" | Mixture 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +6<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +6<br />
| class="left" | Chemist's Lab +7, Technique 6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.<br />
<br />
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.<br />
<br />
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. Each day, after sleeping for at least 8 hours, you can produce 8 mixtures of the highest level possible, 16 of the highest level -1, 32 of highest level -2, and so on. For example, a 7th level Battle Chemist can produce eight 3rd level mixtures. Alternatively, he could produce four 3rd level mixtures, four 2nd level mixtures, and eight 1st level mixtures. You start with 3 mixtures, then gain an additional mixture at each odd level after 1st. At 3rd, 6th, 9th, 12th, 15th, and 18th level, your maximum mixture level increases by 1. Prepared mixtures remain active for 24 hours, then become unusable. Save DCs equal 10 + half Battle Chemist level + Int.<br />
<br />
(Explanation to be worked in - you create mixtures at any level above their minimum, and their effects and daily usage limits are based on the level you create them at. So you can create a level 6 Tin-Base bomb, and it costs the same as a level 6 Gunpowder bomb.)<br />
<br />
Terms: Level = Level at which mixture is prepared<br />
Explosive range = Range of explosion based on delivery method. Can be reduced to a minimum of half range if desired.<br />
<br />
'''Minimum Level 1'''<br />
<br />
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create an explosion of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level, and sets those damaged on fire (Ref halves damage and avoids setting on fire). <br />
<br />
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, lingering for 1 round per level.<br />
<br />
''{{#anc:Caffeine}}:'' A quick injection or swig of this drug allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the level +2, and cannot be exhausted or fatigued. These effects last 10 minutes per level.<br />
<br />
''{{#anc:Alcohol}}:'' A swig or injection of this drug allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, and takes a penalty to dexterity and mental statistics (Fort negates) equal to the level +2, then gains a bonus to strength and constitution equal to level +2. You may reduce a bonus or penalty to 2 if desired. These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. <br />
<br />
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (3 per level) for ten rounds + 1 per level.<br />
<br />
''{{#anc:Skingrowth Salve}}:'' This sticky salve encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to twice the level of the mixture and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half AC bonus if a delivery method is used. <br />
<br />
''{{#anc:Mind Lens}}:'' This drug instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. <br />
<br />
''{{#anc:Insulation Jelly}}:'' Any body part covered by this salve instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one.<br />
<br />
''{{#anc:Smoke Bomb}}:'' When activated, this gas creates choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.<br />
<br />
''{{#anc:Web}}:'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br />
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.<br />
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. <br />
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.<br />
<br />
''{{#anc:Instant Adhesive}}:'' Can be used for the following purposes: As Sovereign Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character. If used as Sovereign Glue, you have also create a salve that can dissolve the glue. Does not use a delivery device.<br />
<br />
''{{#anc:Blinding Glitter}}:'' This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area (save negates blindness). In addition, all in the area take -40 to hide checks. This can be used without a delivery device, affecting one adjacent enemy, but otherwise has an explosive range of 5 feet.<br />
<br />
''{{#anc:Stunning Burst}}:'' This concussive explosive is intended to leave enemies momentarily stunned. Any caught in an explosive range of 10 feet per level is stunned for 1 round (fort negates).<br />
<br />
''{{#anc:Mirage Salve}}:'' This salve causes light to warp around the applied area, causing it to blur. This gives you 20% concealment for 1 minute per level.<br />
<br />
''{{#anc:Blinding Venom}}:'' This vile green drug causes blindness when injected (fort negates). If applied without a needle, the blindness only lasts one hour and the victims gain +4 to the save.<br />
<br />
''{{#anc:Fearful Mist}}:'' This hallucinogenic gas causes great fear in any who inhale it. Those within the area must make a will save or be Panicked. Even on a successful save, victims are Shaken.<br />
<br />
''{{#anc:Enhanced Acid}}:'' This powerful liquid is more potent than normal alchemist's acid, and is most effective injected as a drug. Upon injection, it deals 2d4 acid damage for one round + one round per level. Alternatively, it can be used in an explosive delivery method, with an explosive range of 5 feet per level, dealing just 2d4 acid damage.<br />
<br />
'''Minimum Level 2'''<br />
<br />
''{{#anc:Flash Bomb}}:'' When activated, this explosive releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.<br />
<br />
''{{#anc:Adrenalin}}:'' This drug gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +4, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level. Minimum level 2. <br />
<br />
''{{#anc:Liquid Grindstone}}:'' This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+level/2 for 1 minute per level. If injected, the targets take 1d6 acid damage per level, and if used on natural weapons or multiple weapons, all weapons gain half the normal enhancement bonus.<br />
<br />
''{{#anc:Sleeping Gas}}:'' This gas of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect.<br />
<br />
''{{#anc:Nauseating Vapors}}:'' This gas is used to create clouds of nauseating vapor, creating an effect identical to [[SRD:Stinking Cloud|Stinking Cloud]] lasting two rounds per level, with explosive range of 5 feet.<br />
<br />
''{{#anc:Numbing Gas}}:'' This gas numbs the victim's senses and muscles, making them move sluggishly. This is identical to [[SRD:Slow|Slow]], with an explosive range of 5 feet.<br />
<br />
''{{#anc:Immobilizing Sedative}}:'' This drug, when injected, causes the victim or patient to relax all muscles for a short period of time. This causes paralysis for 1d4+1 round per level (fort negates). If applied without a needle, it only lasts 1 round and the victims gain +4 to the save.<br />
<br />
'''Minimum Level 3'''<br />
<br />
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create a moderate sized explosive. This explosion deals 2d6 damage per level, and anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. <br />
<br />
'''Minimum Level 4'''<br />
<br />
''{{#anc:Ironthorn Salve}}:'' By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as, well, iron. Has twice the AC bonus of Skingrowth Salve and grants DR (3/level)/-. Doesn't require a delivery method, half effect if a delivery method is used. <br />
<br />
''{{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled bonuses and penalties. <br />
<br />
''{{#anc:Regenerative Salve}}:'' A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (3 per level) for 10 round plus one round per level. During this time, the ally may reattach limbs instantly, and any missing limbs regrow after 3d6 minutes. Multiple uses of the salve may be used to fully regrow limbs.<br />
<br />
''{{#anc:Instant Evolution}}:'' A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +1 strength and constitution, as well as two secondary claws dealing 1d8 damage and a primary bite attack dealing 2d6 damage, and -2 to all mental statistics. For every level above 4th this drug is made at, all of your natural weapons gain a size category of damage.<br />
<br />
'''Minimum Level 5'''<br />
<br />
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. <br />
<br />
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con. Has an explosive range of 4d6 feet per level.<br />
<br />
'''Minimum Level 6'''<br />
<br />
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects.<br />
<br />
'''Minimum Level 7'''<br />
<br />
''{{#anc:Instant Healing}}:'' Am absurdly fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, then grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. <br />
<br />
''{{#anc:Adamantine Salve}}:'' By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (and thus you are automatically treated as wearing heavy armor). Doesn't require a delivery method, as Skingrowth Salve if a delivery method is used. Minimum Level 7<br />
<br />
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride of the same level (and thus essentially costs two slots).<br />
<br />
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 of the bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. <br />
<br />
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. The maximum technique level equals techniques known -1. Techniques are prepared in the same way as mixtures, and an equal number can be prepared each day (using a separate counter). For example, an 8th level Battle Chemist could prepare four 3rd level techniques, four 2nd level techniques, and eight 1st level techniques, as well as any mixtures. Prepared techniques remain available for 24 hours, then become inactive.<br />
<br />
Some techniques work especially well or only with certain mixtures. General categories are salves (which do not require a delivery method), explosives, gases, and drugs.<br />
<br />
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. This delivery method takes a move action to activate, and is then treated as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand, while 0 rounds means it detonates on impact). Explodes in a circle with radius 5 feet/level + explosive range. Can hold any gas or explosive up to its level, up to level 3. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize, and is then treated as a grenade-like weapon. Gaseous mixtures do not take a move action to pressurize. Hits all in a circle with radius 10 feet per level + explosive range, dealing 1d6 piercing and slashing damage per level in addition to any mixture effects. Can hold any gas or explosive of up to its level +1.<br />
<br />
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any explosive of it's level. 1 SP, 1 round.<br />
<br />
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. As a standard action, it sprays all in an 10 foot/level + explosive range cone (reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any explosive or gas of up to its level. Minimum level 2.<br />
<br />
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Takes one round to apply. Minimum level 2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3.<br />
<br />
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and has an area of effect equal to half explosive range, lowering save DC by 4 for those caught in the area, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any gas or explosive up to its level. Minimum level 3.<br />
<br />
''{{#anc:Poison Admixture}}:'' You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect. Minimum level 2.<br />
<br />
''{{#anc:Explosive Admixture}}:'' You can mix explosives as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4.<br />
<br />
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet. Treat as a hand crossbow with an enhancement bonus equal to it's level. Each prepared use of this delivery method allows you to fire ten needles. Minimum level 5.<br />
<br />
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot Pressure Bombs with a range increment of 60 feet, which deals an additional 1d6 per level of bludgeoning damage to anyone hit by the shot. Also allows you to shoot any needle with a range increment of 40 feet, dealing an additional 1d4 per level of piercing damage. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading as a crossbow and then a move action to pressurize. Each prepared use of this delivery method allows you to fire ten times. Minimum level 6.<br />
<br />
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.<br />
<br />
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of DC equal to (17+Int+Needles/10) with target's armor class - 10 as a bonus to the save. For every 5 points below the save DC they are, increase the effects by one level, and if they make the save, they completely avoid the attack. <br />
<br />
For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. If an 18th level fighter with AC 32 and +8 to reflex has 150 level 1 needles fired at her by a Battle Chemist with +5 to int, she must make a DC 47 reflex save with +30 to the save. If she succeeds, nothing happens. If she gets 42, she takes the effects of a level 2 needle. If she gets 30, she takes the effects of a level 5 needle. <br />
<br />
Minimum level 7.<br />
<br />
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).<br />
<br />
==== Epic Battle Chemists ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Mixture 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Chemist's Lab +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Mixture 9, Technique 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Chemist's Lab +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Mixture 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Technique 8, Chemist's Lab +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Mixture 11<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.<br />
<br />
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.<br />
<br />
'''Technique:''' You continue learning more techniques, as in pre-epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.<br />
<br />
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].<br />
<br />
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.<br />
<br />
==== Human Battle Chemist Starting Package ====<br />
<br />
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Levels || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Profession (Chemist) || 4 || Int ||&mdash;<br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Rapid Reload.<br />
<br />
'''Bonus Feats:''' Mercantile Background.<br />
<br />
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). <br />
<br />
'''Gold:''' 9 GP.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Chemist ====<br />
<br />
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.<br />
<br />
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.<br />
<br />
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.<br />
<br />
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. <br />
<br />
==== Battle Chemists in the World ====<br />
<br />
{{quote|"So that's where I left the bomb..."|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}<br />
<br />
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.<br />
<br />
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.<br />
<br />
'''Notables:''' <br />
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me<br />
<br />
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.<br />
<br />
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.<br />
<br />
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.<br />
<br />
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.<br />
<br />
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)<br />
<br />
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.<br />
<br />
==== Battle Chemist Lore ====<br />
<br />
Characters with levels in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mixtures usually activate when two materials come into contact with each other.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen <br />
<br />
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]<br />
<br />
{{Stat Block 2<br />
|name=Colin the Chemist |cr=12<br />
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12<br />
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=19 |touch=14 |flat=15<br />
|hp=12d8+24(78) |hd=12<br />
|fort=+9 |ref=+11 |will=+11<br />
|spd=30 ft. (6 squares)<br />
|melee1=Needle Level 5 +13 Melee (1d2+7)<br />
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)<br />
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer<br />
|sa=Sprayer1, Pressure Bomb, Regenerative Salve<br />
|bab=+9 |grp=+9<br />
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10<br />
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background<br />
|skills=None that matter in combat.<br />
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield<br />
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]<br />
}}<br />
<br />
==Combat==<br />
<br />
'''Fortifications'''<br />
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.<br />
<br />
'''Negotiations'''<br />
<br />
'''Combat'''<br />
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.<br />
<br />
'''Victory'''<br />
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Battle_Chemist_(3.5e_Class)&diff=706127Battle Chemist (3.5e Class)2015-05-18T04:23:17Z<p>R2d2go: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4.75/5<br />
|editing=Clarification/Alphabetizing Edits, suggest mixtures/simplifications in Discussion<br />
|type=<br />
|desc=A science-focused class that somewhat replaces other combat casting.<br />
}}<br />
<br />
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.<br />
<br />
== Battle Chemist ==<br />
<br />
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. <br />
<br />
=== Making a Battle Chemist===<br />
<br />
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.<br />
<br />
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.<br />
<br />
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. <br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp ( gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +1 || +0<br />
| class="left" | Mixture 1, Technique 1, Chemist's Lab +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Mixture 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Technique 2, Chemist's Lab +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Mixture 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Chemist's Lab +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +2<br />
| class="left" | Technique 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +3<br />
| class="left" | Mixture 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +3<br />
| class="left" | Chemist's Lab +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +3<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Mixture 5, Technique 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Chemist's Lab +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +4<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +5<br />
| class="left" | Mixture 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Technique 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Chemist's Lab +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +6<br />
| class="left" | Mixture 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +6<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +6<br />
| class="left" | Chemist's Lab +7, Technique 6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.<br />
<br />
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.<br />
<br />
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. Each day, after sleeping for at least 8 hours, you can produce 8 mixtures of the highest level possible, 16 of the highest level -1, 32 of highest level -2, and so on. For example, a 7th level Battle Chemist can produce eight 3rd level mixtures. Alternatively, he could produce four 3rd level mixtures, four 2nd level mixtures, and eight 1st level mixtures. You start with 3 mixtures, then gain an additional mixture at each odd level after 1st. At 3rd, 6th, 9th, 12th, 15th, and 18th level, your maximum mixture level increases by 1. Prepared mixtures remain active for 24 hours, then become unusable. Save DCs equal 10 + half Battle Chemist level + Int.<br />
<br />
(Explanation to be worked in - you create mixtures at any level above their minimum, and their effects and daily usage limits are based on the level you create them at. So you can create a level 6 Tin-Base bomb, and it costs the same as a level 6 Gunpowder bomb.)<br />
<br />
Terms: Level = Level at which mixture is prepared<br />
Explosive range = Range of explosion based on delivery method. Can be reduced to a minimum of half range if desired.<br />
<br />
'''Minimum Level 1'''<br />
<br />
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create an explosion of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level, and sets those damaged on fire (Ref halves damage and avoids setting on fire). <br />
<br />
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, lingering for 1 round per level.<br />
<br />
''{{#anc:Caffeine}}:'' A quick injection or swig of this drug allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the level +2, and cannot be exhausted or fatigued. These effects last 10 minutes per level.<br />
<br />
''{{#anc:Alcohol}}:'' A swig or injection of this drug allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, and takes a penalty to dexterity and mental statistics (Fort negates) equal to the level +2, then gains a bonus to strength and constitution equal to level +2. You may reduce a bonus or penalty to 2 if desired. These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. <br />
<br />
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (3 per level) for ten rounds + 1 per level.<br />
<br />
''{{#anc:Skingrowth Salve}}:'' This sticky salve encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to twice the level of the mixture and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half AC bonus if a delivery method is used. <br />
<br />
''{{#anc:Mind Lens}}:'' This drug instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. <br />
<br />
''{{#anc:Insulation Jelly}}:'' Any body part covered by this salve instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one. <br />
<br />
''{{#anc:Flash Bomb}}:'' When activated, this explosive releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.<br />
<br />
''{{#anc:Smoke Bomb}}:'' When activated, this gas creates choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.<br />
<br />
''{{#anc:Web}}:'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br />
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.<br />
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. <br />
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.<br />
<br />
''{{#anc:Instant Adhesive}}:'' Can be used for the following purposes: As Sovereign Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character. If used as Sovereign Glue, you have also create a salve that can dissolve the glue. Does not use a delivery device.<br />
<br />
''{{#anc:Blinding Glitter}}:'' This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area (save negates blindness). In addition, all in the area take -40 to hide checks. This can be used without a delivery device, affecting one adjacent enemy, but otherwise has an explosive range of 5 feet.<br />
<br />
''{{#anc:Stunning Burst}}:'' This concussive explosive is intended to leave enemies momentarily stunned. Any caught in an explosive range of 10 feet per level is stunned for 1 round (fort negates).<br />
<br />
''{{#anc:Mirage Salve}}:'' This salve causes light to warp around the applied area, causing it to blur. This gives you 20% concealment for 1 minute per level.<br />
<br />
''{{#anc:Blinding Venom}}:'' This vile green drug causes blindness when injected (fort negates). If applied without a needle, the blindness only lasts one hour and the victims gain +4 to the save.<br />
<br />
''{{#anc:Fearful Mist}}:'' This hallucinogenic gas causes great fear in any who inhale it. Those within the area must make a will save or be Panicked. Even on a successful save, victims are Shaken.<br />
<br />
''{{#anc:Enhanced Acid}}:'' This powerful liquid is more potent than normal alchemist's acid, and is most effective injected as a drug. Upon injection, it deals 2d4 acid damage for one round + one round per level. Alternatively, it can be used in an explosive delivery method, with an explosive range of 5 feet per level, dealing just 2d4 acid damage.<br />
<br />
'''Minimum Level 2'''<br />
<br />
''{{#anc:Adrenalin}}:'' This drug gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +4, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level. Minimum level 2. <br />
<br />
''{{#anc:Liquid Grindstone}}:'' This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+level/2 for 1 minute per level. If injected, the targets take 1d6 acid damage per level, and if used on natural weapons or multiple weapons, all weapons gain half the normal enhancement bonus.<br />
<br />
''{{#anc:Sleeping Gas}}:'' This gas of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect.<br />
<br />
''{{#anc:Nauseating Vapors}}:'' This gas is used to create clouds of nauseating vapor, creating an effect identical to [[SRD:Stinking Cloud|Stinking Cloud]] lasting two rounds per level, with explosive range of 5 feet.<br />
<br />
''{{#anc:Numbing Gas}}:'' This gas numbs the victim's senses and muscles, making them move sluggishly. This is identical to [[SRD:Slow|Slow]], with an explosive range of 5 feet.<br />
<br />
''{{#anc:Immobilizing Sedative}}:'' This drug, when injected, causes the victim or patient to relax all muscles for a short period of time. This causes paralysis for 1d4+1 round per level (fort negates). If applied without a needle, it only lasts 1 round and the victims gain +4 to the save.<br />
<br />
'''Minimum Level 3'''<br />
<br />
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create a moderate sized explosive. This explosion deals 2d6 damage per level, and anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. <br />
<br />
'''Minimum Level 4'''<br />
<br />
''{{#anc:Ironthorn Salve}}:'' By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as, well, iron. Has twice the AC bonus of Skingrowth Salve and grants DR (3/level)/-. Doesn't require a delivery method, half effect if a delivery method is used. <br />
<br />
''{{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled bonuses and penalties. <br />
<br />
''{{#anc:Regenerative Salve}}:'' A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (3 per level) for 10 round plus one round per level. During this time, the ally may reattach limbs instantly, and any missing limbs regrow after 3d6 minutes. Multiple uses of the salve may be used to fully regrow limbs.<br />
<br />
''{{#anc:Instant Evolution}}:'' A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +1 strength and constitution, as well as two secondary claws dealing 1d8 damage and a primary bite attack dealing 2d6 damage, and -2 to all mental statistics. For every level above 4th this drug is made at, all of your natural weapons gain a size category of damage.<br />
<br />
'''Minimum Level 5'''<br />
<br />
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. <br />
<br />
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con. Has an explosive range of 4d6 feet per level.<br />
<br />
'''Minimum Level 6'''<br />
<br />
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects.<br />
<br />
'''Minimum Level 7'''<br />
<br />
''{{#anc:Instant Healing}}:'' Am absurdly fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, then grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. <br />
<br />
''{{#anc:Adamantine Salve}}:'' By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (and thus you are automatically treated as wearing heavy armor). Doesn't require a delivery method, as Skingrowth Salve if a delivery method is used. Minimum Level 7<br />
<br />
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride of the same level (and thus essentially costs two slots).<br />
<br />
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 of the bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. <br />
<br />
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. The maximum technique level equals techniques known -1. Techniques are prepared in the same way as mixtures, and an equal number can be prepared each day (using a separate counter). For example, an 8th level Battle Chemist could prepare four 3rd level techniques, four 2nd level techniques, and eight 1st level techniques, as well as any mixtures. Prepared techniques remain available for 24 hours, then become inactive.<br />
<br />
Some techniques work especially well or only with certain mixtures. General categories are salves (which do not require a delivery method), explosives, gases, and drugs.<br />
<br />
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. This delivery method takes a move action to activate, and is then treated as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand, while 0 rounds means it detonates on impact). Explodes in a circle with radius 5 feet/level + explosive range. Can hold any gas or explosive up to its level, up to level 3. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize, and is then treated as a grenade-like weapon. Gaseous mixtures do not take a move action to pressurize. Hits all in a circle with radius 10 feet per level + explosive range, dealing 1d6 piercing and slashing damage per level in addition to any mixture effects. Can hold any gas or explosive of up to its level +1.<br />
<br />
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any explosive of it's level. 1 SP, 1 round.<br />
<br />
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. As a standard action, it sprays all in an 10 foot/level + explosive range cone (reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any explosive or gas of up to its level. Minimum level 2.<br />
<br />
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Takes one round to apply. Minimum level 2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3.<br />
<br />
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and has an area of effect equal to half explosive range, lowering save DC by 4 for those caught in the area, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any gas or explosive up to its level. Minimum level 3.<br />
<br />
''{{#anc:Poison Admixture}}:'' You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect. Minimum level 2.<br />
<br />
''{{#anc:Explosive Admixture}}:'' You can mix explosives as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4.<br />
<br />
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet. Treat as a hand crossbow with an enhancement bonus equal to it's level. Each prepared use of this delivery method allows you to fire ten needles. Minimum level 5.<br />
<br />
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot Pressure Bombs with a range increment of 60 feet, which deals an additional 1d6 per level of bludgeoning damage to anyone hit by the shot. Also allows you to shoot any needle with a range increment of 40 feet, dealing an additional 1d4 per level of piercing damage. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading as a crossbow and then a move action to pressurize. Each prepared use of this delivery method allows you to fire ten times. Minimum level 6.<br />
<br />
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.<br />
<br />
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of DC equal to (17+Int+Needles/10) with target's armor class - 10 as a bonus to the save. For every 5 points below the save DC they are, increase the effects by one level, and if they make the save, they completely avoid the attack. <br />
<br />
For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. If an 18th level fighter with AC 32 and +8 to reflex has 150 level 1 needles fired at her by a Battle Chemist with +5 to int, she must make a DC 47 reflex save with +30 to the save. If she succeeds, nothing happens. If she gets 42, she takes the effects of a level 2 needle. If she gets 30, she takes the effects of a level 5 needle. <br />
<br />
Minimum level 7.<br />
<br />
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).<br />
<br />
<br />
<br />
==== Epic Battle Chemists ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Mixture 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Chemist's Lab +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Mixture 9, Technique 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Chemist's Lab +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Mixture 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Technique 8, Chemist's Lab +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Mixture 11<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.<br />
<br />
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.<br />
<br />
'''Technique:''' You continue learning more techniques, as in pre-epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.<br />
<br />
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].<br />
<br />
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.<br />
<br />
==== Human Battle Chemist Starting Package ====<br />
<br />
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Levels || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Profession (Chemist) || 4 || Int ||&mdash;<br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Rapid Reload.<br />
<br />
'''Bonus Feats:''' Mercantile Background.<br />
<br />
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). <br />
<br />
'''Gold:''' 9 GP.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Chemist ====<br />
<br />
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.<br />
<br />
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.<br />
<br />
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.<br />
<br />
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. <br />
<br />
==== Battle Chemists in the World ====<br />
<br />
{{quote|"So that's where I left the bomb..."|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}<br />
<br />
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.<br />
<br />
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.<br />
<br />
'''Notables:''' <br />
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me<br />
<br />
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.<br />
<br />
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.<br />
<br />
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.<br />
<br />
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.<br />
<br />
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)<br />
<br />
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.<br />
<br />
==== Battle Chemist Lore ====<br />
<br />
Characters with levels in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mixtures usually activate when two materials come into contact with each other.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen <br />
<br />
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]<br />
<br />
{{Stat Block 2<br />
|name=Colin the Chemist |cr=12<br />
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12<br />
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=19 |touch=14 |flat=15<br />
|hp=12d8+24(78) |hd=12<br />
|fort=+9 |ref=+11 |will=+11<br />
|spd=30 ft. (6 squares)<br />
|melee1=Needle Level 5 +13 Melee (1d2+7)<br />
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)<br />
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer<br />
|sa=Sprayer1, Pressure Bomb, Regenerative Salve<br />
|bab=+9 |grp=+9<br />
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10<br />
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background<br />
|skills=None that matter in combat.<br />
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield<br />
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]<br />
}}<br />
<br />
==Combat==<br />
<br />
'''Fortifications'''<br />
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.<br />
<br />
'''Negotiations'''<br />
<br />
'''Combat'''<br />
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.<br />
<br />
'''Victory'''<br />
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Battle_Chemist_(3.5e_Class)&diff=704824Battle Chemist (3.5e Class)2015-05-10T04:26:04Z<p>R2d2go: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4.75/5<br />
|editing=Clarification/Alphabetizing Edits, suggest mixtures/simplifications in Discussion<br />
|type=<br />
|desc=A science-focused class that somewhat replaces other combat casting.<br />
}}<br />
<br />
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.<br />
<br />
== Battle Chemist ==<br />
<br />
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. <br />
<br />
=== Making a Battle Chemist===<br />
<br />
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.<br />
<br />
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.<br />
<br />
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. <br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp ( gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +1 || +0<br />
| class="left" | Mixture 1, Technique 1, Chemist's Lab +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Mixture 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Technique 2, Chemist's Lab +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Mixture 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Chemist's Lab +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +2<br />
| class="left" | Technique 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +3<br />
| class="left" | Mixture 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +3<br />
| class="left" | Chemist's Lab +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +3<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Mixture 5, Technique 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Chemist's Lab +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +4<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +5<br />
| class="left" | Mixture 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Technique 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Chemist's Lab +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +6<br />
| class="left" | Mixture 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +6<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +6<br />
| class="left" | Chemist's Lab +7, Technique 6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.<br />
<br />
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.<br />
<br />
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. Each day, after sleeping for at least 8 hours, you can produce 8 mixtures of the highest level possible, 16 of the highest level -1, 32 of highest level -2, and so on. For example, a 7th level Battle Chemist can produce eight 3rd level mixtures. Alternatively, he could produce four 3rd level mixtures, four 2nd level mixtures, and eight 1st level mixtures. You start with 3 mixtures, then gain an additional mixture at each odd level after 1st. At 3rd, 6th, 9th, 12th, 15th, and 18th level, your maximum mixture level increases by 1. Prepared mixtures remain active for 24 hours, then become unusable. Save DCs equal 10 + half Battle Chemist level + Int.<br />
<br />
(Explanation to be worked in - you create mixtures at any level above their minimum, and their effects and daily usage limits are based on the level you create them at. So you can create a level 6 Tin-Base bomb, and it costs the same as a level 6 Gunpowder bomb.)<br />
<br />
Terms: Level = Level at which mixture is prepared<br />
Explosive range = Range of explosion based on delivery method. Can be reduced to a minimum of half range if desired.<br />
<br />
'''Minimum Level 1'''<br />
<br />
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create an explosion of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level, and sets those damaged on fire (Ref halves damage and avoids setting on fire). <br />
<br />
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, lingering for 1 round per level.<br />
<br />
''{{#anc:Caffeine}}:'' A quick injection or swig of this drug allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the level +2, and cannot be exhausted or fatigued. These effects last 10 minutes per level.<br />
<br />
''{{#anc:Alcohol}}:'' A swig or injection of this drug allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, and takes a penalty to dexterity and mental statistics (Fort negates) equal to the level +2, then gains a bonus to strength and constitution equal to level +2. You may reduce a bonus or penalty to 2 if desired. These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. <br />
<br />
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (3 per level) for ten rounds + 1 per level.<br />
<br />
''{{#anc:Skingrowth Salve}}:'' This sticky salve encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to twice the level of the mixture and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half AC bonus if a delivery method is used. <br />
<br />
''{{#anc:Mind Lens}}:'' This drug instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. <br />
<br />
''{{#anc:Insulation Jelly}}:'' Any body part covered by this salve instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one. <br />
<br />
''{{#anc:Flash Bomb}}:'' When activated, this explosive releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.<br />
<br />
''{{#anc:Smoke Bomb}}:'' When activated, this gas creates choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.<br />
<br />
''{{#anc:Web}}:'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br />
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.<br />
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. <br />
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.<br />
<br />
''{{#anc:Instant Adhesive}}:'' Can be used for the following purposes: As Sovereign Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character. If used as Sovereign Glue, you have also create a salve that can dissolve the glue. Does not use a delivery device.<br />
<br />
''{{#anc:Blinding Glitter}}:'' This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area (save negates blindness). In addition, all in the area take -40 to hide checks. This can be used without a delivery device, affecting one adjacent enemy, but otherwise has an explosive range of 5 feet.<br />
<br />
''{{#anc:Stunning Burst}}:'' This concussive explosive is intended to leave enemies momentarily stunned. Any caught in an explosive range of 10 feet per level is stunned for 1 round (fort negates).<br />
<br />
''{{#anc:Mirage Salve}}:'' This salve causes light to warp around the applied area, causing it to blur. This gives you 20% concealment for 1 minute per level.<br />
<br />
''{{#anc:Blinding Venom}}:'' This vile green drug causes blindness when injected (fort negates). If applied without a needle, the blindness only lasts one hour and the victims gain +4 to the save.<br />
<br />
''{{#anc:Fearful Mist}}:'' This hallucinogenic gas causes great fear in any who inhale it. Those within the area must make a will save or be Panicked. Even on a successful save, victims are Shaken.<br />
<br />
''{{#anc:Enhanced Acid}}:'' This powerful liquid is more potent than normal alchemist's acid, and is most effective injected as a drug. Upon injection, it deals 2d4 acid damage for one round + one round per level. Alternatively, it can be used in an explosive delivery method, with an explosive range of 5 feet per level, dealing just 2d4 acid damage.<br />
<br />
'''Minimum Level 2'''<br />
<br />
''{{#anc:Adrenalin}}:'' This drug gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +4, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level. Minimum level 2. <br />
<br />
''{{#anc:Liquid Grindstone}}:'' This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+level/2 for 1 minute per level. If injected, the targets take 1d6 acid damage per level, and if used on natural weapons or multiple weapons, all weapons gain half the normal enhancement bonus.<br />
<br />
''{{#anc:Sleeping Gas}}:'' This gas of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect.<br />
<br />
''{{#anc:Nauseating Vapors}}:'' This gas is used to create clouds of nauseating vapor, creating an effect identical to [[SRD:Stinking Cloud|Stinking Cloud]] lasting two rounds per level, with explosive range of 5 feet.<br />
<br />
''{{#anc:Numbing Gas}}:'' This gas numbs the victim's senses and muscles, making them move sluggishly. This is identical to [[SRD:Slow|Slow]], with an explosive range of 5 feet.<br />
<br />
''{{#anc:Immobilizing Sedative}}:'' This drug, when injected, causes the victim or patient to relax all muscles for a short period of time. This causes paralysis for 1d4+1 round per level (fort negates). If applied without a needle, it only lasts 1 round and the victims gain +4 to the save.<br />
<br />
'''Minimum Level 3'''<br />
<br />
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create a moderate sized explosive. This explosion deals 2d6 damage per level, and anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. <br />
<br />
'''Minimum Level 4'''<br />
<br />
''{{#anc:Ironthorn Salve}}:'' By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as, well, iron. Has twice the AC bonus of Skingrowth Salve and grants DR (3/level)/-. Doesn't require a delivery method, half effect if a delivery method is used. <br />
<br />
''{{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled bonuses and penalties. <br />
<br />
''{{#anc:Regenerative Salve}}:'' A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (3 per level) for 10 round plus one round per level. During this time, the ally may reattach limbs instantly, and any missing limbs regrow after 3d6 minutes. Multiple uses of the salve may be used to fully regrow limbs.<br />
<br />
''{{#anc:Instant Evolution}}:'' A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +1 strength and constitution, as well as two secondary claws dealing 1d8 damage and a primary bite attack dealing 2d6 damage, and -2 to all mental statistics. For every level above 4th this drug is made at, all of your natural weapons gain a size category of damage.<br />
<br />
'''Minimum Level 5'''<br />
<br />
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. <br />
<br />
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con. Has an explosive range of 4d6 feet per level.<br />
<br />
'''Minimum Level 6'''<br />
<br />
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects.<br />
<br />
'''Minimum Level 7'''<br />
<br />
''{{#anc:Instant Healing}}:'' Am absurdly fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, then grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. <br />
<br />
''{{#anc:Adamantine Salve}}:'' By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (and thus you are automatically treated as wearing heavy armor). Doesn't require a delivery method, as Skingrowth Salve if a delivery method is used. Minimum Level 7<br />
<br />
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride of the same level (and thus essentially costs two slots).<br />
<br />
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 of the bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. <br />
<br />
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. The maximum technique level equals techniques known -1. Techniques are prepared in the same way as mixtures, and an equal number can be prepared each day (using a separate counter). For example, an 8th level Battle Chemist could prepare four 3rd level techniques, four 2nd level techniques, and eight 1st level techniques, as well as any mixtures. Prepared techniques remain available for 24 hours, then become inactive.<br />
<br />
Some techniques work especially well or only with certain mixtures. General categories are salves (which do not require a delivery method), explosives, gases, and drugs.<br />
<br />
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. This delivery method takes a move action to activate, and is then treated as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand, while 0 rounds means it detonates on impact). Explodes in a circle with radius 5 feet/level + explosive range. Can hold any gas or explosive up to its level, up to level 3. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize, and is then treated as a grenade-like weapon. Gaseous mixtures do not take a move action to pressurize. Hits all in a circle with radius 10 feet per level + explosive range, dealing 1d6 piercing and slashing damage per level in addition to any mixture effects. Can hold any gas or explosive of up to its level +1.<br />
<br />
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any explosive of it's level. 1 SP, 1 round.<br />
<br />
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. As a standard action, it sprays all in an 10 foot/level + explosive range cone (reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any explosive or gas of up to its level. Minimum level 2.<br />
<br />
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Takes one round to apply. Minimum level 2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3.<br />
<br />
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and has an area of effect equal to half explosive range, lowering save DC by 4 for those caught in the area, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any gas or explosive up to its level. Minimum level 3.<br />
<br />
''{{#anc:Poison Admixture}}:" You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect. Minimum level 2.<br />
<br />
''{{#anc:Explosive Admixture}}:'' You can mix explosives as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4.<br />
<br />
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet. Treat as a hand crossbow with an enhancement bonus equal to it's level. Each prepared use of this delivery method allows you to fire ten needles. Minimum level 5.<br />
<br />
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot Pressure Bombs with a range increment of 60 feet, which deals an additional 1d6 per level of bludgeoning damage to anyone hit by the shot. Also allows you to shoot any needle with a range increment of 40 feet, dealing an additional 1d4 per level of piercing damage. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading as a crossbow and then a move action to pressurize. Each prepared use of this delivery method allows you to fire ten times. Minimum level 6.<br />
<br />
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.<br />
<br />
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of DC equal to (17+Int+Needles/10) with target's armor class - 10 as a bonus to the save. For every 5 points below the save DC they are, increase the effects by one level, and if they make the save, they completely avoid the attack. <br />
<br />
For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. If an 18th level fighter with AC 32 and +8 to reflex has 150 level 1 needles fired at her by a Battle Chemist with +5 to int, she must make a DC 47 reflex save with +30 to the save. If she succeeds, nothing happens. If she gets 42, she takes the effects of a level 2 needle. If she gets 30, she takes the effects of a level 5 needle. <br />
<br />
Minimum level 7.<br />
<br />
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).<br />
<br />
<br />
<br />
==== Epic Battle Chemists ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Mixture 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Chemist's Lab +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Mixture 9, Technique 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Chemist's Lab +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Mixture 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Technique 8, Chemist's Lab +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Mixture 11<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.<br />
<br />
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.<br />
<br />
'''Technique:''' You continue learning more techniques, as in pre-epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.<br />
<br />
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].<br />
<br />
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.<br />
<br />
==== Human Battle Chemist Starting Package ====<br />
<br />
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Levels || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Profession (Chemist) || 4 || Int ||&mdash;<br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Rapid Reload.<br />
<br />
'''Bonus Feats:''' Mercantile Background.<br />
<br />
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). <br />
<br />
'''Gold:''' 9 GP.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Chemist ====<br />
<br />
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.<br />
<br />
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.<br />
<br />
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.<br />
<br />
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. <br />
<br />
==== Battle Chemists in the World ====<br />
<br />
{{quote|"So that's where I left the bomb..."|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}<br />
<br />
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.<br />
<br />
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.<br />
<br />
'''Notables:''' <br />
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me<br />
<br />
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.<br />
<br />
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.<br />
<br />
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.<br />
<br />
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.<br />
<br />
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)<br />
<br />
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.<br />
<br />
==== Battle Chemist Lore ====<br />
<br />
Characters with levels in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mixtures usually activate when two materials come into contact with each other.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen <br />
<br />
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]<br />
<br />
{{Stat Block 2<br />
|name=Colin the Chemist |cr=12<br />
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12<br />
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=19 |touch=14 |flat=15<br />
|hp=12d8+24(78) |hd=12<br />
|fort=+9 |ref=+11 |will=+11<br />
|spd=30 ft. (6 squares)<br />
|melee1=Needle Level 5 +13 Melee (1d2+7)<br />
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)<br />
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer<br />
|sa=Sprayer1, Pressure Bomb, Regenerative Salve<br />
|bab=+9 |grp=+9<br />
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10<br />
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background<br />
|skills=None that matter in combat.<br />
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield<br />
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]<br />
}}<br />
<br />
==Combat==<br />
<br />
'''Fortifications'''<br />
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.<br />
<br />
'''Negotiations'''<br />
<br />
'''Combat'''<br />
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.<br />
<br />
'''Victory'''<br />
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Battle_Chemist_(3.5e_Class)&diff=704823Battle Chemist (3.5e Class)2015-05-10T04:23:43Z<p>R2d2go: Undo revision 704822 by R2d2go (talk)</p>
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|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4.75/5<br />
|editing=Clarification/Alphabetizing Edits, suggest mixtures/simplifications in Discussion<br />
|type=<br />
|desc=A science-focused class that somewhat replaces other combat casting.<br />
}}<br />
<br />
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.<br />
<br />
== Battle Chemist ==<br />
<br />
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. <br />
<br />
=== Making a Battle Chemist===<br />
<br />
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.<br />
<br />
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.<br />
<br />
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. <br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp ( gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +1 || +0<br />
| class="left" | Mixture 1, Technique 1, Chemist's Lab +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Mixture 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Technique 2, Chemist's Lab +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Mixture 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Chemist's Lab +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +2<br />
| class="left" | Technique 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +3<br />
| class="left" | Mixture 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +3<br />
| class="left" | Chemist's Lab +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +3<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Mixture 5, Technique 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Chemist's Lab +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +4<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +5<br />
| class="left" | Mixture 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Technique 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Chemist's Lab +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +6<br />
| class="left" | Mixture 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +6<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +6<br />
| class="left" | Chemist's Lab +7, Technique 6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.<br />
<br />
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.<br />
<br />
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. Each day, after sleeping for at least 8 hours, you can produce 8 mixtures of the highest level possible, 16 of the highest level -1, 32 of highest level -2, and so on. For example, a 7th level Battle Chemist can produce eight 3rd level mixtures. Alternatively, he could produce four 3rd level mixtures, four 2nd level mixtures, and eight 1st level mixtures. You start with 3 mixtures, then gain an additional mixture at each odd level after 1st. At 3rd, 6th, 9th, 12th, 15th, and 18th level, your maximum mixture level increases by 1. Prepared mixtures remain active for 24 hours, then become unusable. Save DCs equal 10 + half Battle Chemist level + Int.<br />
<br />
(Explanation to be worked in - you create mixtures at any level above their minimum, and their effects and daily usage limits are based on the level you create them at. So you can create a level 6 Tin-Base bomb, and it costs the same as a level 6 Gunpowder bomb.)<br />
<br />
Terms: Level = Level at which mixture is prepared<br />
Explosive range = Range of explosion based on delivery method. Can be reduced to a minimum of half range if desired.<br />
<br />
'''Minimum Level 1'''<br />
<br />
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create an explosion of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level, and sets those damaged on fire (Ref halves damage and avoids setting on fire). <br />
<br />
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, lingering for 1 round per level.<br />
<br />
''{{#anc:Caffeine}}:'' A quick injection or swig of this drug allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the level +2, and cannot be exhausted or fatigued. These effects last 10 minutes per level.<br />
<br />
''{{#anc:Alcohol}}:'' A swig or injection of this drug allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, and takes a penalty to dexterity and mental statistics (Fort negates) equal to the level +2, then gains a bonus to strength and constitution equal to level +2. You may reduce a bonus or penalty to 2 if desired. These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. <br />
<br />
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (3 per level) for ten rounds + 1 per level.<br />
<br />
''{{#anc:Skingrowth Salve}}:'' This sticky salve encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to twice the level of the mixture and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half AC bonus if a delivery method is used. <br />
<br />
''{{#anc:Mind Lens}}:'' This drug instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. <br />
<br />
''{{#anc:Insulation Jelly}}:'' Any body part covered by this salve instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one. <br />
<br />
''{{#anc:Flash Bomb}}:'' When activated, this explosive releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.<br />
<br />
''{{#anc:Smoke Bomb}}:'' When activated, this gas creates choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.<br />
<br />
''{{#anc:Web}}:'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br />
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.<br />
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. <br />
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.<br />
<br />
''{{#anc:Instant Adhesive}}:'' Can be used for the following purposes: As Sovereign Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character. If used as Sovereign Glue, you have also create a salve that can dissolve the glue. Does not use a delivery device.<br />
<br />
''{{#anc:Blinding Glitter}}:'' This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area (save negates blindness). In addition, all in the area take -40 to hide checks. This can be used without a delivery device, affecting one adjacent enemy, but otherwise has an explosive range of 5 feet.<br />
<br />
''{{#anc:Stunning Burst}}:'' This concussive explosive is intended to leave enemies momentarily stunned. Any caught in an explosive range of 10 feet per level is stunned for 1 round (fort negates).<br />
<br />
''{{#anc:Mirage Salve}}:'' This salve causes light to warp around the applied area, causing it to blur. This gives you 20% concealment for 1 minute per level.<br />
<br />
''{{#anc:Blinding Venom}}:'' This vile green drug causes blindness when injected (fort negates). If applied without a needle, the blindness only lasts one hour and the victims gain +4 to the save.<br />
<br />
''{{#anc:Fearful Mist}}:'' This hallucinogenic gas causes great fear in any who inhale it. Those within the area must make a will save or be Panicked. Even on a successful save, victims are Shaken.<br />
<br />
''((#anc:Enhanced Acid}}:'' This powerful liquid is more potent than normal alchemist's acid, and is most effective injected as a drug. Upon injection, it deals 2d4 acid damage for one round + one round per level. Alternatively, it can be used in an explosive delivery method, with an explosive range of 5 feet per level, dealing just 2d4 acid damage.<br />
<br />
'''Minimum Level 2'''<br />
<br />
''{{#anc:Adrenalin}}:'' This drug gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to level +4, and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength. Bonuses and penalties may be reduced to 4. These affects last 1 minute per level. Minimum level 2. <br />
<br />
''{{#anc:Liquid Grindstone}}:'' This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+level/2 for 1 minute per level. If injected, the targets take 1d6 acid damage per level, and if used on natural weapons or multiple weapons, all weapons gain half the normal enhancement bonus.<br />
<br />
''{{#anc:Sleeping Gas}}:'' This gas of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect.<br />
<br />
''{{#anc:Nauseating Vapors}}:'' This gas is used to create clouds of nauseating vapor, creating an effect identical to [[SRD:Stinking Cloud|Stinking Cloud]] lasting two rounds per level, with explosive range of 5 feet.<br />
<br />
''{{#anc:Numbing Gas}}:'' This gas numbs the victim's senses and muscles, making them move sluggishly. This is identical to [[SRD:Slow|Slow]], with an explosive range of 5 feet.<br />
<br />
''{{#anc:Immobilizing Sedative}}:'' This drug, when injected, causes the victim or patient to relax all muscles for a short period of time. This causes paralysis for 1d4+1 round per level (fort negates). If applied without a needle, it only lasts 1 round and the victims gain +4 to the save.<br />
<br />
'''Minimum Level 3'''<br />
<br />
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create a moderate sized explosive. This explosion deals 2d6 damage per level, and anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. <br />
<br />
'''Minimum Level 4'''<br />
<br />
''{{#anc:Ironthorn Salve}}:'' By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as, well, iron. Has twice the AC bonus of Skingrowth Salve and grants DR (3/level)/-. Doesn't require a delivery method, half effect if a delivery method is used. <br />
<br />
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled bonuses and penalties. <br />
<br />
''{{#anc:Regenerative Salve}}:'' A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (3 per level) for 10 round plus one round per level. During this time, the ally may reattach limbs instantly, and any missing limbs regrow after 3d6 minutes. Multiple uses of the salve may be used to fully regrow limbs.<br />
<br />
''{{#anc:Instant Evolution}}:'' A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +1 strength and constitution, as well as two secondary claws dealing 1d8 damage and a primary bite attack dealing 2d6 damage, and -2 to all mental statistics. For every level above 4th this drug is made at, all of your natural weapons gain a size category of damage.<br />
<br />
'''Minimum Level 5'''<br />
<br />
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. <br />
<br />
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con. Has an explosive range of 4d6 feet per level.<br />
<br />
'''Minimum Level 6'''<br />
<br />
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects.<br />
<br />
'''Minimum Level 7'''<br />
<br />
''{{#anc:Instant Healing}}:'' Am absurdly fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, then grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. <br />
<br />
''{{#anc:Adamantine Salve}}:'' By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (and thus you are automatically treated as wearing heavy armor). Doesn't require a delivery method, as Skingrowth Salve if a delivery method is used. Minimum Level 7<br />
<br />
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride of the same level (and thus essentially costs two slots).<br />
<br />
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. The maximum technique level equals techniques known -1. Techniques are prepared in the same way as mixtures, and an equal number can be prepared each day (using a separate counter). For example, an 8th level Battle Chemist could prepare four 3rd level techniques, four 2nd level techniques, and eight 1st level techniques, as well as any mixtures. Prepared techniques remain available for 24 hours, then become inactive.<br />
<br />
Some techniques work especially well or only with certain mixtures. General categories are salves (which do not require a delivery method), explosives, gases, and drugs.<br />
<br />
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. This delivery method takes a move action to activate, and is then treated as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand, while 0 rounds means it detonates on impact). Explodes in a circle with radius 5 feet/level + explosive range. Can hold any gas or explosive up to its level, up to level 3. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize, and is then treated as a grenade-like weapon. Gaseous mixtures do not take a move action to pressurize. Hits all in a circle with radius 10 feet per level + explosive range, dealing 1d6 piercing and slashing damage per level in addition to any mixture effects. Can hold any gas or explosive of up to its level +1.<br />
<br />
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any explosive of it's level. 1 SP, 1 round.<br />
<br />
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. As a standard action, it sprays all in an 10 foot/level + explosive range cone (reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any explosive or gas of up to its level. Minimum level 2.<br />
<br />
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Takes one round to apply. Minimum level 2. This mixture can be created in-combat, taking only a full round action to prepare, and does not count towards your daily limit.<br />
<br />
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3.<br />
<br />
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and has an area of effect equal to half explosive range, lowering save DC by 4 for those caught in the area, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any gas or explosive up to its level. Minimum level 3.<br />
<br />
''{{#anc:Poison Admixture}}:" You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect. Minimum level 2.<br />
<br />
''{{#anc:Explosive Admixture}}:'' You can mix explosives as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4.<br />
<br />
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet. Treat as a hand crossbow with an enhancement bonus equal to it's level. Each prepared use of this delivery method allows you to fire ten needles. Minimum level 5.<br />
<br />
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot Pressure Bombs with a range increment of 60 feet, which deals an additional 1d6 per level of bludgeoning damage to anyone hit by the shot. Also allows you to shoot any needle with a range increment of 40 feet, dealing an additional 1d4 per level of piercing damage. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading as a crossbow and then a move action to pressurize. Each prepared use of this delivery method allows you to fire ten times. Minimum level 6.<br />
<br />
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.<br />
<br />
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of DC equal to (17+Int+Needles/10) with target's armor class - 10 as a bonus to the save. For every 5 points below the save DC they are, increase the effects by one level, and if they make the save, they completely avoid the attack. <br />
<br />
For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. If an 18th level fighter with AC 32 and +8 to reflex has 150 level 1 needles fired at her by a Battle Chemist with +5 to int, she must make a DC 47 reflex save with +30 to the save. If she succeeds, nothing happens. If she gets 42, she takes the effects of a level 2 needle. If she gets 30, she takes the effects of a level 5 needle. <br />
<br />
Minimum level 7.<br />
<br />
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).<br />
<br />
<br />
<br />
==== Epic Battle Chemists ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Mixture 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Chemist's Lab +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Mixture 9, Technique 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Chemist's Lab +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Mixture 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Technique 8, Chemist's Lab +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Mixture 11<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.<br />
<br />
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.<br />
<br />
'''Technique:''' You continue learning more techniques, as in pre-epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.<br />
<br />
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].<br />
<br />
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.<br />
<br />
==== Human Battle Chemist Starting Package ====<br />
<br />
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Levels || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Profession (Chemist) || 4 || Int ||&mdash;<br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Rapid Reload.<br />
<br />
'''Bonus Feats:''' Mercantile Background.<br />
<br />
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). <br />
<br />
'''Gold:''' 9 GP.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Chemist ====<br />
<br />
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.<br />
<br />
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.<br />
<br />
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.<br />
<br />
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. <br />
<br />
==== Battle Chemists in the World ====<br />
<br />
{{quote|"So that's where I left the bomb..."|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}<br />
<br />
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.<br />
<br />
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.<br />
<br />
'''Notables:''' <br />
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me<br />
<br />
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.<br />
<br />
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.<br />
<br />
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.<br />
<br />
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.<br />
<br />
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)<br />
<br />
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.<br />
<br />
==== Battle Chemist Lore ====<br />
<br />
Characters with levels in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mixtures usually activate when two materials come into contact with each other.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen <br />
<br />
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]<br />
<br />
{{Stat Block 2<br />
|name=Colin the Chemist |cr=12<br />
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12<br />
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=19 |touch=14 |flat=15<br />
|hp=12d8+24(78) |hd=12<br />
|fort=+9 |ref=+11 |will=+11<br />
|spd=30 ft. (6 squares)<br />
|melee1=Needle Level 5 +13 Melee (1d2+7)<br />
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)<br />
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer<br />
|sa=Sprayer1, Pressure Bomb, Regenerative Salve<br />
|bab=+9 |grp=+9<br />
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10<br />
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background<br />
|skills=None that matter in combat.<br />
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield<br />
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]<br />
}}<br />
<br />
==Combat==<br />
<br />
'''Fortifications'''<br />
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.<br />
<br />
'''Negotiations'''<br />
<br />
'''Combat'''<br />
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.<br />
<br />
'''Victory'''<br />
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Battle_Chemist_(3.5e_Class)&diff=704822Battle Chemist (3.5e Class)2015-05-10T04:22:20Z<p>R2d2go: </p>
<hr />
<div><includeonly>{{Reviewing Template<br />
|template=Requestreview<br />
|cat=Requestreview<br />
|{{{1}}}<br />
}}</includeonly><noinclude>{{Reviewing Template<br />
|template=Requestreview<br />
|cat=<br />
|I'd like some feedback on it's complexity, and some ways to improve that. Also, I'd like to make the mixture list similar to a half-casting spell list.<br />
}}</noinclude><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4.5/5<br />
|editing=Clarification/Alphabetizing Edits, suggest mixtures/simplifications in Discussion<br />
|type=<br />
|desc=A science-focused class that somewhat replaces other combat casting.<br />
}}<br />
<br />
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.<br />
<br />
== Battle Chemist ==<br />
<br />
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. <br />
<br />
=== Making a Battle Chemist===<br />
<br />
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.<br />
<br />
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.<br />
<br />
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. <br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp ( gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +1 || +0<br />
| class="left" | Mixture 1, Technique 1, Chemist's Lab +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Mixture 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Technique 2, Chemist's Lab +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Mixture 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Chemist's Lab +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +2<br />
| class="left" | Technique 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +3<br />
| class="left" | Mixture 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +3<br />
| class="left" | Chemist's Lab +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +3<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Mixture 5, Technique 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +4<br />
| class="left" | Chemist's Lab +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +4<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +5<br />
| class="left" | Mixture 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Technique 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +5<br />
| class="left" | Chemist's Lab +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +6<br />
| class="left" | Mixture 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +6<br />
| class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +6<br />
| class="left" | Chemist's Lab +7, Technique 6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies. All of the following are class features of the Battle Chemist.<br />
<br />
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.<br />
<br />
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. The maximum level of the mixture is the amount of mixtures known -1. You can produce 1 mixture of the highest level possible in 1 hour, 2 of the second highest level in an hour, 4 of the third, 8 of the fourth and so on. You start with 2 mixtures, then gain an additional mixture every third level after 1st level.<br />
<br />
'''MINIMUM LEVEL 1'''<br />
<br />
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create large amounts of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level (Ref Half). <br />
<br />
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level per round for 1 round per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, (Fort negates)<br />
<br />
''{{#anc:Caffeine}}:'' A quick injection or swig of concentrated caffeine allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level.<br />
<br />
''{{#anc:Alcohol}}:'' A swig or injection of concentrated alcohol allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to dexterity and mental statistics (Fort negates). equal to the mixture level +2 (you can reduce this to 2 if you wish) and gains a bonus to strength and constitution equal to the mixture level +2 (you can reduce this to 2 if you wish). These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. <br />
<br />
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (2 per level) for one round per level. <br />
<br />
''{{#anc:Skingrowth Salve}}:'' This sticky liquid encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to twice the level of the mixture and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy) (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half effect if a delivery method is used. <br />
<br />
''{{#anc:Mind Lens}}:'' This substance instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. Minimum level <br />
<br />
''{{#anc:Insulation Jelly}}:'' Any body part covered by this cream instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one. <br />
<br />
''{{#anc:Flash Bomb}}:'' When activated, this mixture releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round.<br />
<br />
''{{#anc:Smoke Bomb}}:'' When activated, this mixture flings choking smoke in all directions. The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. <br />
<br />
''{{#anc:Web}}'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.<br />
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.<br />
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. <br />
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.<br />
<br />
''{{#anc:Instant Adhesive}}:'' Can be used for the following purposes: As Soveriegn Glue (but immune to Universal Solvent and sets instantly), as a Mending spell, or to automatically stabilize a dying character.<br />
<br />
''{{#anc:Blinding Glitter}}:'' This specially prepared glitter shines brightly when exposed to oxygen, blinding and outlining everything within the area. In addition, all affected take -40 to hide checks.<br />
<br />
<br />
'''MINIMUM LEVEL 2'''<br />
<br />
''{{#anc:Adrenalin}}:'' A burst of Adrenalin gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to the mixture level +4 (Can be reduced to 4, if you wish), and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength (Can be reduced to 4, if you wish). These affects last 1 minute per level. Minimum level 2. <br />
<br />
''{{#anc:Liquid Grindstone}}:'' This remarkable mixture of acid, adamantine alloy and adhesive dissolves away at dull blades, then coats them with a razor-sharp, paper-thin layer of the durable alloy. This gives any piercing or slashing weapon an enhancement bonus equal to 1+mixture level/2 for 1 minute per mixture level. If injected, spread in an area or used on natural weapons, the targets take 1d6 acid damage per mixture level and all weapons gain half the normal enhancement bonus.<br />
<br />
''{{#anc:Sleep Powder}}:'' This powder of various sinister chemicals can knock out a horse with half a milligram dose. Treat as an inhaled poison, spread within the range of the explosion, with unconsciousness/unconsciousness as an effect, save DC = mixture DC.<br />
<br />
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create an explosive flame. This flame deals 2d6 damage per level anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. Minimum level 3. <br />
<br />
''{{#anc:Ironthorn Salve}}:'' By adding Ironthorn Sap to Skingrowth Salve, you create a mixture that makes your skin as hard as, well, iron. Has twice the effects of Skingrowth Salve and grants DR (3/level)/-. Doesn't require a delivery method, half effect if a delivery method is used. Minimum level 4.<br />
<br />
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled effects, and you do not fall unconscious from negative hit points. Minimum level 4. <br />
<br />
''{{#anc:Regenerative Salve}}:'' A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (1d6 per level) for one round per level. Minimum level 4. <br />
<br />
''{{#anc:Instant Evolution}}:'' A powerful injected drug that causes you to quickly transform into a more primal beast. After use, you undergo a painful transformation for 5 rounds, stunning you while your hair grows into thick fur, your skin hardens into hide and you grow much, much larger. You gain +1 Natural Armor, +1 strength and constitution, +1 size category for natural weapons and -1 to all mental abilities per level, and gain a base +3 natural armor, +4 strength and constitution, two 1d6 claws and a 1d8 bite attack, and -2 to all mental statistics.<br />
<br />
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. Minimum level 5.<br />
<br />
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con (DC 12 + 2 x Level+Int) Has an explosive range of 4d6 feet per level. Minimum level 5. <br />
<br />
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects. Minimum level 6. <br />
<br />
''{{#anc:Instant Healer}}:'' A ridiculously fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for 10 per level and regenerates limbs, and grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. <br />
<br />
''{{#anc:Adamantine Salve}}:'' By infusing Ironthorn Salve with adamantine, your skin becomes nigh-impenetrable. Has three times the bonus of skingrowth salve (automatically treating you as wearing heavy armor). Doesn't require a delivery method, half effect if a delivery method is used. Minimum Level 7<br />
<br />
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Requires pre-existing Dioxygen Flouride as a base cost.<br />
<br />
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. <br />
<br />
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique on every fourth level starting at level 4. Techniques are prepared in the same way as mixtures, with the same time requirements and maximum level.<br />
<br />
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. Takes a move action to mix. Treat as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand). Explodes in a circle with radius 5 feet/level. Can hold any damaging mixture up to its level, up to level 3. 1 CP, 1 round.<br />
<br />
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize. Treat as a thrown weapon, exploding 1d4-1 rounds after being pressurized. If the mixture used is a gas, it doesn't need time to pressurize. Hits all in a circle with radius 10 feet per level, and deals 1d6 piercing and slashing damage per level. Can hold any damaging mixture of up to its level +1. 1 SP, 1 minute.<br />
<br />
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject the target. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level vrs Enemy armor bonus + natural armor). On a success, you inject the target. Can hold any drug of up to its level +2. 1 CP, 1 round.<br />
<br />
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any fire damaging bomb of it's level. 1 SP, 1 round.<br />
<br />
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. Hits all in an 10 foot/level cone (treat as an attack, with a reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any damaging mixture of up to its level. Minimum level 2. 10 GP, 1 hour (machine), 1 CP, 1 round (chemical cylinders).<br />
<br />
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Always a 1 round application. Minimum level 2. 1 round.<br />
<br />
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3. 1 round.<br />
<br />
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and allows no area of effect, lowers DC's by 4, but allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any mixture up to its level. Minimum level 3. 1 SP, 1 minute.<br />
<br />
''{{#anc:Poison Admixture}}:" You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect, and increases the DC of both by 2. Minimum level 2. 1 round, plus poison.<br />
<br />
''{{#anc:Explosive Admixture}}:'' You can mix damaging effects as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4. 1 minute.<br />
<br />
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a hand crossbow with an enhancement bonus equal to it's level. Minimum level 5. 1 hour, 10 GP.<br />
<br />
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading and then a move action to pressurize it. Gaseous mixtures don't require pressurization. Minimum level 6. 1 hour, 10 GP.<br />
<br />
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.<br />
<br />
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. The disk is reusable but each needle takes a round to store and calibrating the disk is a full-round action. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of (needles+level+10)with target's armor class - 10 as the bonus. For each point that the target exceeds the they dodge one needle. Any drug that hits an enemy multiple times increases it's effect level by one if it doubles the amount of needles hit. For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. Minimum level 7. 6 hours, 100 GP.<br />
<br />
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of 5 feet per level, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).<br />
<br />
<br />
<br />
==== Epic Battle Chemists ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Battle Chemist}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Mixture 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Chemist's Lab +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Mixture 9, Technique 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Chemist's Lab +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Mixture 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Technique 8, Chemist's Lab +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Mixture 11<br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.<br />
<br />
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.<br />
<br />
'''Technique:''' You continue learning more techniques, as in pre-epic levels.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.<br />
<br />
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].<br />
<br />
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.<br />
<br />
==== Human Battle Chemist Starting Package ====<br />
<br />
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Profession (Chemist) || 4 || Int ||&mdash;<br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' Rapid Reload.<br />
<br />
'''Bonus Feats:''' Mercantile Background.<br />
<br />
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). <br />
<br />
'''Gold:''' 9 GP.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Battle Chemist ====<br />
<br />
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.<br />
<br />
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their "science" is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.<br />
<br />
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.<br />
<br />
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. <br />
<br />
==== Battle Chemists in the World ====<br />
<br />
{{quote|"So that's where I left the bomb..."|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}<br />
<br />
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.<br />
<br />
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.<br />
<br />
'''Notables:''' <br />
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me<br />
<br />
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.<br />
<br />
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.<br />
<br />
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.<br />
<br />
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.<br />
<br />
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)<br />
<br />
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their "science", and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.<br />
<br />
==== Battle Chemist Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | These mixtures usually activate when two materials come into contact with each other.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen <br />
<br />
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]<br />
<br />
{{Stat Block 2<br />
|name=Colin the Chemist |cr=12<br />
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12<br />
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=19 |touch=14 |flat=15<br />
|hp=12d8+24(78) |hd=12<br />
|fort=+9 |ref=+11 |will=+11<br />
|spd=30 ft. (6 squares)<br />
|melee1=Needle Level 5 +13 Melee (1d2+7)<br />
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)<br />
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer<br />
|sa=Sprayer1, Pressure Bomb, Regenerative Salve<br />
|bab=+9 |grp=+9<br />
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10<br />
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background<br />
|skills=None that matter in combat.<br />
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield<br />
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]<br />
}}<br />
<br />
==Combat==<br />
<br />
'''Fortifications'''<br />
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.<br />
<br />
'''Negotiations'''<br />
<br />
'''Combat'''<br />
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.<br />
<br />
'''Victory'''<br />
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
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--></div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fury_Mage_(3.5e_Prestige_Class)&diff=698910Fury Mage (3.5e Prestige Class)2015-03-31T00:26:09Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing= Grammar edits for other edits please ask in discussion.<br />
|type= Moderate Spellcasting, Combat Focused<br />
|desc= Fury Mages learn to channel rage into their spells.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Fury Mage==<br />
<br />
{{quote<br />
|My friend was pokin' fun at the mage, and then... all I saw was flashing steel and blinding light. When I could see again, he was gone. Nothing but ashes.<br />
|orig=Zander Vexos, Human Commoner<br />
|src=Survivor Report from the Paradise Valley Massacre<br />
}}<br />
<br />
Fury Mages are casters who have let their rage consume them. They use their rage to make their spells stronger as well as their body.<br />
<br />
===Becoming a Fury Mage===<br />
<br />
Mages who find themselves in frequent close combat will appreciate the defensive benefits of rage, as well as the mental boost.<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-Lawful<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 2nd level spells<br />
|-<br />
! Feats:<br />
| Combat Casting<br />
|-<br />
! Special:<br />
| Rage class feature<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Fury Mage}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Arcane Rage, Rage +1/day<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | Armor Training<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | Flow of Destruction<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | Eye of the Storm (Concealment), Rage +1/day<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | Spellweave<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +5 || +2 || +5<br />
| class="left" | +1 Rage/Day, Eye of the Storm (Total Concealment)<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +6 || +2 || +6<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +6 || +3 || +6<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +7 || +3 || +7<br />
| class="left" | Spellweave (Full Attack), +1 Rage/day<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Concentration, Craft, Intimidate, Knowledge, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
'''{{#anc:Proficiencies}}:''' The Fury Mage gains no proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except 1, 4, 7 & 10, 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 a 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 a Fury Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Rage}} ([[Ex]]):''' At level 1, when a Fury Mage enters a Rage, they keep their presence of mind and their spellcasting ability is enhanced. A Fury Mage's Rage can still cast spells and use magic items while in a rage. He also gains a +4 to their relevant spellcasting ability for the duration of the Rage, which increases to +6 at character level 11 and increases to +8 at character level 20.<br />
<br />
'''{{#anc:Armor Training}} ([[Ex]]):''' At level 2, any armor a Fury Mage wears has its arcane spell failure chance reduced by 5% per two class levels.<br />
<br />
'''{{#anc:Flow of Destruction}} ([[Ex]]):''' At level 3, a Fury Mage learns to blend sword and sorcery to dominate the battlefield. Whenever a Fury Mage deals damage with a spell, he deals bonus damage on his next melee attack equal to his relevant spellcasting modifier. And whenever a Fury Mage deals damage with a melee attack, his next damaging spell deals bonus damage equal to his strength modifier and does not provoke attacks of opportunity. The bonus damage does not stack with itself.<br />
<br />
'''{{#anc:Eye of the Storm}} ([[Ex]]):''' At level 4, every time you cast a spell, you become surrounded by an aura of obscuring energy that causes you to have [[concealment]] from your enemies for one round. At 7th level, this improves to total concealment.<br />
<br />
'''{{#anc:Spellweave}} ([[Ex]]):''' At level 5, a Fury Mage learns to unleash flurries of both magic and melee attacks. Whenever he would make a full attack, he may instead make a single melee attack followed by any spell with a casting time of one standard action or less. At tenth level, this improves, allowing the Fury Mage to cast a spell with a casting time of one standard action or less during a normal full attack.<br />
<br />
====Ex-Fury Mage====<br />
<br />
If a Fury Mage becomes Lawful, they lose all class features except spellcasting.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fury Mage====<br />
<br />
'''Combat:''' Fury Mages are generally sheer damage, tearing through enemies with powerful cleaves and blasts of magic. They can also sometimes soak up damage with pre-combat buffing combined with natural durability, and may begin combat by controlling the battlefield, but overall they simply deal damage.<br />
<br />
'''Advancement:''' Warmage is a natural class to pair with Fury Mage, as their philosophy is much the same, while Runescarred Berzerker is a viable entry class. Characters who wish to advance their casting ability may find Abjurant Champion or possibly Eldritch Knight a suitable class to further both martial skill. Characters who mainly are using Fury Mage to augment melee skill will find any rage-based class a good addition, though Abjurant Champion will further both physical prowess and the potency of the magical support.<br />
<br />
====Fury Mages in the Game====<br />
<br />
Fury Mages as players make potent damage sources, while NPCs make powerful solo antagonists as they can use both magical and physical attacks.<br />
<br />
'''Adaptation:''' Any gish character can potentially use Fury Mage, by dipping Barbarian and then taking the class.<br />
<br />
'''Sample Encounter:''' Zander Vexos is a powerful Fury Mage, wanted for several massacres resulting in entire cities being razed. Defeating him will not only earn the party his magic items and a large sum of gold from the bounty, but also save many people from further harm.<br />
<br />
''EL 12:'' Zander's travelling plans have been overheard by Myra (City of Light! City of Magic!) guards. They have hired you to intercept him before he reaches civilization and take him, alive or dead.<br />
<br />
[[Zander_Vexs_(3.5e_NPC)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fury_Mage_(3.5e_Prestige_Class)&diff=698909Fury Mage (3.5e Prestige Class)2015-03-31T00:26:05Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing= Grammar edits for other edits please ask in discussion.<br />
|type= Moderate Spellcasting, Combat Focused<br />
|desc= Fury Mages learn to channel rage into their spells.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Fury Mage==<br />
<br />
{{quote<br />
|My friend was pokin' fun at the mage, and then... all I saw was flashing steel and blinding light. When I could see again, he was gone. Nothing but ashes.<br />
|orig=Zander Vexos, Human Commoner<br />
|src=Survivor Report from the Paradise Valley Massacre<br />
}}<br />
<br />
Fury Mages are casters who have let their rage consume them. They use their rage to make their spells stronger as well as their body.<br />
<br />
===Becoming a Fury Mage===<br />
<br />
Mages who find themselves in frequent close combat will appreciate the defensive benefits of rage, as well as the mental boost.<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-Lawful<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 2nd level spells<br />
|-<br />
! Feats:<br />
| Combat Casting<br />
|-<br />
! Special:<br />
| Rage class feature<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Fury Mage}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Arcane Rage, Rage +1/day<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | Armor Training<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | Flow of Destruction<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | Eye of the Storm (Concealment), Rage +1/day<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | Spellweave<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +5 || +2 || +5<br />
| class="left" | +1 Rage/Day, Eye of the Storm (Total Concealment)<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +6 || +2 || +6<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +6 || +3 || +6<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +7 || +3 || +7<br />
| class="left" | Spellweave (Full Attack), +1 Rage/day<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills pp(2 + [[Int]] modifier per level)'''<br/><br />
Concentration, Craft, Intimidate, Knowledge, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
'''{{#anc:Proficiencies}}:''' The Fury Mage gains no proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except 1, 4, 7 & 10, 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 a 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 a Fury Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Rage}} ([[Ex]]):''' At level 1, when a Fury Mage enters a Rage, they keep their presence of mind and their spellcasting ability is enhanced. A Fury Mage's Rage can still cast spells and use magic items while in a rage. He also gains a +4 to their relevant spellcasting ability for the duration of the Rage, which increases to +6 at character level 11 and increases to +8 at character level 20.<br />
<br />
'''{{#anc:Armor Training}} ([[Ex]]):''' At level 2, any armor a Fury Mage wears has its arcane spell failure chance reduced by 5% per two class levels.<br />
<br />
'''{{#anc:Flow of Destruction}} ([[Ex]]):''' At level 3, a Fury Mage learns to blend sword and sorcery to dominate the battlefield. Whenever a Fury Mage deals damage with a spell, he deals bonus damage on his next melee attack equal to his relevant spellcasting modifier. And whenever a Fury Mage deals damage with a melee attack, his next damaging spell deals bonus damage equal to his strength modifier and does not provoke attacks of opportunity. The bonus damage does not stack with itself.<br />
<br />
'''{{#anc:Eye of the Storm}} ([[Ex]]):''' At level 4, every time you cast a spell, you become surrounded by an aura of obscuring energy that causes you to have [[concealment]] from your enemies for one round. At 7th level, this improves to total concealment.<br />
<br />
'''{{#anc:Spellweave}} ([[Ex]]):''' At level 5, a Fury Mage learns to unleash flurries of both magic and melee attacks. Whenever he would make a full attack, he may instead make a single melee attack followed by any spell with a casting time of one standard action or less. At tenth level, this improves, allowing the Fury Mage to cast a spell with a casting time of one standard action or less during a normal full attack.<br />
<br />
====Ex-Fury Mage====<br />
<br />
If a Fury Mage becomes Lawful, they lose all class features except spellcasting.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fury Mage====<br />
<br />
'''Combat:''' Fury Mages are generally sheer damage, tearing through enemies with powerful cleaves and blasts of magic. They can also sometimes soak up damage with pre-combat buffing combined with natural durability, and may begin combat by controlling the battlefield, but overall they simply deal damage.<br />
<br />
'''Advancement:''' Warmage is a natural class to pair with Fury Mage, as their philosophy is much the same, while Runescarred Berzerker is a viable entry class. Characters who wish to advance their casting ability may find Abjurant Champion or possibly Eldritch Knight a suitable class to further both martial skill. Characters who mainly are using Fury Mage to augment melee skill will find any rage-based class a good addition, though Abjurant Champion will further both physical prowess and the potency of the magical support.<br />
<br />
====Fury Mages in the Game====<br />
<br />
Fury Mages as players make potent damage sources, while NPCs make powerful solo antagonists as they can use both magical and physical attacks.<br />
<br />
'''Adaptation:''' Any gish character can potentially use Fury Mage, by dipping Barbarian and then taking the class.<br />
<br />
'''Sample Encounter:''' Zander Vexos is a powerful Fury Mage, wanted for several massacres resulting in entire cities being razed. Defeating him will not only earn the party his magic items and a large sum of gold from the bounty, but also save many people from further harm.<br />
<br />
''EL 12:'' Zander's travelling plans have been overheard by Myra (City of Light! City of Magic!) guards. They have hired you to intercept him before he reaches civilization and take him, alive or dead.<br />
<br />
[[Zander_Vexs_(3.5e_NPC)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)&diff=698908Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:25:03Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+15/+10 (4d6+10/19&ndash;20)<br />
|melee2=Raging +1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+20/+15/+10 (4d6+13/19&ndash;20)<br />
|melee3= (Touch) Wraithstrike Leap Attack +1 [[Flaming]] [[Frost]] [[Greatsword]] +10/+10/+5/+0 (4d6+43/19&ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing him past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one minute as the rage slowly consumes his body. At the end of the minute, he will immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 13 NPCs|CR 13]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)&diff=698907Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:24:35Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+15/+10 (4d6+10/19&ndash;20)<br />
|melee2=Raging +1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+20/+15/+10 (4d6+13/19&ndash;20)<br />
|melee3= (Touch) Wraithstrike Power Attack +1 [[Flaming]] [[Frost]] [[Greatsword]] +10/+10/+5/+0 (4d6+13/19&ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing him past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one minute as the rage slowly consumes his body. At the end of the minute, he will immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 13 NPCs|CR 13]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)&diff=698906Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:23:14Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+15/+10 (4d6+10/19&ndash;20)<br />
|melee2=Raging +1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+20/+15/+10 (4d6+13/19&ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing him past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one minute as the rage slowly consumes his body. At the end of the minute, he will immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 13 NPCs|CR 13]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)&diff=698905Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:22:36Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+15/+10 (4d6+10/19&ndash;20)<br />
|melee2=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20/+20/+15/+10 (4d6+13/19&ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing him past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one minute as the rage slowly consumes his body. At the end of the minute, he will immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 13 NPCs|CR 13]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fury_Mage_(3.5e_Prestige_Class)&diff=698904Fury Mage (3.5e Prestige Class)2015-03-31T00:17:43Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing= Grammar edits for other edits please ask in discussion.<br />
|type= Moderate Spellcasting, Combat Focused<br />
|desc= Fury Mages learn to channel rage into their spells.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Fury Mage==<br />
<br />
{{quote<br />
|My friend was pokin' fun at the mage, and then... all I saw was flashing steel and blinding light. When I could see again, he was gone. Nothing but ashes.<br />
|orig=Zander Vexos, Human Commoner<br />
|src=Survivor Report from the Paradise Valley Massacre<br />
}}<br />
<br />
Fury Mages are casters who have let their rage consume them. They use their rage to make their spells stronger as well as their body.<br />
<br />
===Becoming a Fury Mage===<br />
<br />
Mages who find themselves in frequent close combat will appreciate the defensive benefits of rage, as well as the mental boost.<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-Lawful<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 2nd level spells<br />
|-<br />
! Feats:<br />
| Combat Casting<br />
|-<br />
! Special:<br />
| Rage class feature<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Fury Mage}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Arcane Rage, Rage +1/day<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | Armor Training<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | Flow of Destruction<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | Eye of the Storm (Concealment), Rage +1/day<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | Spellweave<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +5 || +2 || +5<br />
| class="left" | +1 Rage/Day, Eye of the Storm (Total Concealment)<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +6 || +2 || +6<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +6 || +3 || +6<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +7 || +3 || +7<br />
| class="left" | Spellweave (Full Attack), +1 Rage/day<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Concentration, Craft, Intimidate, Knowledge, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
'''{{#anc:Proficiencies}}:''' The Fury Mage gains no proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except 1, 4, 7 & 10, 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 a 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 a Fury Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Rage}} ([[Ex]]):''' At level 1, when a Fury Mage enters a Rage, they keep their presence of mind and their spellcasting ability is enhanced. A Fury Mage's Rage can still cast spells and use magic items while in a rage. He also gains a +4 to their relevant spellcasting ability for the duration of the Rage, which increases to +6 at character level 11 and increases to +8 at character level 20.<br />
<br />
'''{{#anc:Armor Training}} ([[Ex]]):''' At level 2, any armor a Fury Mage wears has its arcane spell failure chance reduced by 5% per two class levels.<br />
<br />
'''{{#anc:Flow of Destruction}} ([[Ex]]):''' At level 3, a Fury Mage learns to blend sword and sorcery to dominate the battlefield. Whenever a Fury Mage deals damage with a spell, he deals bonus damage on his next melee attack equal to his relevant spellcasting modifier. And whenever a Fury Mage deals damage with a melee attack, his next damaging spell deals bonus damage equal to his strength modifier and does not provoke attacks of opportunity. The bonus damage does not stack with itself.<br />
<br />
'''{{#anc:Eye of the Storm}} ([[Ex]]):''' At level 4, every time you cast a spell, you become surrounded by an aura of obscuring energy that causes you to have [[concealment]] from your enemies for one round. At 7th level, this improves to total concealment.<br />
<br />
'''{{#anc:Spellweave}} ([[Ex]]):''' At level 5, a Fury Mage learns to unleash flurries of both magic and melee attacks. Whenever he would make a full attack, he may instead make a single melee attack followed by any spell with a casting time of one standard action or less. At tenth level, this improves, allowing the Fury Mage to cast a spell with a casting time of one standard action or less during a normal full attack.<br />
<br />
====Ex-Fury Mage====<br />
<br />
If a Fury Mage becomes Lawful, they lose all class features except spellcasting.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fury Mage====<br />
<br />
'''Combat:''' Fury Mages are generally sheer damage, tearing through enemies with powerful cleaves and blasts of magic. They can also sometimes soak up damage with pre-combat buffing combined with natural durability, and may begin combat by controlling the battlefield, but overall they simply deal damage.<br />
<br />
'''Advancement:''' Warmage is a natural class to pair with Fury Mage, as their philosophy is much the same, while Runescarred Berzerker is a viable entry class. Characters who wish to advance their casting ability may find Abjurant Champion or possibly Eldritch Knight a suitable class to further both martial skill. Characters who mainly are using Fury Mage to augment melee skill will find any rage-based class a good addition, though Abjurant Champion will further both physical prowess and the potency of the magical support.<br />
<br />
====Fury Mages in the Game====<br />
<br />
Fury Mages as players make potent damage sources, while NPCs make powerful solo antagonists as they can use both magical and physical attacks.<br />
<br />
'''Adaptation:''' Any gish character can potentially use Fury Mage, by dipping Barbarian and then taking the class.<br />
<br />
'''Sample Encounter:''' Zander Vexos is a powerful Fury Mage, wanted for several massacres resulting in entire cities being razed. Defeating him will not only earn the party his magic items and a large sum of gold from the bounty, but also save many people from further harm.<br />
<br />
''EL 12:'' Zander's travelling plans have been overheard by Myra (City of Light! City of Magic!) guards. They have hired you to intercept him before he reaches civilization and take him, alive or dead.<br />
<br />
[[Zander_Vexs_(3.5e_NPC)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)&diff=698903Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:16:54Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20 (4d6+10/19&ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing him past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one minute as the rage slowly consumes his body. At the end of the minute, he will immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 13 NPCs|CR 13]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Butcher_of_Souls_(3.5e_Prestige_Class)&diff=698901Butcher of Souls (3.5e Prestige Class)2015-03-31T00:11:56Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=Demon_Butcher.png<br />
|imgloc=bottom<br />
|imgsize=600px<br />
|imgcaption=A demonic Butcher of Souls<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing=Check with Discussion<br />
|type=Combat Focused, Rage<br />
|desc=A warrior that wields blades made of souls and sharpened with rage to destroy his enemies.<br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Butcher of Souls==<br />
<br />
{{quote<br />
|You're mine now.<br />
|orig=Zilinos, Human Butcher of Souls<br />
|src=Tales from the Bleeding City <br />
}}<br />
<br />
A Butcher of Souls is a barbarian who has transcended mortal rage to become a force of eternal destruction. By using a piece of his own soul, he creates a blade capable of cleaving through not only mortal flesh but the immortal soul as well. Honing this blade, he becomes a avatar not of death but of pure destruction and rage.<br />
<br />
===Becoming a Butcher of Souls===<br />
<br />
Only the most rage-filled of barbarians have the ability to become a Butcher of Souls. The process of tearing a piece of one's soul out and forging it into a weapon not only requires an absurd amount of rage and obviously damages one's soul, but is also debilitating to the body and mind. To overcome this, an aspiring Butcher of Souls must learn the ritual of separation from an existing Butcher of Souls and prepare extensively. Then, once near death but defying it through rage, he must activate the runes of separation, while several others maintain his body and mind. When he awakens, his weapon will become crystalline and filled with it's own rage, and he will be a Butcher of Souls.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any Chaotic.<br />
|-<br />
! Base Attack Bonus:<br />
| +6.<br />
|-<br />
! Special:<br />
| Must undergo the Ritual of Separation, as described below (requires a casting of Heal, Restoration, and Revivify, as well as the ability to Rage).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Butcher of Souls}}</div><br />
<p>Hit Die: d12</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Ritual of Separation, Blade of Rage +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | Rage +1/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | Blade of Rage +2, Undying Rage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | Rage +2/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | Blade of Rage +3, Rune of Defiance<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | Rage +3/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +5 || +2 || +5<br />
| class="left" | Eternal Rage, Blade of Rage +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +6 || +2 || +6<br />
| class="left" | Rage +4/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +6 || +3 || +6<br />
| class="left" | Blade of Rage +5, Rune of Recovery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +7 || +3 || +7<br />
| class="left" | Soul Cleaver, Rage +5/day<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
The class abilities of the Butcher of Souls revolve around the gateway from life to death, and severing it. At first, a Butcher of Souls simply has a powerful instrument of death. However, they soon learn to defy death themselves, eventually learning to destroy souls rather than kill. All of the following are class features of the Butcher of Souls.<br />
<br />
'''{{#anc:Ritual of Separation}} ([[Ex]]):''' An aspiring Butcher of Souls must go through many trials to transcend mortal rage. First, he must find an existing Butcher of Souls to provide him with the ritual instructions and a blessing. Next, he must have this existing Butcher carve a number of runes into his flesh, including one to mend the mind, one to heal bodily wounds, one to sever the soul, and one to bring it back. He must then find casters or magic items to cast ''Revivify'', [[SRD:Heal|''Heal'']] and [[SRD:Restoration|''Restoration'']] upon these runes, where they will be stored, costing him at least 5000 gp. Finally, he must activate the final rune which severs part of his soul. In order to activate this rune, he must reach -5 or lower hit points while raging, then activate all four runes (a single standard action). He will fall unconscious, and in fact momentarily die, but his soul will be brought back by Revivify and the physical and mental damage will be repaired by [[SRD:Heal|''Heal'']] and [[SRD:Restoration|''Restoration'']]. In the following round, he will awaken, permanently changed.<br />
<br />
A Butcher of Souls who has undergone the Ritual has eternally glowing eyes, the color dependent on the Butcher's soul. Most glow dark red, but gold, silver, black and white are all common colors. Other colors exist, but are rare. Additionally, the runes used in the Ritual remain, faintly glowing with the same color as his eyes. When raging, the Butcher's eyes light aflame and his runes glow as a torch, growing brighter as the Butcher approaches death.<br />
<br />
'''{{#anc:Blade of Rage}} ([[Ex]]):''' The Butcher of Souls' signature weapon is his blade made of crystallized soul, formed during the Ritual of Separation. The weapon he was wielding during the Ritual loses all prior abilities and then gains a number of powers when transformed. His bonded weapon gains bonus enhancement, as shown in the class table, which can be used for normal enhancement bonuses or converted into special weapon abilities. The way this bonus is allocated can change once every 24 hours, if the Butcher so chooses. <br />
<br />
Additionally, while in a rage, the weapon gains a few unique abilities. First, it glows with intensity ranging from a barely noticeable to bright sunlight, by the Butcher's choosing. Second, it drains the blood and life energy of its victims, returning hit points equal to 1/10th damage dealt, multiplied by the weapon's enhancement bonus. Finally, it becomes indestructible and can be called at any distance by the Butcher, and if broken prior to entering a rage, automatically reforms in the Butcher's hands.<br />
<br />
Upon the Butcher's death, the Blade shatters, irrevocably destroyed. As the Blade contains the Butcher's soul, a Butcher's soul is released, going to the appropriate afterlife. However, since the Blade is destroyed, the Butcher loses all class abilities and will need to under go the Ritual of Separation a second time to gain a new Blade and regain most class abilities.<br />
<br />
'''{{#anc:Undying Rage}} ([[Ex]]):''' As a result of his encounter and denial of death, once a Butcher of Souls recovers from the Ritual of Separation at 3rd level, he gains the ability to defy his mortality. When in a rage, a Butcher of Souls remains conscious and does not lose hitpoints from acting when his hit points drop to negatives. Additionally, when in negative hitpoints, he gains +4 Strength.<br />
<br />
'''{{#anc:Rune of Defiance}} ([[Su]]):''' At fifth level, a Butcher of Souls gains the ability to reuse some of the runes carved in his flesh, allowing him to further defy death. By making a poultice of crushed diamond dust worth 1000 gp or more, he may charge the rune that casted Revivify, which automatically triggers upon death (CL equal to hit dice). However, using the rune is extremely draining, leaving the Butcher [[Exhausted]], and imposing a -2 penalty to strength and constitution for a week. Until the penalty is lifted, the rune cannot be recharged.<br />
<br />
'''{{#anc:Eternal Rage}} ([[Ex]]):''' After gaining a certain level of power, a Butcher of Souls gains a sort of immortality within his rage. Starting at 7th level, a Butcher of Souls remains in rage for as long as he has negative hit points. However, while at negative hit points, the Butcher becomes mindless, its only urge to slaughter all nearby living things. A Butcher ''can'' still be killed while raging, but only after reducing them past a threshold equal to twice their maximum hit points. Once it passes that threshold, unless healed above the threshold, the Butcher will continue to rage for one minute as the rage slowly consumes their body. At the end of the minute, they immolate in a explosion of raw energy, dealing 1d10 damage per hit die (Reflex half) to all within 30 feet.<br />
<br />
'''{{#anc:Rune of Recovery}} ([[Su]]):''' At ninth level, a Butcher of Souls unlocks a second rune, as a sort of safety against becoming soulless. If he puts the diamond poultice described in Rune of Defiance in the rune that casted Heal, he charges that rune instead. As he crosses the threshold noted above, the rune will trigger, usually bringing the Butcher somewhat safely above the threshold. This is just as exhausting as using the Rune of Defiance, and imposes the same penalties.<br />
<br />
'''{{#anc:Soul Cleaver}} ([[Ex]]):''' Once a Butcher of Souls reaches the peak of their power, they reach their final goal - the destruction of souls. Whenever a 10th level Butcher of Souls kills a creature with a soul while raging, the soul is destroyed rather than sent to its designated afterlife.<br />
<br />
====Ex-Butcher of Souls====<br />
<br />
A Butcher of Souls who stops being chaotic loses the favor of the patron deities of destruction that assist him. While he maintains most of his abilities, if he loses rage, many of these abilities become worthless. Additionally, his soul blade has it's bonus halved (to a minimum of 1).<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Butcher of Souls====<br />
<br />
'''Combat:''' A Butcher of Souls fills much the same role as a regular barbarian in combat, though positions where they are prone to taking the brunt of the damage are even better filled.<br />
<br />
'''Advancement:''' A Butcher of Souls will often return to their original class once they have mastered the art of defying death. However, Runescarred Berzerkers, especially those of 7th level or higher, will find this class a boon, since they are capable of casting two of the three spells needed to finish the Ritual of Separation.<br />
<br />
'''Resources:''' Butchers of Souls have no organization, but stick together.<br />
<br />
====Butchers of Souls in the World====<br />
<br />
{{quote|You weren't just dead. You were gone.|4=High Priest Nephil, Human Cleric}}<br />
<br />
Butchers of Souls can be champions of the heavens, bringers of despair, and free-roaming mercenaries. Their only unified goal is to bring destruction.<br />
<br />
'''NPC Reactions:''' Most NPCs either don't know of Butchers of Souls, or are terrified of them. Since the only way to bring back a destroyed soul is with a Wish or Miracle, many have a deep hatred and fear of the nearly irreversible powers of a Butcher of Souls.<br />
<br />
====Butcher of Souls Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes) or Knowledge (Religion) can research Butchers of Souls to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes) or Knowledge (Religion):<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Butchers of Souls are powerful warriors who can destroy souls themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Butchers have weapons made of their souls, which they can make indestructible, call, and rebuild.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Butchers occasionally lose their mind, becoming eternal bringers of destruction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Butchers can stay alive past where most would be dead, but entirely lose their mind, attacking any nearby living being, and eventually will destroy themselves. Healing them will restore their minds.<br />
|}<br />
<br />
====Butchers of Souls in the Game====<br />
<br />
'''Adaptation:''' Butchers of Souls have a variety of places in game. A player may want to take the class so that by the time they fight their archnemesis, they can put them down for good. As an encounter, a powerful (10th level) Butcher of Souls is a huge danger to everyone it can reach.<br />
<br />
'''Sample Encounter:''' The party has been worn down after an adventure, and spot a city on the horizon. Upon getting closer, it looks very run down, but hospitable enough... and unwittingly, they enter The Bleeding City, ruled by Zilinos, Butcher of Souls.<br />
<br />
'''The Bleeding City (Overview)'''<br />
<br />
See [[The_Bleeding_City_(3.5e_Quest)|The Bleeding City]] for details.<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (generally twenty or so, a wave of five followed by a wave of fifteen, each a [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] or [[Fury Mage (3.5e Prestige Class)|Fury Mage]] of 7th to 9th level, Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party finds they attempts to leave, they will find they are trapped.<br />
<br />
The gatehouses, as well as the Arena and a few mostly-intact buildings nearby which house those favored by Zilinos, hold a number of security measures to keep the city's population in. Each has three mundane as well as a magical beacons to alert Zilinos of any concerns, and he has a small group of casters which can provide him with the speed to reach any gate in essentially no time (Persisted Footsteps of the Divine). Those who are caught are either executed on the spot, tortured, or brought to the Arena.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
[[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos, Butcher of the Bleeding City]]<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fury_Mage_(3.5e_Prestige_Class)&diff=698900Fury Mage (3.5e Prestige Class)2015-03-31T00:06:36Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing= Grammar edits for other edits please ask in discussion.<br />
|type= Moderate Spellcasting, Combat Focused<br />
|desc= Fury Mages learn to channel rage into their spells.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Fury Mage==<br />
<br />
{{quote<br />
|My friend was pokin' fun at the mage, and then... all I saw was flashing steel and blinding light. When I could see again, he was gone. Nothing but ashes.<br />
|orig=Zander Vexos, Human Commoner<br />
|src=Survivor Report from the Paradise Valley Massacre<br />
}}<br />
<br />
Fury Mages are casters who have let their rage consume them. They use their rage to make their spells stronger as well as their body.<br />
<br />
===Becoming a Fury Mage===<br />
<br />
Mages who find themselves in frequent close combat will appreciate the defensive benefits of rage, as well as the mental boost.<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-Lawful<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 2nd level spells<br />
|-<br />
! Feats:<br />
| Combat Casting<br />
|-<br />
! Special:<br />
| Rage class feature<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Fury Mage}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Arcane Rage, Rage +1/day<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | Armor Training<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | Flow of Destruction<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | Eye of the Storm (Concealment), Rage +1/day<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | Spellweave<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +5 || +2 || +5<br />
| class="left" | +1 Rage/Day, Eye of the Storm (Total Concealment)<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +6 || +2 || +6<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +6 || +3 || +6<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +7 || +3 || +7<br />
| class="left" | Spellweave (Full Attack), +1 Rage/day<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Concentration, Craft, Intimidate, Knowledge, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
'''{{#anc:Proficiencies}}:''' The Fury Mage gains no proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except 1, 4, 7 & 10, 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 a 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 a Fury Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Rage}} ([[Ex]]):''' At level 1, when a Fury Mage enters a Rage, they keep their presence of mind and their spellcasting ability is enhanced. A Fury Mage's Rage can still cast spells and use magic items while in a rage. He also gains a +4 to their relevant spellcasting ability for the duration of the Rage, which increases to +6 at character level 11 and increases to +8 at character level 20.<br />
<br />
'''{{#anc:Armor Training}} ([[Ex]]):''' At level 2, any armor a Fury Mage wears has its arcane spell failure chance reduced by 5% per two class levels.<br />
<br />
'''{{#anc:Flow of Destruction}} ([[Ex]]):''' At level 3, a Fury Mage learns to blend sword and sorcery to dominate the battlefield. Whenever a Fury Mage deals damage with a spell, he deals bonus damage on his next melee attack equal to his relevant spellcasting modifier. And whenever a Fury Mage deals damage with a melee attack, his next damaging spell deals bonus damage equal to his strength modifier and does not provoke attacks of opportunity. The bonus damage does not stack with itself.<br />
<br />
'''{{#anc:Eye of the Storm}} ([[Ex]]):''' At level 4, every time you cast a spell, you become surrounded by an aura of obscuring energy that causes you to have [[concealment]] from your enemies for one round. At 7th level, this improves to total concealment.<br />
<br />
'''{{#anc:Spellweave}} ([[Ex]]):''' At level 5, a Fury Mage learns to unleash flurries of both magic and melee attacks. Whenever he would make a full attack, he may instead make a single melee attack followed by any spell with a casting time of one standard action or less. At tenth level, this improves to allowing the Fury Mage to cast a spell with a casting time of one standard action or less during a normal full attack.<br />
<br />
====Ex-Fury Mage====<br />
<br />
If a Fury Mage becomes Lawful, they lose all class features except spellcasting.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fury Mage====<br />
<br />
'''Combat:''' Fury Mages are generally sheer damage, tearing through enemies with powerful cleaves and blasts of magic. They can also sometimes soak up damage with pre-combat buffing combined with natural durability, and may begin combat by controlling the battlefield, but overall they simply deal damage.<br />
<br />
'''Advancement:''' Warmage is a natural class to pair with Fury Mage, as their philosophy is much the same, while Runescarred Berzerker is a viable entry class. Characters who wish to advance their casting ability may find Abjurant Champion or possibly Eldritch Knight a suitable class to further both martial skill. Characters who mainly are using Fury Mage to augment melee skill will find any rage-based class a good addition, though Abjurant Champion will further both physical prowess and the potency of the magical support.<br />
<br />
====Fury Mages in the Game====<br />
<br />
Fury Mages as players make potent damage sources, while NPCs make powerful solo antagonists as they can use both magical and physical attacks.<br />
<br />
'''Adaptation:''' Any gish character can potentially use Fury Mage, by dipping Barbarian and then taking the class.<br />
<br />
'''Sample Encounter:''' Zander Vexos is a powerful Fury Mage, wanted for several massacres resulting in entire cities being razed. Defeating him will not only earn the party his magic items and a large sum of gold from the bounty, but also save many people from further harm.<br />
<br />
''EL 12:'' Zander's travelling plans have been overheard by Myra (City of Light! City of Magic!) guards. They have hired you to intercept him before he reaches civilization and take him, alive or dead.<br />
<br />
[[Zander_Vexs_(3.5e_NPC)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fury_Mage_(3.5e_Prestige_Class)&diff=698899Fury Mage (3.5e Prestige Class)2015-03-31T00:06:03Z<p>R2d2go: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=5/5<br />
|editing= Grammar edits for other edits please ask in discussion.<br />
|type= Moderate Spellcasting, Combat Focused<br />
|desc= Fury Mages learn to channel rage into their spells.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Fury Mage==<br />
<br />
{{quote<br />
|My friend was pokin' fun at the mage, and then... all I saw was flashing steel and blinding light. When I could see again, he was gone. Nothing but ashes.<br />
|orig=Zander Vexos, Human Commoner<br />
|src=Survivor Report from the Paradise Valley Massacre<br />
}}<br />
<br />
Fury Mages are casters who have let their rage consume them. They use their rage to make their spells stronger as well as their body.<br />
<br />
===Becoming a Fury Mage===<br />
<br />
Mages who find themselves in frequent close combat will appreciate the defensive benefits of rage, as well as the mental boost.<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-Lawful<br />
|-<br />
! Base Attack Bonus:<br />
| +4<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 2nd level spells<br />
|-<br />
! Feats:<br />
| Combat Casting<br />
|-<br />
! Special:<br />
| Rage class feature<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Fury Mage}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | Arcane Rage, Rage +1/day<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | Armor Training<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | Flow of Destruction<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | Eye of the Storm (Concealment), Rage +1/day<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | Spellweave<br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +5 || +2 || +5<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +5 || +2 || +5<br />
| class="left" | +1 Rage/Day, Eye of the Storm (Total Concealment)<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +6 || +2 || +6<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +6 || +3 || +6<br />
| class="left" | <br />
| class="left" | +1 to existing spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +7 || +3 || +7<br />
| class="left" | Spellweave (Full Attack), +1 Rage/day<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Concentration, Craft, Intimidate, Knowledge, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
'''{{#anc:Proficiencies}}:''' The rage mage gains proficiency no proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except 1, 4, 7 & 10, 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 a 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 a Fury Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Rage}} ([[Ex]]):''' At level 1, when a Fury Mage enters a Rage, they keep their presence of mind and their spellcasting ability is enhanced. A Fury Mage's Rage can still cast spells and use magic items while in a rage. He also gains a +4 to their relevant spellcasting ability for the duration of the Rage, which increases to +6 at character level 11 and increases to +8 at character level 20.<br />
<br />
'''{{#anc:Armor Training}} ([[Ex]]):''' At level 2, any armor a Fury Mage wears has its arcane spell failure chance reduced by 5% per two class levels.<br />
<br />
'''{{#anc:Flow of Destruction}} ([[Ex]]):''' At level 3, a Fury Mage learns to blend sword and sorcery to dominate the battlefield. Whenever a Fury Mage deals damage with a spell, he deals bonus damage on his next melee attack equal to his relevant spellcasting modifier. And whenever a Fury Mage deals damage with a melee attack, his next damaging spell deals bonus damage equal to his strength modifier and does not provoke attacks of opportunity. The bonus damage does not stack with itself.<br />
<br />
'''{{#anc:Eye of the Storm}} ([[Ex]]):''' At level 4, every time you cast a spell, you become surrounded by an aura of obscuring energy that causes you to have [[concealment]] from your enemies for one round. At 7th level, this improves to total concealment.<br />
<br />
'''{{#anc:Spellweave}} ([[Ex]]):''' At level 5, a Fury Mage learns to unleash flurries of both magic and melee attacks. Whenever he would make a full attack, he may instead make a single melee attack followed by any spell with a casting time of one standard action or less. At tenth level, this improves to allowing the Fury Mage to cast a spell with a casting time of one standard action or less during a normal full attack.<br />
<br />
====Ex-Fury Mage====<br />
<br />
If a Fury Mage becomes Lawful, they lose all class features except spellcasting.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fury Mage====<br />
<br />
'''Combat:''' Fury Mages are generally sheer damage, tearing through enemies with powerful cleaves and blasts of magic. They can also sometimes soak up damage with pre-combat buffing combined with natural durability, and may begin combat by controlling the battlefield, but overall they simply deal damage.<br />
<br />
'''Advancement:''' Warmage is a natural class to pair with Fury Mage, as their philosophy is much the same, while Runescarred Berzerker is a viable entry class. Characters who wish to advance their casting ability may find Abjurant Champion or possibly Eldritch Knight a suitable class to further both martial skill. Characters who mainly are using Fury Mage to augment melee skill will find any rage-based class a good addition, though Abjurant Champion will further both physical prowess and the potency of the magical support.<br />
<br />
====Fury Mages in the Game====<br />
<br />
Fury Mages as players make potent damage sources, while NPCs make powerful solo antagonists as they can use both magical and physical attacks.<br />
<br />
'''Adaptation:''' Any gish character can potentially use Fury Mage, by dipping Barbarian and then taking the class.<br />
<br />
'''Sample Encounter:''' Zander Vexos is a powerful Fury Mage, wanted for several massacres resulting in entire cities being razed. Defeating him will not only earn the party his magic items and a large sum of gold from the bounty, but also save many people from further harm.<br />
<br />
''EL 12:'' Zander's travelling plans have been overheard by Myra (City of Light! City of Magic!) guards. They have hired you to intercept him before he reaches civilization and take him, alive or dead.<br />
<br />
[[Zander_Vexs_(3.5e_NPC)]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>R2d2gohttps://www.dandwiki.com/w/index.php?title=The_Bleeding_City_(3.5e_Quest)&diff=698898The Bleeding City (3.5e Quest)2015-03-31T00:04:11Z<p>R2d2go: </p>
<hr />
<div>== The Bleeding City ==<br />
<br />
{{3.5e Quest Introduction<br />
|adventurer_levels=11-13<br />
|integration=The Bleeding City can appear anywhere, but ideally appears when the party needs resupplying and no other city is within sight. Once they enter, they will be trapped, and the quest begins.<br />
|preparation_time=30 min<br />
|play_time=1-8 hours (ave. 6)<br />
}}<br />
<br />
=== Quest Introduction ===<br />
<br />
An adventuring party who finds themselves in The Bleeding City is trapped. At their level, it is not difficult to escape using magic, unless they subject themselves to the restrictions of The Arena, but the ruler holds a great deal of wealth and keeps the city in terror. What group of do-gooders could resist? Whether the party sneaks their way into the Arena, brute-force crushes wave after wave of opponents, or ends up magically shackled and must come up with even more extensive plans to escape, The Bleeding City can provide an appropriate challenge.<br />
<br />
==== History ====<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
==== Hook ====<br />
<br />
For the most part, The Bleeding City draws in its victims by appearing like a normal city, and lures travelers to rest within. The party has been worn down after an adventure, and spot a city on the horizon. Upon getting closer, it looks very run down, but hospitable enough... and unwittingly, they are trapped. Escaping is easy enough, but do they want to leave the people - and a great deal of treasure - trapped in a cruel, bloodthirsty tyrant's grasp?<br />
<br />
==== Background ====<br />
<br />
The adventure is rather open-ended. For the most part, once the party is confronted by disciples of Zilinos, who will attempt to draft the party into the Arena, they begin the quest. If they follow into the Arena, they will need to find a way out before they are killed by Zilinos. If they attack the disciples and succeed, the townspeople will help them plan on how to free the city.<br />
<br />
==== NPCs ====<br />
<br />
[[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos]] - Barbarian 6/Butcher of Souls 7<br />
<br />
==== Items ====<br />
<br />
[[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|The Twin Reaper]] - See Weapon Details<br />
<br />
=== Stage One: The Drafting ===<br />
<br />
An adventuring party who comes across the city will find themselves drafted into the Arena at dusk, at which point there is a curfew. If they fight the group of three who try to take them in, the party will have an hour or so of respite. The townspeople will inform the party of what will happen - seven more disciples will come looking for the missing patrol in about an hour, and attempt to capture them, though they have no particular objections to killing. They can and will tear up the ruins of the city searching, but the townspeople will help set up an ambush, as well as make quick transactions for equipment if needed. If they succeed, Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount, see The Assault).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party finds they attempts to leave, they will find they are trapped.<br />
<br />
The gatehouses, as well as the Arena and a few mostly-intact buildings nearby which house those favored by Zilinos, hold a number of security measures to keep the city's population in. Each has three mundane as well as a magical beacons to alert Zilinos of any concerns, and he has a small group of casters which can provide him with the speed to reach any gate in essentially no time (Persisted Footsteps of the Divine). Those who are caught are either executed on the spot, tortured, or brought to the Arena.<br />
<br />
'''Encounter 1: Patrol, EL 11'''<br />
<br />
The patrol that initially tries to take the party is composed of two seventh level [[Butcher_of_Souls_(3.5e_Prestige_Class)|Butchers]] and a ninth level, fire-specialized [[Fury Mage (3.5 Prestige Class)|Fury Mage]]. They will first scan the party for magical gear with Detect Magic, then gruffly tell the party that they have been drafted. If the party refuses, they inform them that the alternative is death, and if they refuse again, they attack.<br />
<br />
This first encounter opens with the Fire Mage entering a rage and throwing out an Empowered Fireball, while the Butchers rage and pounce on the closest enemy they can. Once in melee, the Fire Mage will make a full attack before loosing a second Empowered Fireball the following turn, while the butchers continue to attack.<br />
<br />
Attacks against party members near-death are made nonlethal with magic, so even if the party is defeated, they are merely forced into the Arena path.<br />
<br />
'''Encounter 2: The Enforcers (EL 13-)'''<br />
<br />
The enforcers that come to investigate include five Butchers as noted above and two Fury Mages, also as noted above. They follow approximately the same attack patterns, though are in somewhat of a panic as the party should have an ambush set up. The nonlethal attacks are still in effect during this fight.<br />
<br />
=== Stage 2, Option 1: The Arena ===<br />
<br />
If the party is drafted into the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained with antimagic. Each day, they will fight to the death one-on-one against the strongest of the gladiators within - martial enemies of 10th level or more. For each fight they will be given one magic item of their choice, which they can keep with them in their cell (though some, such as teleportation or rust items, will be confiscated for security). If they win at least three matches, they will fight Zilinos the next day. When not fighting, they will be kept in iron-barred five-foot square cells and guarded by two or three disciples night and day (total EL 11). At any sign of a break-out, a prisoner will be assaulted by prepared spells and attacks.<br />
<br />
On the other hand, any obvious spellcasters will be offered a choice - train to become one of Zilinos' [[Fury Mage (3.5e Prestige Class)|Fury Mages]], or be executed. Assuming they choose the later, they will undergo harsh training befitting a [[barbarian]], as learning to rage is the first step. They will be forced to fight lesser, but still competent enemies (6th level martial classes), without their magic. When not fighting, they too will be imprisoned, but guarded only by one (EL 7).<br />
<br />
If those in the cells manage to break out, they will find keys to their fellow prisoner's cells, which should provide enough of a distraction and information for the party to find the other people in their group, their equipment, and proceed to Zilinos himself unperturbed by his disciples. See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos]] for more details on his fighting.<br />
<br />
If the party does not have a plan themselves, the DM can choose to assist them in any number of ways. The easiest is to have a prisoner in the martial prison attempt to escape, thus giving the players a distraction and allowing them to break out with two strong strikes against the iron bars. If more prompting is needed, more prisoners can jump at the chance to escape. Alternatively, the casters can be secretly passed lockpicks or a key to open their antimagic bonds, allowing full use of their magic until they are discovered.<br />
<br />
Once freed, the prisoners will create enough distraction for the party to fight Zilinos alone. A freed nage will also inform the party of a number of things, including the stored diamonds and scrolls of Revivify and Revenance under his throne, and how his blade can be restrained by most mind affecting spells. After defeating Zilinos, his blade will shatter, and the souls within will be released.<br />
<br />
'''Encounter 1: Warrior Gladiators (EL 11)'''<br />
<br />
You can use any martial NPC you wish for this fight. Alternatively, use one of the samples under Enemy Statblocks.<br />
<br />
'''Encounter 2: Mage Gladiators (EL 6)'''<br />
<br />
You can use any martial NPC you wish for this fight. Alternatively, use one of the samples under Enemy Statblocks.<br />
<br />
'''Encounter 3: Warrior's Guards (EL 11)'''<br />
<br />
Ten feet in front of the cells are two Butchers or a Lieutenant, while a Fire Mage stands back. They may move down the hall due to a distraction, but otherwise keep fairly close guard of the cells. When any prisoner tries to break out, the melee guards immediately pounce upon the prisoner, while the Fire Mage throws out a fireball.<br />
<br />
Three rounds after the death of the first group, six more will appear. If the party has not opened at least four cells by then, they will have to fight it out (though with the help of whoever they've freed). If not, the freed prisoners provide enough distraction that they only have to get past one group, which should be fairly distracted by prisoners.<br />
<br />
If you want to give the party an additional challenge, give the last Fire Mage a scroll of Delay Death and make sure the melee unit is a single Lieutenant. This will make the Lieutenant functionally invincible for 5 rounds.<br />
<br />
'''Encounter 4: Mage's Guards (EL 7- and 11)'''<br />
<br />
One Butcher, standing in front of most of the cells. After three rounds, a group equal to the Warrior's Guards attacks, but they approach from across a hallway. Assuming one mage is freed each round, that group should be taken care of without too much trouble, as only mages of at least sixth level are kept in the cells. If there are at least two mages in the party, the incoming guards should be easily obliterated.<br />
<br />
'''Encounter 5: Zilinos (EL 13)'''<br />
<br />
See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos, Butcher of the Bleeding City]] for details.<br />
<br />
=== Stage 2, Option 2: The Assault===<br />
<br />
If the party defeats the attackers, they will be told of the city and the Arena. The townspeople will offer to help plan a liberation of the city, speaking of the great wealth the party could earn (a huge stash of diamonds as well as equipment taken from those drafted into the Arena) as well as how it would benefit the people. They offer to provide a distraction, keeping most of the disciples of the party's back while they free the prisoners. Once the prisoners are freed, they should provide distraction enough to leave Zilinos for them to fight alone. They also note that he has stored several scrolls to bring back the dead somewhere in the Arena.<br />
<br />
Assuming the party takes the easiest route in, killing the guards to the mages' cells before letting the mages take care of the warriors' cells, they will need to fight several waves of guards in a cramped prison hallway before making it out. The warrior's cell instead has three larger waves of guards.<br />
<br />
Once the prisoners are released, a freed mage will inform the party of the stored diamonds and scrolls of Revivify and Revenance under his throne, and how his blade can be restrained by most mind affecting spells. Once Zilinos is forced past his threshold of hit points (see [[Butcher of Souls (3.5e Class)|Butcher of Souls]], the party will need to teleport him away his blade will shatter, and the souls within will be released.<br />
<br />
'''Encounter 1: Arena Guards (EL 12-)'''<br />
<br />
A Fire Mage, a Lieutenant, and four Butchers. They stand spread out, across the thirty-foot wide arena entrance. The party should be able to ambush them, potentially killing one or more immediately.<br />
<br />
'''Encounter 2: Warrior's Guards (EL 11 x3)'''<br />
<br />
Two Butchers or a Lieutenant as well as a Fire Mage will attempt to intercept the party, blocking the hallway. Three rounds later, another group will show, and three rounds later, a third. If the party manages to get past, they can free a given warrior with two strong strikes with a magic weapon, or any other reasonable way. If they fight through the guards, they can simply take their keys.<br />
<br />
If you want to give the party an additional challenge, give the last Fire Mage a scroll of Delay Death and make sure the melee unit is a single Lieutenant. This will make the Lieutenant functionally invincible for 5 rounds.<br />
<br />
'''Encounter 3: Mage's Guards (EL 11+)'''<br />
<br />
The group noted above, plus an additional butcher will attempt to intercept the party, blocking the hallway. If the party manages to get past, they can free a given mage with a dispel or other magic-item/curse negation effect, to negate the negation handcuffs. If they fight through the guards, they can simply take their keys.<br />
<br />
'''Encounter 4: Zilinos'''<br />
<br />
See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos, Butcher of the Bleeding City]] for details.<br />
<br />
=== Stage 3: The Aftermath===<br />
<br />
Once Zilinos is defeated, the party will be free to loot his extensive equipment stores as well as any remaining diamonds and scrolls. This includes a total of four scrolls of Revivify, four scrolls of Revenance, twenty thousand gold pieces worth of diamonds and diamond dust, and forty thousand gold pieces worth of assorted equipment, varying from low level to mid level.<br />
<br />
However, the city is not quite safe. Many of his disciples escape the wrath of the prisoners, and tracking them down could take some time - but also yield sizeable rewards as the rest of Zilinos' hoard would be recovered. It would also secure the city's safety for the years to come.<br />
<br />
===Enemy Statblocks===<br />
<br />
{{Stat Block 2<br />
|name=Butcher |cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 1<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Greatsword]] +12 (2d6+7/19&ndash;20)<br />
|bab=+7 |grp=+11<br />
|sa=Whirling Frenzy 3/day, Pounce<br />
|str=18 |dex=14 |con=16 |int=8 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2<br />
|feats=[[Cleave]], [[Power Attack]], Leap Attack, Flaming Berserker<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=[[SRD:Leather Armor|Leather Armor]]<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +2 dodge to armor class, +2 reflex, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round.<br />
<br />
{{Stat Block 2<br />
|name=Fire Mage |cr=9<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 1, [[Wizard]] 6, [[Fury Mage (3.5e Prestige Class)|Butcher of Souls]] 2<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Greatsword]] +12 (2d6+7/19&ndash;20)<br />
|bab=+6 |grp=+8<br />
|sa=Raging 3/day, [[Pounce]]<br />
|str=14 |dex=14 |con=14 |int=18 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2<br />
|feats=Combat Casting, Flaming Berserker, Empower Spell, Arcane Thesis (Fireball), Bloodline of Fire<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=None<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +4 constitution, +4 intelligence, +2 to will saves vrs fear, -2 armor class, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round.<br />
<br />
'''Spells Prepared:'' <br />
*1st level: Detect Magic x2, Magic Missile, Burning Hands, Shield<br />
*2nd level: Scorching Ray x2, Glitterdust, Invisibility<br />
*3rd level: Fireball x3<br />
*4th level: Empowered Fireball x2<br />
<br />
{{Stat Block 2<br />
|name=Lieutenant |cr=9<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 3<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 Flaming [[Greatsword]] +16 (3d6+10/19&ndash;20)<br />
|bab=+9 |grp=+13<br />
|sa=Whirling Frenzy 4/day, Pounce<br />
|str=22 |dex=14 |con=16 |int=8 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Undying Rage<br />
|feats=[[Cleave]], [[Power Attack]], Leap Attack, Flaming Berserker, Martial Study (Burning Blade)<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=[[SRD:Leather Armor|Leather Armor]], Gauntlets of Ogre Power +2<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +2 dodge to armor class, +2 reflex, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round. Additionally, while raging, the Lieutenant will stay conscious at negative hit points and gain an additional +4 strength.<br />
<br />
Will us Burning Blade before one pounce to deal an extra 1d6+4 damage per attack.<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=The_Bleeding_City_(3.5e_Quest)&diff=698897The Bleeding City (3.5e Quest)2015-03-31T00:02:00Z<p>R2d2go: </p>
<hr />
<div>== The Bleeding City ==<br />
<br />
{{3.5e Quest Introduction<br />
|adventurer_levels=11-13<br />
|integration=The Bleeding City can appear anywhere, but ideally appears when the party needs resupplying and no other city is within sight. Once they enter, they will be trapped, and the quest begins.<br />
|preparation_time=30 min<br />
|play_time=1-8 hours (ave. 6)<br />
}}<br />
<br />
=== Quest Introduction ===<br />
<br />
An adventuring party who finds themselves in The Bleeding City is trapped. At their level, it is not difficult to escape using magic, unless they subject themselves to the restrictions of The Arena, but the ruler holds a great deal of wealth and keeps the city in terror. What group of do-gooders could resist? Whether the party sneaks their way into the Arena, brute-force crushes wave after wave of opponents, or ends up magically shackled and must come up with even more extensive plans to escape, The Bleeding City can provide an appropriate challenge.<br />
<br />
==== History ====<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
==== Hook ====<br />
<br />
For the most part, The Bleeding City draws in its victims by appearing like a normal city, and lures travelers to rest within. The party has been worn down after an adventure, and spot a city on the horizon. Upon getting closer, it looks very run down, but hospitable enough... and unwittingly, they are trapped. Escaping is easy enough, but do they want to leave the people - and a great deal of treasure - trapped in a cruel, bloodthirsty tyrant's grasp?<br />
<br />
==== Background ====<br />
<br />
The adventure is rather open-ended. For the most part, once the party is confronted by disciples of Zilinos, who will attempt to draft the party into the Arena, they begin the quest. If they follow into the Arena, they will need to find a way out before they are killed by Zilinos. If they attack the disciples and succeed, the townspeople will help them plan on how to free the city.<br />
<br />
==== NPCs ====<br />
<br />
[[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos]] - Barbarian 6/Butcher of Souls 7<br />
<br />
==== Items ====<br />
<br />
[[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|The Twin Reaper]] - See Weapon Details<br />
<br />
=== Stage One: The Drafting ===<br />
<br />
An adventuring party who comes across the city will find themselves drafted into the Arena at dusk, at which point there is a curfew. If they fight the group of three who try to take them in, the party will have an hour or so of respite. The townspeople will inform the party of what will happen - seven more disciples will come looking for the missing patrol in about an hour, and attempt to capture them, though they have no particular objections to killing. They can and will tear up the ruins of the city searching, but the townspeople will help set up an ambush, as well as make quick transactions for equipment if needed. If they succeed, Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount, see The Assault).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party finds they attempts to leave, they will find they are trapped.<br />
<br />
The gatehouses, as well as the Arena and a few mostly-intact buildings nearby which house those favored by Zilinos, hold a number of security measures to keep the city's population in. Each has three mundane as well as a magical beacons to alert Zilinos of any concerns, and he has a small group of casters which can provide him with the speed to reach any gate in essentially no time (Persisted Footsteps of the Divine). Those who are caught are either executed on the spot, tortured, or brought to the Arena.<br />
<br />
'''Encounter 1: Patrol, EL 11'''<br />
<br />
The patrol that initially tries to take the party is composed of two seventh level [[Butcher_of_Souls_(3.5e_Prestige_Class)|Butchers]] and a ninth level, fire-specialized [[Fury Mage (3.5 Prestige Class)|Fury Mage]]. They will first scan the party for magical gear with Detect Magic, then gruffly tell the party that they have been drafted. If the party refuses, they inform them that the alternative is death, and if they refuse again, they attack.<br />
<br />
This first encounter opens with the Fire Mage entering a rage and throwing out an Empowered Fireball, while the Butchers rage and pounce on the closest enemy they can. Once in melee, the Fire Mage will make a full attack before loosing a second Empowered Fireball the following turn, while the butchers continue to attack.<br />
<br />
Attacks against party members near-death are made nonlethal with magic, so even if the party is defeated, they are merely forced into the Arena path.<br />
<br />
'''Encounter 2: The Enforcers (EL 13-)'''<br />
<br />
The enforcers that come to investigate include five Butchers as noted above and two Fury Mages, also as noted above. They follow approximately the same attack patterns, though are in somewhat of a panic as the party should have an ambush set up. The nonlethal attacks are still in effect during this fight.<br />
<br />
=== Stage 2, Option 1: The Arena ===<br />
<br />
If the party is drafted into the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained with antimagic. Each day, they will fight to the death one-on-one against the strongest of the gladiators within - martial enemies of 10th level or more. For each fight they will be given one magic item of their choice, which they can keep with them in their cell (though some, such as teleportation or rust items, will be confiscated for security). If they win at least three matches, they will fight Zilinos the next day. When not fighting, they will be kept in iron-barred five-foot square cells and guarded by two or three disciples night and day (total EL 11). At any sign of a break-out, a prisoner will be assaulted by prepared spells and attacks.<br />
<br />
On the other hand, any obvious spellcasters will be offered a choice - train to become one of Zilinos' [[Fury Mage (3.5e Prestige Class)|Fury Mages]], or be executed. Assuming they choose the later, they will undergo harsh training befitting a [[barbarian]], as learning to rage is the first step. They will be forced to fight lesser, but still competent enemies (6th level martial classes), without their magic. When not fighting, they too will be imprisoned, but guarded only by one (EL 7).<br />
<br />
If those in the cells manage to break out, they will find keys to their fellow prisoner's cells, which should provide enough of a distraction and information for the party to find the other people in their group, their equipment, and proceed to Zilinos himself unperturbed by his disciples. See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos]] for more details on his fighting.<br />
<br />
If the party does not have a plan themselves, the DM can choose to assist them in any number of ways. The easiest is to have a prisoner in the martial prison attempt to escape, thus giving the players a distraction and allowing them to break out with two strong strikes against the iron bars. If more prompting is needed, more prisoners can jump at the chance to escape. Alternatively, the casters can be secretly passed lockpicks or a key to open their antimagic bonds, allowing full use of their magic until they are discovered.<br />
<br />
Once freed, the prisoners will create enough distraction for the party to fight Zilinos alone. A freed nage will also inform the party of a number of things, including the stored diamonds and scrolls of Revivify and Revenance under his throne, and how his blade can be restrained by most mind affecting spells. After defeating Zilinos, his blade will shatter, and the souls within will be released.<br />
<br />
'''Encounter 1: Warrior Gladiators (EL 11)'''<br />
<br />
You can use any martial NPC you wish for this fight. Alternatively, use one of the samples under Enemy Statblocks.<br />
<br />
'''Encounter 2: Mage Gladiators (EL 6)'''<br />
<br />
You can use any martial NPC you wish for this fight. Alternatively, use one of the samples under Enemy Statblocks.<br />
<br />
'''Encounter 3: Warrior's Guards (EL 11)'''<br />
<br />
Ten feet in front of the cells are two Butchers or a Lieutenant, while a Fire Mage stands back. They may move down the hall due to a distraction, but otherwise keep fairly close guard of the cells. When any prisoner tries to break out, the melee guards immediately pounce upon the prisoner, while the Fire Mage throws out a fireball.<br />
<br />
Three rounds after the death of the first group, six more will appear. If the party has not opened at least four cells by then, they will have to fight it out (though with the help of whoever they've freed). If not, the freed prisoners provide enough distraction that they only have to get past one group, which should be fairly distracted by prisoners.<br />
<br />
If you want to give the party an additional challenge, give the last Fire Mage a scroll of Delay Death and make sure the melee unit is a single Lieutenant. This will make the Lieutenant functionally invincible for 5 rounds.<br />
<br />
'''Encounter 4: Mage's Guards (EL 7- and 11)'''<br />
<br />
One Butcher, standing in front of most of the cells. After three rounds, a group equal to the Warrior's Guards attacks, but they approach from across a hallway. Assuming one mage is freed each round, that group should be taken care of without too much trouble, as only mages of at least sixth level are kept in the cells. If there are at least two mages in the party, the incoming guards should be easily obliterated.<br />
<br />
'''Encounter 5: Zilinos (EL 13)'''<br />
<br />
See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos, Butcher of the Bleeding City]] for details.<br />
<br />
=== Stage 2, Option 2: The Assault===<br />
<br />
If the party defeats the attackers, they will be told of the city and the Arena. The townspeople will offer to help plan a liberation of the city, speaking of the great wealth the party could earn (a huge stash of diamonds as well as equipment taken from those drafted into the Arena) as well as how it would benefit the people. They offer to provide a distraction, keeping most of the disciples of the party's back while they free the prisoners. Once the prisoners are freed, they should provide distraction enough to leave Zilinos for them to fight alone. They also note that he has stored several scrolls to bring back the dead somewhere in the Arena.<br />
<br />
Assuming the party takes the easiest route in, killing the guards to the mages' cells before letting the mages take care of the warriors' cells, they will need to fight several waves of guards in a cramped prison hallway before making it out. The warrior's cell instead has three larger waves of guards.<br />
<br />
Once the prisoners are released, a freed mage will inform the party of the stored diamonds and scrolls of Revivify and Revenance under his throne, and how his blade can be restrained by most mind affecting spells. Once Zilinos is forced past his threshold of hit points (see [[Butcher of Souls (3.5e Class)|Butcher of Souls]], the party will need to teleport him away his blade will shatter, and the souls within will be released.<br />
<br />
'''Encounter 1: Arena Guards (EL 12-)'''<br />
<br />
A Fire Mage, a Lieutenant, and four Butchers. They stand spread out, across the thirty-foot wide arena entrance. The party should be able to ambush them, potentially killing one or more immediately.<br />
<br />
'''Encounter 2: Warrior's Guards (EL 11 x3)'''<br />
<br />
Two Butchers or a Lieutenant as well as a Fire Mage will attempt to intercept the party, blocking the hallway. Three rounds later, another group will show, and three rounds later, a third. If the party manages to get past, they can free a given warrior with two strong strikes with a magic weapon, or any other reasonable way. If they fight through the guards, they can simply take their keys.<br />
<br />
If you want to give the party an additional challenge, give the last Fire Mage a scroll of Delay Death and make sure the melee unit is a single Lieutenant. This will make the Lieutenant functionally invincible for 5 rounds.<br />
<br />
'''Encounter 3: Mage's Guards (EL 11+)'''<br />
<br />
The group noted above, plus an additional butcher will attempt to intercept the party, blocking the hallway. If the party manages to get past, they can free a given mage with a dispel or other magic-item/curse negation effect, to negate the negation handcuffs. If they fight through the guards, they can simply take their keys.<br />
<br />
'''Encounter 4: Zilinos'''<br />
<br />
See [[Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)|Zilinos, Butcher of the Bleeding City]] for details.<br />
<br />
=== Stage 3: The Aftermath===<br />
<br />
Once Zilinos is defeated, the party will be free to loot his extensive equipment stores as well as any remaining diamonds and scrolls. This includes a total of four scrolls of Revivify, four scrolls of Revenance, twenty thousand gold pieces worth of diamonds and diamond dust, and forty thousand gold pieces worth of assorted equipment, varying from low level to mid level.<br />
<br />
However, the city is not quite safe. Many of his disciples escape the wrath of the prisoners, and tracking them down could take some time - but also yield sizeable rewards as the rest of Zilinos' hoard would be recovered. It would also secure the city's safety for the years to come.<br />
<br />
===Enemy Statblocks===<br />
<br />
{{Stat Block 2<br />
|name=Butcher |cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 1<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Greatsword]] +12 (2d6+7/19&ndash;20)<br />
|bab=+7 |grp=+11<br />
|sa=Whirling Frenzy 3/day, Pounce<br />
|str=18 |dex=14 |con=16 |int=8 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2<br />
|feats=[[Cleave]], [[Power Attack]], Leap Attack, Flaming Berserker<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=[[SRD:Leather Armor|Leather Armor]]<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +2 dodge to armor class, +2 reflex, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round.<br />
<br />
{{Stat Block 2<br />
|name=Fire Mage |cr=9<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 1, [[Wizard]] 6, [[Fury Mage (3.5e Prestige Class)|Butcher of Souls]] 2<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Greatsword]] +12 (2d6+7/19&ndash;20)<br />
|bab=+6 |grp=+8<br />
|sa=Raging 3/day, [[Pounce]]<br />
|str=14 |dex=14 |con=14 |int=18 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2<br />
|feats=Combat Casting, Flaming Berserker, Empower Spell, Arcane Thesis (Fireball), Bloodline of Fire<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=None<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +4 constitution, +4 intelligence, +2 to will saves vrs fear, -2 armor class, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round.<br />
<br />
'''Spells Prepared:'' <br />
*1st level: Detect Magic x2, Magic Missile, Burning Hands, Shield<br />
*2nd level: Scorching Ray x2, Glitterdust, Invisibility<br />
*3rd level: Fireball x3<br />
*4th level: Empowered Fireball x2<br />
<br />
{{Stat Block 2<br />
|name=Butcher |cr=9<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 3<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor, +2 dexterity<br />
|hp=72 |hd=7<br />
|fort=+10 |ref=+4 |will=+2 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 Flaming [[Greatsword]] +16 (3d6+10/19&ndash;20)<br />
|bab=+9 |grp=+13<br />
|sa=Whirling Frenzy 4/day, Pounce<br />
|str=22 |dex=14 |con=16 |int=8 |wis=8 |cha=8<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Undying Rage<br />
|feats=[[Cleave]], [[Power Attack]], Leap Attack, Flaming Berserker, Martial Study (Burning Blade)<br />
|skills=[[Jump]] +14, [[Intimidate]] +9<br />
|poss=[[SRD:Leather Armor|Leather Armor]], Gauntlets of Ogre Power +2<br />
}}<br />
<br />
'''Rage Details:'''<br />
Raging adds +4 strength, +2 dodge to armor class, +2 reflex, and allows an additional attack during a full attack at the cost of a -2 penalty to all attacks that round. Additionally, while raging, the Lieutenant will stay conscious at negative hit points and gain an additional +4 strength.<br />
<br />
Will us Burning Blade before one pounce to deal an extra 1d6+4 damage per attack.<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Zilinos,_Butcher_of_the_Bleeding_City_(3.5e_NPC)&diff=698896Zilinos, Butcher of the Bleeding City (3.5e NPC)2015-03-31T00:00:00Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Zilinos |cr=13<br />
|sex=Male |race=[[Human]] |clvl=[[Barbarian]] 6, [[Butcher of Souls (3.5e Prestige Class)|Butcher of Souls]] 7<br />
|al=[[Chaotic Evil|CE]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |sens=None |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=14 |touch=12 |flat=12 |othac=+2 dodge to AC while raging. |acmods=+2 armor<br />
|hp=132 |hd=13<br />
|fort=+12 |ref=+6 |will=+4 |othsav=+2 Reflex while raging.<br />
|spd=30 ft. (6 squares)<br />
|melee1=+1 [[Flaming]] [[Frost]] [[Greatsword]] +20 (4d6+10/19&ndash;20)<br />
|bab=+13 |grp=+19<br />
|sa=Whirling Frenzy 5/day, Rune of Defiance, Pounce<br />
|str=22 |dex=14 |con=16 |int=12 |wis=10 |cha=12<br />
|sq=Uncanny Dodge, Improved Uncanny Dodge, Trapkiller, Eternal Rage<br />
|feats=Flaming Berserker, Frozen Berserker, [[Cleave]], [[Great Cleave]], [[Power Attack]], Leap Attack<br />
|skills=[[Survival]] +13, [[Jump]] +19, [[Intimidate]] +14<br />
|poss=[[SRD:Leather Armor|Leather Armor]], +1 [[Flaming]] [[Frost]] [[Greatsword]]<br />
}}<br />
<br />
===The Bleeding City===<br />
<br />
Zilinos rules over The Bleeding City, a once prosperous urban settlement, now reduced to ruin by his wrath. Zilinos allows the city's people to live their lives relatively undisturbed, making the entire city a somewhat active town carved into the ruins of the old city. However, he has an army of loyal disciples who gather people in the city to fight in the Arena, a grotesque pit carved out of the ruin of the old city hall. Within, Zilinos runs a sort of colosseum for his own amusement, then slaughters the champions when they are deemed strong enough souls for his blade to devour.<br />
<br />
An adventuring party who comes across the city may find themselves drafted into the Arena. If they fight those who try to take them in, more will show, though if the entire group of enemies is killed (a group of three, then a group of seven), Zilinos will have little or no warning if the party chooses to attack. Additionally, the city's people will treat them as heroes, and can give them of most of the information here (DM's discretion for the exact amount).<br />
<br />
If they escape being drafted, slaughter every disciple, or simply scout the city quickly enough to buy supplies before the drafting occurs, people who enter The Bleeding City will find the town somewhat hospitable. There are standard mundane accommodations, as well as magic items in black markets (requiring a Gather Information check of 15 or greater). Some high-quality equipment can be acquired, though this is even harder to find (requiring a Gather Information check of 25 or greater), and there is markup varying from 20 to 100 percent compared to market price. However, disciples guard the gates, and so if the party attempts to leave, they will find they are trapped.<br />
<br />
Within the Arena, the party's power will be loosely evaluated, their equipment confiscated, and their hands chained. Each day, they will fight to the death against one of the strongest of the gladiators within - mostly martial enemies of 10th level or so. If they win at least three matches, they will fight Zilinos. When not fighting, they will be kept in iron cells and guarded by ten disciples night and day, each readied to blast any escapees into oblivion.<br />
<br />
If the party manages to defeat Zilinos, the disciples will flee, and the city will celebrate. Most of the gladiators will be freed and grateful, or will chase down the disciples. Additionally, twenty thousand gold pieces worth of diamonds and diamond dust can be found under Zilinos' throne, of which the party will be immediately informed. Zilinos also has a collection of magical weapons and armor worth approximately forty thousand gold pieces.<br />
<br />
===Abilities===<br />
<br />
'''Rune of Defiance:''' Zilinos can activate a rune containing the spell Revivify on death, bringing him back to life. However, this leaves him [[Exhausted]], and imposes an additional -2 penalty to Strength and Constitution for a week.<br />
<br />
'''Pounce:''' Zilinos can [[Pounce]], allowing him to make a [[full attack]] at the end of a [[charge]].<br />
<br />
'''(Improved) Uncanny Dodge:''' Zilinos retains his dexterity bonus to armor class when flat-footed or attacked by an invisible enemy. He also cannot be flanked except by a rogue with four more levels than him.<br />
<br />
'''Trapkiller:''' Zilinos can find traps with a Survival check and disable them with an attack roll.<br />
<br />
'''Leap/Power Attack:''' Zilinos' [[Power Attack]] is enhanced when he jumps at least 10 feet prior to the attack, tripling the bonus from the feat.<br />
<br />
===Rage Details===<br />
<br />
While Raging, Zilinos gains +4 strength (resulting in +2 to attack and +3 to damage), a +2 dodge bonus to armor class, +2 to Reflex saves, immunity to fire and to ice, and cannot die. Additionally, as long as he has negative hit points, he remains alive and raging, though after one hour, he becomes completely mindless until his hit points are restored. Finally, whenever he makes a full attack, he may make an additional attack at his full attack bonus, though if he does, all attacks made that round take a -2 penalty to hit.<br />
<br />
Zilinos ''can'' still be killed while raging, but only after reducing them past a threshold equal to twice his maximum hit points (264). Once he passes that threshold, unless healed above the threshold, he will continue to rage for one hour as the rage slowly consumes his body. At the end of the hour, he will immolate in a explosion of raw energy, dealing 10 damage per hit die (Reflex half) to all within 100 feet.<br />
<br />
===Weapon Details===<br />
<br />
Zilinos' blade is a specialized crystalline greatsword made from his soul. In addition to standard weapon enhancements, while raging, it is indestructible, can be called as a free action to Zilinos' hand, and heals himself for 10 percent of the damage he deals.<br />
<br />
Additionally, Zilinos' has slaughtered so many with the blade that it has become a sentient artifact, naming itself the Twin Reaper. As such, in addition to the normal abilities of his weapon, it absorbs the souls of its victims, storing them in the blade. Until Zilinos is killed, the souls will never reach the afterlife, and if Zilinos obtains his goal of converting the Twin Reaper into a Soul Cleaver, he will permanently consume every soul trapped within.<br />
<br />
Lastly, the Twin Reaper grants Zilinos a few other abilities while raging. It has the ability to drain his blood as a free action, dealing any amount of hit point damage to himself, usually to trigger his mindless rage. It stores these hitpoints, allowing it to heal him as a free action when enemies have fallen or in an emergency, though as an intelligent item, it can choose not to grant them to Zilinos. Furthermore, it can cast Wraithstrike twice per day as a swift action, making Zilinos' melee attacks touch attacks for the round.<br />
<br />
The Twin Reaper can be targeted with mind affecting spells as if it were an outsider, as it is, to some degree. It has a Will save of +10. If Charmed, Dominated, Confused, knocked unconscious, etc, it will simply be unable to use the two abilities above until it recovers.<br />
<br />
===Combat===<br />
<br />
In combat, Zilinos enters a rage and leaps into battle, hacking and cleaving at whatever target is closest. With his initial leap, he will attempt to kill at least one target, though he may find it difficult. Each turn, he will attempt to pounce with Leap Attack onto another target, but will simply full attack if he cannot. Assuming the party has shown themselves to be a major threat, he will use the Wraithstrike ability noted above whenever he can get in a pounce with Leap Attack.<br />
<br />
Once within 100 hitpoints of the threshold, unless the Twin Reaper has been convinced, tricked, disabled or otherwise chooses to condemn Zilinos, the 126 stored hitpoints will be used to heal Zilinos away from the threshold. Another healing will occur upon crossing the threshold, consuming the healing rune.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 13 NPCs|CR 13]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e ECL 13 NPCs|ECL 13]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR13]]<br />
[[Category:ECL13]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Choker_(3.5e_Race)&diff=698856Choker (3.5e Race)2015-03-30T19:51:03Z<p>R2d2go: </p>
<hr />
<div>{{x0<br />
|la=+1<br />
|ecl=4<br />
|type=[[Aberration]]<br />
|ability_adjust=+6 Str, +4 Dex, +2 Con, -6 Int, +2 Wis, -4 Cha <br />
|size=Small<br />
|favored_class=Rogue<br />
|desc=A vicious predator, grabbing any prey that comes near.<br />
}}<br />
<br />
== Chokers ==<br />
<br />
=== Personality ===<br />
<br />
Chokers are ravenous, greedy hunters. They lurk in the darkness of caves and dungeons, snatching any prey they can get their grasping tendrils on. Easily bribed and hard to escape from, they can at best be controlled and at worst be consumed by.<br />
<br />
=== Physical Description ===<br />
<br />
A choker appears to be a mottled brown, semi-humanoid creature with long tendril-like limbs ending with four fingers, lined on the inside with spines that allow it to climb walls and constrict enemies. A choker’s skull, spine, and rib cage are bony, but its limbs are really tentacles with multiple knobby joints of cartilage. Thus, it appears bowlegged, and its movements seem peculiar and fluid. It's elongated face ends in a grotesque mouth filled with jagged teeth, and always appears to be snarling. The creature weighs about 35 pounds.<br />
<br />
=== Relations ===<br />
<br />
Chokers are animalistic predators. The only peaceful interaction they might have is through heavy bribery, and even then they are hostile and combative. Otherwise, they simply attack and consume what they can, and flee or hide from what they cannot.<br />
<br />
=== Alignment ===<br />
<br />
Usually Chaotic Evil<br />
<br />
=== Lands ===<br />
<br />
Underground. Chokers live almost exclusively in caves, dungeons and similar locations. They tend to use the ceilings and walls of such areas to their advantage, utilizing their skill at climbing to ambush prey.<br />
<br />
=== Language ===<br />
<br />
Undercommon.<br />
<br />
=== Racial Traits ===<br />
<br />
* +6 Strength, +4 Dexterity, +2 Constitution, -6 Intelligence (minimum 3), +2 Wisdom, -4 Charisma<br />
* [[Aberration]]: Chokers are at best hideous, mutated forms of natural creatures<br />
* ''[[SRD:Small|Small]]:'' As a [[SRD:Small|Small]] creature, a Choker gains a +1 size bonus to [[SRD:Armor Class|Armor Class]], a +1 size bonus on [[SRD:Attack Roll|attack rolls]], and a +4 size bonus on [[SRD:Hide Skill|Hide]] checks, but she uses smaller weapons than [[SRD:Humans (Race)|human]]s use, and her lifting and carrying limits are three-quarters of those of a [[SRD:Medium|Medium]] character.<br />
* Choker [[base land speed]] is 20 feet: Climb 10 feet<br />
*[[SRD:Darkvision|Darkvision]] out to 60 feet.<br />
*Racial [[SRD:Hit Dice (Creature Statistic)|Hit Dice:]] A choker begins with three levels of [[SRD:Aberration Type|aberration]], which provide 3d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +2, and base [[SRD:Saving Throw|saving throw]] bonuses of Fort +1, Ref +1, and [[SRD:Saving Throw|Will]] +3. <br />
*Racial [[SRD:Skills (Creature Statistic)|Skills:]] A Choker’s [[SRD:Aberration Type|aberration]] levels give it [[SRD:Skill Points|skill points]] equal to 6 x (2 + [[SRD:Intelligence|Int]] modifier, minimum 1). Its [[SRD:Class|class]] skills are Climb, Hide, Move Silently, Intimidate, Jump. Chokers have a +8 racial bonus on [[SRD:Climb Skill|Climb]] checks.<br />
*+4 racial bonus to Grapple checks.<br />
*[[SRD:Natural Weapons|Natural Weapons]]: Tentacle (1d3) - this natural weapon has a reach of 10 feet.<br />
*Special Attacks (see above): Constrict (1d3), Improved Grab.<br />
*Special Qualities (see above): Quickness. A choker can take an extra standard or move action during it's turn each round.<br />
* [[Automatic Languages]]: Undercommon. [[Bonus Languages]]: Common.<br />
* [[Favored Class]]: Rogue.<br />
* [[Level Adjustment]]: +1<br />
<br />
=== Vital Statistics ===<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 10 years || +1d4 || +2d4 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Choker Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 25 years || 35 years || 50 years || +1d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Choker Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 2' 8" || +2d4 || 30 lb. || &times; (1) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 2' 6" || +2d4 || 30 lb. || &times; (1) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Aberration Type]]<br />
[[Category:Small Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL4]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Choker_(3.5e_Race)&diff=698855Choker (3.5e Race)2015-03-30T19:44:07Z<p>R2d2go: </p>
<hr />
<div>{{x0<br />
|la=+1<br />
|ecl=4<br />
|type=[[Aberration]]<br />
|ability_adjust=+6 Str, +4 Dex, +2 Con, -6 Int, +2 Wis, -4 Cha <br />
|size=Small<br />
|favored_class=Rogue<br />
|desc=A vicious predator, grabbing any prey that comes near.<br />
}}<br />
<br />
== Chokers ==<br />
<br />
=== Personality ===<br />
<br />
Chokers are ravenous, greedy hunters. They lurk in the darkness of caves and dungeons, snatching any prey they can get their grasping tendrils on. Easily bribed and hard to escape from, they can at best be controlled and at worst be consumed by.<br />
<br />
=== Physical Description ===<br />
<br />
A choker appears to be a mottled brown, semi-humanoid creature with long tendril-like limbs ending with four fingers, lined on the inside with spines that allow it to climb walls and constrict enemies. A choker’s skull, spine, and rib cage are bony, but its limbs are really tentacles with multiple knobby joints of cartilage. Thus, it appears bowlegged, and its movements seem peculiar and fluid. It's elongated face ends in a grotesque mouth filled with jagged teeth, and always appears to be snarling. The creature weighs about 35 pounds.<br />
<br />
=== Relations ===<br />
<br />
Chokers are animalistic predators. The only peaceful interaction they might have is through heavy bribery, and even then they are hostile and combative. Otherwise, they simply attack and consume what they can, and flee or hide from what they cannot.<br />
<br />
=== Alignment ===<br />
<br />
Usually Chaotic Evil<br />
<br />
=== Lands ===<br />
<br />
Underground. Chokers live almost exclusively in caves, dungeons and similar locations. They tend to use the ceilings and walls of such areas to their advantage, utilizing their skill at climbing to ambush prey.<br />
<br />
=== Language ===<br />
<br />
Undercommon.<br />
<br />
=== Racial Traits ===<br />
<br />
* +6 Strength, +4 Dexterity, +2 Constitution, -6 Intelligence (minimum 3), +2 Wisdom, -4 Charisma<br />
* [[Aberration]]: Chokers are at best hideous, mutated forms of natural creatures<br />
* ''[[SRD:Small|Small]]:'' As a [[SRD:Small|Small]] creature, a Choker gains a +1 size bonus to [[SRD:Armor Class|Armor Class]], a +1 size bonus on [[SRD:Attack Roll|attack rolls]], and a +4 size bonus on [[SRD:Hide Skill|Hide]] checks, but she uses smaller weapons than [[SRD:Humans (Race)|human]]s use, and her lifting and carrying limits are three-quarters of those of a [[SRD:Medium|Medium]] character.<br />
* Choker [[base land speed]] is 20 feet: Climb 10 feet<br />
*[[SRD:Darkvision|Darkvision]] out to 60 feet.<br />
*Racial [[SRD:Hit Dice (Creature Statistic)|Hit Dice:]] A choker begins with three levels of [[SRD:Aberration Type|aberration]], which provide 3d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +2, and base [[SRD:Saving Throw|saving throw]] bonuses of Fort +0, Ref +0, and [[SRD:Saving Throw|Will]] +3. <br />
*Racial [[SRD:Skills (Creature Statistic)|Skills:]] A Choker’s [[SRD:Aberration Type|aberration]] levels give it [[SRD:Skill Points|skill points]] equal to 6 x (2 + [[SRD:Intelligence|Int]] modifier, minimum 1). Its [[SRD:Class|class]] skills are Climb, Hide, Move Silently, Intimidate, Jump. Chokers have a +8 racial bonus on [[SRD:Climb Skill|Climb]] checks.<br />
*+4 racial bonus to Grapple checks.<br />
*[[SRD:Natural Weapons|Natural Weapons]]: Tentacle (1d3) - this natural weapon has a reach of 10 feet.<br />
*Special Attacks (see above): Constrict (1d3), Improved Grab.<br />
*Special Qualities (see above): Quickness. A choker can take an extra standard or move action during it's turn each round.<br />
* [[Automatic Languages]]: Undercommon. [[Bonus Languages]]: Common.<br />
* [[Favored Class]]: Rogue.<br />
* [[Level Adjustment]]: +1<br />
<br />
=== Vital Statistics ===<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 10 years || +1d4 || +2d4 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Choker Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 25 years || 35 years || 50 years || +1d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Choker Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 2' 8" || +2d4 || 30 lb. || &times; (1) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 2' 6" || +2d4 || 30 lb. || &times; (1) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Aberration Type]]<br />
[[Category:Small Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL4]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=User:R2d2go&diff=692692User:R2d2go2015-02-11T09:45:59Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years (again). Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Here's some of my favorite contributions, check them out!<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but will be awesome, hopefully. Any contributions much appreciated.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
Want to be a rogue that coats the room with mirror images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. If you have a request or an idea, drop it in discussion. <br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=User:R2d2go&diff=692691User:R2d2go2015-02-11T09:45:34Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years (again). Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Here's some of my favorite contributions, check them out!<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but will be awesome, hopefully. Any contributions much appreciated.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. If you have a request or an idea, drop it in discussion. <br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=User:R2d2go&diff=692690User:R2d2go2015-02-11T09:44:32Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years. Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Anyway, here's some of my favorite contributions, check them out!<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but will be awesome, hopefully. Any contributions much appreciated.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. If you have a request or an idea, drop it in discussion. <br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=User:R2d2go&diff=692689User:R2d2go2015-02-11T09:43:15Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years. Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Anyway, here's some of my favorite contributions, check them out!<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but will be awesome, hopefully. Any contributions much appreciated.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
I'm also making a lot of classes now, that are amusingly interesting, mechanically. Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. '''I'm taking suggestions!''' If you have a request or an idea, drop it in discussion. '''Note:''' I'm good at making up mechanics. I'm not so good at balancing them without playtesting. If you plan on using any of this, check with your DM. Also, if you balance it pretty well, feel free to tell me about it, so I can make the change on the class's page.<br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=User:R2d2go&diff=692680User:R2d2go2015-02-11T09:08:06Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years. Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Anyway, here's some of my favorite contributions, check them out!<br />
<br />
''[[Earth-Bound_(3.5e_Class)|Earth-Bound]]:'' One of my first classes, and also quite complex. Not fully polished but I think it's pretty cool. By not fully polished, I mean broken and terrible, but it was one of the first I made...<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but is awesome and will be even more so, in my opinion.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
I'm also making a lot of classes now, that are amusingly interesting, mechanically. Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. '''I'm taking suggestions!''' If you have a request or an idea, drop it in discussion. '''Note:''' I'm good at making up mechanics. I'm not so good at balancing them without playtesting. If you plan on using any of this, check with your DM. Also, if you balance it pretty well, feel free to tell me about it, so I can make the change on the class's page.<br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Talk:Butcher_of_Souls_(3.5e_Prestige_Class)&diff=692678Talk:Butcher of Souls (3.5e Prestige Class)2015-02-11T09:05:47Z<p>R2d2go: </p>
<hr />
<div>Well hello Tryndamere!<br />
-RockJockey<br />
<br />
Yep, that's him. Amusingly enough I started this class before starting League, but ended up playing before I finished.--[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 02:05, 11 February 2015 (MST)</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=User:R2d2go&diff=685458User:R2d2go2014-12-18T18:51:12Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years. Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Anyway, here's some of my favorite contributions, check them out!<br />
<br />
''[[Earth-Bound_(3.5e_Class)|Earth-Bound]]:'' One of my first classes, and also quite complex. Not fully polished but I think it's pretty cool.<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but is awesome and will be even more so, in my opinion.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
I'm also making a lot of classes now, that are amusingly interesting, mechanically. Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. '''I'm taking suggestions!''' If you have a request or an idea, drop it in discussion. '''Note:''' I'm good at making up mechanics. I'm not so good at balancing them without playtesting. If you plan on using any of this, check with your DM. Also, if you balance it pretty well, feel free to tell me about it, so I can make the change on the class's page.<br />
<br />
Entirely Complete:<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Statistically Complete:<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=User:R2d2go&diff=685457User:R2d2go2014-12-18T18:45:29Z<p>R2d2go: </p>
<hr />
<div>Hey guys, updating my user page for the first time in a couple years. Anyway, if anyone sees this page, say hello! I'd like to know the wiki's people better. Anyway, here's some of my favorite contributions, check them out!<br />
<br />
''[[Earth-Bound_(3.5e_Class)|Earth-Bound]]:'' One of my first classes, and also quite complex. Not fully polished but I think it's pretty cool.<br />
<br />
''[[Battle_Chemist_(3.5e_Class)|Battle Chemist]]:'' Basically a casting variant that uses science instead of magic. Took a lot of effort, still incomplete mixture list, but is awesome and will be even more so, in my opinion.<br />
<br />
''[[Mechanus_Knight_(3.5e_Class)|Mechanus Knight]]:'' A nonmagical, steam powered behemoth, improving through innovations in their technology.<br />
<br />
I'm also making a lot of classes now, that are amusingly interesting, mechanically. Want to be a rogue that coats the room with images? Want to fight by tactically analyzing the room instead of going THOG SMASH? Want to impress the townsfolk with a huge, Good-aligned avatar of yourself floating above you? I'm your guy! Some of these are purely stats. '''I'm taking suggestions!''' If you have a request or an idea, drop it in discussion. '''Note:''' I'm good at making up mechanics. I'm not so good at balancing them without playtesting. If you plan on using any of this, check with your DM. Also, if you balance it pretty well, feel free to tell me about it, so I can make the change on the class's page.<br />
<br />
''[[Aligned_Warrior_(3.5e_Prestige_Class)|Aligned Warrior]]:'' A holy warrior that uses alignment-based powers to augment his abilities.<br />
<br />
''[[Smiting_Avenger_(3.5e_Prestige_Class)|Smiting Avenger]] (And it's Dragonfire Adept adaptation, [[Dragonfire_Champion_(3.5e_Prestige_Class)|Dragonfire Champion]]''): A martial champion of the gods, focused around smiting.<br />
<br />
''[[Echo_Warrior_(3.5e_Prestige_Class)|Echo Warrior]]:'' An agile warrior, using residual images to assist him in combat.<br />
<br />
''[[Pyromaniac_(3.5e_Prestige_Class)|Pyromaniac]]:'' A fire-based casting class, burning spells for fiery powers.<br />
<br />
''[[Calculated_Warrior_(3.5e_Prestige_Class)|Calculated Warrior]]:'' A warrior that uses intellect and skill to fight with calculated precision.<br />
<br />
''[[Avenging_Barbarian_(3.5e_Prestige_Class)|Avenging Barbarian]]:'' A barbarian that uses vengeful fury to power his strikes. Not really polished or balanced.<br />
<br />
''[[Incarnator_(3.5e_Class)|Incarnator]]:'' A master of grafts, creating them and using related powers with unparalleled expertise.<br />
<br />
''[[Fury_Mage_(3.5e_Prestige_Class)|Fury Mage]]:'' A gish that blends rage with close-combat casting.<br />
<br />
''[[Fate_Weaver_(3.5e_Prestige_Class)|Fate Weaver]]:'' A caster that draws from a tarot deck to augment casting with powers from the Deck of Many Things. <br />
<br />
''[[Butcher_of_Souls_(3.5e_Prestige_Class)|Butcher of Souls]]:'' A raging warrior that uses a blade forged from his soul and tempered with rage to defy mortality.<br />
<br />
Works in Progress:<br />
<br />
''[[Specialist_(3.5e_Prestige_Class)|Specialist]]:'' Don't feel like optimizing and/or breaking the game? Give melee nice things in a chosen specialty with this class!<br />
<br />
''[[Frost_Knight_(3.5e_Prestige_Class)|Frost Knight]]:'' A gish glass that grants ice based martial benefits while advancing spellcasting.</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fulminata_Century_(3.5e_NPC)&diff=680322Fulminata Century (3.5e NPC)2014-11-05T01:59:57Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Glitterdust|Glittedust]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16/+11 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[SRD:Lantern Archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.<br />
<br />
===Sample Maneuvers/Formations===<br />
<br />
''Lightning Leap:'' Each soldier spreads out, keeping a double row of infantry in the front. Then, the Signifer casts Lightning Leap, decimating all enemies in a huge area with dozens of lightning bolts for 15d6 damage at once.<br />
<br />
''Ascension:'' If Holy Sword has not been persisted, the Signifer casts a Persistent Fly, Swift on all allies, allowing them to attack aerial enemies. This is usually followed by Fulminata, and Focusing a particular flying enemy.<br />
<br />
''Focus:'' Each soldier focuses their attacks on a single priority enemy. The resulting flurry of arrows, shotgun rounds, Orbs of Force, Acid Arrows, and Rocket Lances is usually enough to kill any non-epic enemy, and can take down many kinds of epic enemies.<br />
<br />
''Rotate:'' Injured front-line soldiers rotate, allowing continuous regeneration of health via Faith Healing. Useful against a continuous stream of damage low enough to be healed by the Minor Incarnators.<br />
<br />
''Lock:'' Soldiers hold their position, attacking and making attacks of opportunity rather than moving and firing. Useful for holding ground or blocking. "Spread Lock" includes forming a double row of infantry in a line beforehand, for holding a larger area (up to a hundred feet across).<br />
<br />
''Strike:'' Ranged units assault a particular priority area, casters using area spells.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 18 NPCs|CR 18]]<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fulminata_Century_(3.5e_NPC)&diff=680321Fulminata Century (3.5e NPC)2014-11-05T01:59:32Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Glitterdust|Glittedust]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16/+11 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[SRD:Lantern Archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.<br />
<br />
'''Sample Maneuvers/Formations'''<br />
<br />
''Lightning Leap:'' Each soldier spreads out, keeping a double row of infantry in the front. Then, the Signifer casts Lightning Leap, decimating all enemies in a huge area with dozens of lightning bolts for 15d6 damage at once.<br />
<br />
''Ascension:'' If Holy Sword has not been persisted, the Signifer casts a Persistent Fly, Swift on all allies, allowing them to attack aerial enemies. This is usually followed by Fulminata, and Focusing a particular flying enemy.<br />
<br />
''Focus:'' Each soldier focuses their attacks on a single priority enemy. The resulting flurry of arrows, shotgun rounds, Orbs of Force, Acid Arrows, and Rocket Lances is usually enough to kill any non-epic enemy, and can take down many kinds of epic enemies.<br />
<br />
''Rotate:'' Injured front-line soldiers rotate, allowing continuous regeneration of health via Faith Healing. Useful against a continuous stream of damage low enough to be healed by the Minor Incarnators.<br />
<br />
''Lock:'' Soldiers hold their position, attacking and making attacks of opportunity rather than moving and firing. Useful for holding ground or blocking. "Spread Lock" includes forming a double row of infantry in a line beforehand, for holding a larger area (up to a hundred feet across).<br />
<br />
''Strike:'' Ranged units assault a particular priority area, casters using area spells.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 18 NPCs|CR 18]]<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fulminata_Century_(3.5e_NPC)&diff=680320Fulminata Century (3.5e NPC)2014-11-05T01:58:44Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Glitterdust|Glittedust]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16/+11 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[SRD:Lantern Archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.<br />
<br />
Sample Maneuvers/Formations:<br />
<br />
''Lightning Leap:'' Each soldier spreads out, keeping a double row of infantry in the front. Then, the Signifer casts Lightning Leap, decimating all enemies in a huge area with dozens of lightning bolts for 15d6 damage at once.<br />
<br />
''Ascension:'' If Holy Sword has not been persisted, the Signifer casts a Persistent Fly, Swift on all allies, allowing them to attack aerial enemies. This is usually followed by Fulminata, and Focusing a particular flying enemy.<br />
<br />
''Focus:'' Each soldier focuses their attacks on a single priority enemy. The resulting flurry of arrows, shotgun rounds, Orbs of Force, Acid Arrows, and Rocket Lances is usually enough to kill any non-epic enemy, and can take down many kinds of epic enemies.<br />
<br />
''Rotate:'' Injured front-line soldiers rotate, allowing continuous regeneration of health via Faith Healing. Useful against a continuous stream of damage low enough to be healed by the Minor Incarnators.<br />
<br />
''Lock:'' Soldiers hold their position, attacking and making attacks of opportunity rather than moving and firing. Useful for holding ground or blocking. "Spread Lock" includes forming a double row of infantry in a line beforehand, for holding a larger area (up to a hundred feet across).<br />
<br />
''Strike:'' Ranged units assault a particular priority area, casters using area spells.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 18 NPCs|CR 18]]<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fulminata_Century_(3.5e_NPC)&diff=680318Fulminata Century (3.5e NPC)2014-11-05T01:57:01Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16/+11 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[SRD:Lantern Archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.<br />
<br />
Sample Maneuvers/Formations:<br />
<br />
''Lightning Leap:'' Each soldier spreads out, keeping a double row of infantry in the front. Then, the Signifer casts Lightning Leap, decimating all enemies in a huge area with dozens of lightning bolts for 15d6 damage at once.<br />
<br />
''Ascension:'' If Holy Sword has not been persisted, the Signifer casts a Persistent Fly, Swift on all allies, allowing them to attack aerial enemies. This is usually followed by Fulminata, and Focusing a particular flying enemy.<br />
<br />
''Focus:'' Each soldier focuses their attacks on a single priority enemy. The resulting flurry of arrows, shotgun rounds, Orbs of Force, Acid Arrows, and Rocket Lances is usually enough to kill any non-epic enemy, and can take down many kinds of epic enemies.<br />
<br />
''Rotate:'' Injured front-line soldiers rotate, allowing continuous regeneration of health via Faith Healing. Useful against a continuous stream of damage low enough to be healed by the Minor Incarnators.<br />
<br />
''Lock:'' Soldiers hold their position, attacking and making attacks of opportunity rather than moving and firing. Useful for holding ground or blocking. "Spread Lock" includes forming a double row of infantry in a line beforehand, for holding a larger area (up to a hundred feet across).<br />
<br />
''Strike:'' Ranged units assault a particular priority area, casters using area spells.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 18 NPCs|CR 18]]<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fulminata_Century_(3.5e_NPC)&diff=680317Fulminata Century (3.5e NPC)2014-11-05T01:45:32Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[srd:lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
Against enemies like the Tarrasque, with no attacks that function against a mass of enemies, the Legion does exceptionally well. Simply by attacking over and over, they can fairly easily take down even those mighty opponents, especially if the front lines can survive more than one attack. They often rotate their front lines to keep anyone from dying too quickly. They have difficulty against nonmagical area attacks, such as those of dragons, but can prepare for these as well with their Signifers casting spells to help resist specific attacks.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 18 NPCs|CR 18]]<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Mechanus_Signifer_(3.5e_Prestige_Class)&diff=680316Mechanus Signifer (3.5e Prestige Class)2014-11-05T01:37:58Z<p>R2d2go: </p>
<hr />
<div>{{requestreview|Newly created&ndash; other [[Meta Pages#Improving, Reviewing, and Removing Articles|Improving, reviewing, or removing]] templates may be required.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4/5<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Brief description of the PrC --><br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==Mechanus Signifer==<br />
<br />
{{quote<br />
|When you bear this flag, you are the most important member of the Legion. Meet that responsibility.<br />
|orig=Colin, Knight of Mechanus<br />
|src=To the Assembly<br />
}}<br />
<br />
A Mechanus Signifer is a flag-bearer for the Mechanus Knights. His abilities allow him to greatly enhance many allies at once, making him essentially to the success of the Legion. Without their flag-bearers, the armies of Mechanus would stand no chance against most of the enemies they face, but with a strong rallying flag, they can take down challenges many times stronger than any individual could.<br />
<br />
===Becoming a Mechanus Signifer===<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +11, or Spellcasting (see below).<br />
|-<br />
! Spellcasting:<br />
| 6th level Incarnator spellcasting or +11 BAB (see above).<br />
|-<br />
! Patron:<br />
| Primus (God of Mechanus).<br />
|-<br />
! Special:<br />
| Must be an active part of a Mechanus Legion, and thus be a Mechanus Knight or Incarnator.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Mechanus Signifer}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Mechanus Advancement, Rallying Flag<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Rallying Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Aquilifer<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (<-skill points-> + [[Int]] modifier per level)'''<br/><br />
<-list of class skills->.<br />
|}<br />
<br />
====Class Features====<br />
<br />
Mechanus Signifers are high ranking Mechanus Knights chosen to bear the flag of their legion. They grant bonuses to all nearby allies and can cast spells to fortify them further. All of the following are class features of the Mechanus Signifer.<br />
<br />
'''{{#anc:Mechanus Advancement}}:''' Signifer levels stack with Mechanus Knight levels for gaining Mechanus Armor, and Incarnator levels for spells. See Adaptation under Mechanus Signifers in the Game for other options.<br />
<br />
'''{{#anc:Rallying Flag}} ([[Ex]]/[[Sp]]):''' At first level, a Mechanus Flagbearer gains a special flag, bearing the symbol of his legion or century. Each type of flag grants a moral bonus to all within 100 feet (an extraordinary effect), and can create an effect on all allies within 100 feet once per day with caster level equal to Mechanus Knight levels (a divine, spell-like effect). The flagpole has 40 hp and 20 hardness, and is made of adamantine, while the flag is magical and self-repairing.<br />
<br />
*''Ferrata'' (Ironclad): This flag bears a wolf's head and "I". Grants +2 to armor class, and can cast [[SRD:Stoneskin|Stoneskin]].<br />
*''Victrix'' (Victorious): This flag bears a bull's head and "II". Grants +1 to attack rolls, saves and skill checks, and can cast [[SRD:Greater Heroism|Greater Heroism]].<br />
*''Firma'' (Steadfast): This flag bears a pegasus and "III". Grants +4 to ability checks made to resist being bull rushed or tripped, and can cast [[SRD:Immovability|Immovability]].<br />
*''Gemina'' (Twin): This flag bears two human silhouettes and "IV". Creates an identical image adjacent to benefiting creatures, granting a 20% miss chance, and can cast Greater Mirror Image, which always grants 8 mirror images to start.<br />
*''Classica'' (Naval): This flag bears a trident and "V". Grants all allies +10 to swim checks and +4 to checks related to ships, and can cast Nixie's Grace.<br />
*''Equestris'' (Mounted): This flag bears a horse head and "VI". Grants all allies +4 to ride checks, and can cast Master Cavalier, Phantom Charge and War-Mount with one cast.<br />
*''Fulminata'' (Armed with Lightning): This flag bears a lightning bolt and "VII". Grants all allies +1d6 electric damage to their weapon attacks, and can cast Sakkratar's Triple Strike (but with shocking burst instead of flaming).<br />
*''Dux'' (Leader): This flag bears a crown and "VIII". Grants all allies Righteous Aura, and can cast Righteous Wrath of the Faithful (from Complete Divine).<br />
<br />
'''{{#anc:Rallying Spells}} :''' At third level, a Signifer can make any spell or oil from Fuel Lines effect all allies within 100 feet. The spell cannot have a range of personal. He may use this ability once per day per spell level, up to a spell level equal to his level in Signifer.<br />
<br />
'''{{#anc:Aquilifer}}:''' At fifth level, a Signifer becomes an Aquilifer, the highest ranking flag bearer in a legion. He gets an improved flag that allows the spell effect twice per day and doubles the static bonus, and the flag becomes indestructible as long as the Aquilifer is alive. Additionally, once per year, he can instantly summon his century (see [[Mechanus Century]]) (note until that page is made: 16 lantern archons, 28 melee Mechanus Knights and 12 archers each at first level, plus 3 third level Incarnators, 2 second level snipers, 4 second level Mechanus Knight shield bearers, and two Mechanus Knights or Incarnators at sixth and seventh level.)<br />
<br />
<br />
====Ex-Mechanus Signifers====<br />
<br />
Those who do not meet the requirements for becoming a Mechanus Signifer immediately lose all class abilities except Mechanus Advancement.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Mechanus Signifer====<br />
<br />
'''Combat:''' Mechanus Signifers support their allies, usually a mass surrounding them to get the most benefit of the flag's abilities.<br />
<br />
'''Advancement:''' Further levels in Incarnator or Mechanus Knight are standard advancement paths.<br />
<br />
'''Resources:''' The Legion provides food and shelter to all members within, as well as a salary in magic items as appropriate, in exchange for the Signifer's devoted services.<br />
<br />
====Mechanus Signifers in the World====<br />
<br />
{{quote|Twelth Legion, to me!|4=Sophos, Human Mechanus Knight/Signifer}}<br />
<br />
Mechanus Signifers live exclusively in the Legion, fighting as necessary.<br />
<br />
'''NPC Reactions:''' As a prestige class, Signifer doesn't change much in terms of reactions compared to the base class.<br />
<br />
====Mechanus Signifer Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes), Knowledge (Religion), or Knowledge (Local) in an area which the Legion frequents can research Mechanus Signifers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes, Religion, Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Mechanus Signifers bear magic flags which support their allies.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Each flag has it's own unique aura as well as the ability to create a powerful effect once per day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Some Signifers can cast other spells to affect all around them, not just the one stored in the flag.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | The strongest of Signifers have flags that are entirely indestructible, with even stronger effects.<br />
|}<br />
<br />
====Mechanus Signifers in the Game====<br />
<br />
Mechanus Signifers exclusively fight in the Legion. Fight a century of the Legion, and you will fight one of these.<br />
<br />
'''Adaptation:''' This class can provide a flag-bearer for any army. If you don't want to use Mechanus Knight or Incarnator, you can change the requirement to 6th level casting in another class. You can also change the advancement to fit another class, granting full progression.<br />
<br />
'''Sample Encounter:''' Seventh Legion Fulminata is a powerful enemy to make. If the party inadvertently (or intentionally) offends them, they could find themselves chased by a Century of the legion.<br />
<br />
''EL 15:'' [[Fulminata_Century_(3.5e_NPC)|Fulminata Century]]<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Colin,_Knight_of_Mechanus_(3.5e_NPC)&diff=680313Colin, Knight of Mechanus (3.5e NPC)2014-11-05T01:29:09Z<p>R2d2go: </p>
<hr />
<div>{{x0<br />
|race=[[Human]]/[[SRD:Construct_Type|Construct]]<br />
|level(s)=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 20<br />
|description=Leader of the Mechanus Knights, Good division.<br />
}}<br />
{{Stat Block 2<br />
|name=Colin, Knight of Mechanus |cr=20<br />
|al=[[Lawful Good|LG]] |size=Collosal |type=Construct<br />
|melee1=Ascendant Blade +32 (8d6+29), 18-20/x5<br />
|init=+5 |listen=+3 |spot=+3<br />
|ac=49 |touch=15 |flat=45 |acmods=-8 size, +5 Dex, +21 armor, +12 shield, +4 Sacred, +4 Deflection, +1 Dodge<br />
|hp=350 |hd=20<br />
|fort=+18 |ref=+6 |will=+6<br />
|spd=30 ft<br />
|bab=+20 |grp=+48<br />
|str=34 |dex=20 |con=26 |int=26 |wis=16 |cha=16<br />
|sq=[[Mechanus_Knight_(3.5e_Class)|Behemoth Augment 3]], [[Mechanus_Knight_(3.5e_Class)|Fuel Lines]], [[Mechanus_Knight_(3.5e_Class)|Mechanized Body]], [[Mechanus_Knight_(3.5e_Class)|Mechanus Mount]], [[Mechanus_Knight_(3.5e_Class)|Bulwark Blade]], Enchantments (Enlarge Person, Cat's Grace, Bear's Endurance, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Divine Power, Righteous Might, Haste, Freedom of Movement, Holy Aura, Shield of Law, Silverbeard)<br />
|poss=The Ascendant Blade (Artificer's Secret Techblade Tallenta Sharrash (Chainblade, Bulwark Blade)), Mechanus Mount<br />
}}<br />
<br />
Colin is one of the most powerful Mechanus Knights, leading all of the Lawful Good Knights.<br />
<br />
'''The Ascendant Blade:''' Colin's extremely advanced weapon, the Ascendant Blade, has the following abilities in addition to the normal abilities of a Gloryborn Serrated [[Tallenta_Sharrash_(3.5e_Equipment)|Tallenta Sharrash]] made of Alchemical Gold, Aurorum, and Obdurium.<br />
*Chainblade: The Ascendant Blade is made of hundreds of interlocking bladed segments, tripling reach instead of doubling, but leaving those within one increment of reach unthreatened. In addition, once per day, it can be used to Whirlwind Attack all threatened enemies (gaining extra attacks from BAB) and make a trip attempt on each, but removes the additional reach for 24 hours after this usage.<br />
*Bulwark Blade: The Ascendant Blade is made to expand to a massive shield when necessary, providing defense and offense. He is treated as wielding a Heavy Shield when wielding the Tallenta Sharrash, with an enhancement bonus equal to the weapon's enhancement bonus. In addition, once per day, he may expand the shield into a massive bulwark, providing a further +2 shield bonus and another size category of damage for 2 minutes. This usage collapses the blade once expended, removing it's defensive abilities for 24 hours.<br />
*Enhancement Tech: The Ascendant Blade is technologicaly augmented to have a nonmagical enhancement bonus of +10, and additionally has a +4 bonus to damage and attack. In addition, the blade bypasses DR/magic and can hit incorpereal creatures.<br />
*Craftsmanship: The Ascendant Blade's craftsmanship and technological augmentations give it +4 to damage and two increases in damage by size category.<br />
<br />
'''Mechanus Armor:''' Colin's massive Mechanus Gear armor has the following abilities in addition to the normal abilities of a suit of Gloryborn Mithral Mechanus Gear.<br />
*Behemoth Augment: Colin's armor has been augmented to provide him a total of +8 strength, +8 constitution and +23 Armor Class, as well as increasing his size two categories to Colossal and providing him with a 8d6 Trample attack.<br />
*Fuel Lines: Colin's Mechanus Gear is augmented with fuel lines, providing him with several potion-like effects. Prepared effects:<br />
**1st Level: Lion's Charge, Nerveskitter, Enlarge Person, Sign<br />
**2nd Level: Sadism, Master of Air, Gust of Wind, Mark of Judgement<br />
**3rd Level: Sleet Storm, Holy Storm x2<br />
**4th Level: Aligned Aura, Celerity x2<br />
**5th Level: Rejuvination Coccoon, Boreal Wind, Plane Shift<br />
**6th Level: Wall of Gears, Heal, Mental Pinnacle<br />
<br />
'''Mechanus Mount:''' Colin has a massive, firebreathing, horselike construct as a mount. See [[Calconus_the_Destroyer_(3.5e_NPC)|Calconus the Destroyer]]<br />
<br />
<br />
<br />
Collin is accompanied by four other Mechanus Knights and an High Incarnator of Primus. He starts combat by quickly casting Sign, then moving into the most crowded areas, trying to damage every opponent with a Whirlwind Attack next turn while threatening casters who would attempt to flee. Next, he casts Sign to give him and his allies a boost, attempting to get in an extra turn, then Whirlwind Attacks. From then on, he continues Whirlwind Attacking, supplementing his attacks each round with a spell (usually Boreal Wind or Holy Storm on crowds, Wall of Gears to reroute and damage enemies, Sadism if against three or less powerful opponents, immediately expended Dampen Magic if under magical assault, and if dropped to half health or less, Heal). If he is nearly defeated, he will cast Celerity followed by Plane Shift to a sanctum in Mechanus, where he will recover with Rejuvination Cocoon and allies.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 20 NPCs|CR 20]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e ECL 20 NPCs|ECL 20]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 20]]<br />
[[Category:ECL 20]]<br />
[[Category:Construct Type]]<br />
[[Category:Lawful Alignment]<br />
[[Category:Good Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Mechanus_Signifer_(3.5e_Prestige_Class)&diff=680311Mechanus Signifer (3.5e Prestige Class)2014-11-05T01:17:13Z<p>R2d2go: </p>
<hr />
<div>{{requestreview|Newly created&ndash; other [[Meta Pages#Improving, Reviewing, and Removing Articles|Improving, reviewing, or removing]] templates may be required.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=4/5<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Brief description of the PrC --><br />
|len=5<br />
|minlvl=7<br />
}}<br />
<br />
==Mechanus Signifer==<br />
<br />
{{quote<br />
|When you bear this flag, you are the most important member of the Legion. Meet that responsibility.<br />
|orig=Colin, Knight of Mechanus<br />
|src=To the Assembly<br />
}}<br />
<br />
A Mechanus Signifer is a flag-bearer for the Mechanus Knights. His abilities allow him to greatly enhance many allies at once, making him essentially to the success of the Legion. Without their flag-bearers, the armies of Mechanus would stand no chance against most of the enemies they face, but with a strong rallying flag, they can take down challenges many times stronger than any individual could.<br />
<br />
===Becoming a Mechanus Signifer===<br />
<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +11, or Spellcasting (see below).<br />
|-<br />
! Spellcasting:<br />
| 6th level Incarnator spellcasting or +11 BAB (see above).<br />
|-<br />
! Patron:<br />
| Primus (God of Mechanus).<br />
|-<br />
! Special:<br />
| Must be an active part of a Mechanus Legion, and thus be a Mechanus Knight or Incarnator.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Mechanus Signifer}}</div><br />
<p>Hit Die: d10</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +2 || +2<br />
| class="left" | Mechanus Advancement, Rallying Flag<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | Rallying Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | Aquilifer<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (<-skill points-> + [[Int]] modifier per level)'''<br/><br />
<-list of class skills->.<br />
|}<br />
<br />
====Class Features====<br />
<br />
Mechanus Signifers are high ranking Mechanus Knights chosen to bear the flag of their legion. They grant bonuses to all nearby allies and can cast spells to fortify them further. All of the following are class features of the Mechanus Signifer.<br />
<br />
'''{{#anc:Mechanus Advancement}}:''' Signifer levels stack with Mechanus Knight levels for gaining Mechanus Armor, and Incarnator levels for spells. See Adaptation under Mechanus Signifers in the Game for other options.<br />
<br />
'''{{#anc:Rallying Flag}} ([[Ex]]/[[Sp]]):''' At first level, a Mechanus Flagbearer gains a special flag, bearing the symbol of his legion or century. Each type of flag grants a moral bonus to all within 100 feet (an extraordinary effect), and can create an effect on all allies within 100 feet once per day with caster level equal to Mechanus Knight levels (a divine, spell-like effect). The flagpole has 40 hp and 20 hardness, and is made of adamantine, while the flag is magical and self-repairing.<br />
<br />
*''Ferrata'' (Ironclad): This flag bears a wolf's head and "I". Grants +2 to armor class, and can cast [[SRD:Stoneskin|Stoneskin]].<br />
*''Victrix'' (Victorious): This flag bears a bull's head and "II". Grants +1 to attack rolls, saves and skill checks, and can cast [[SRD:Greater Heroism|Greater Heroism]].<br />
*''Firma'' (Steadfast): This flag bears a pegasus and "III". Grants +4 to ability checks made to resist being bull rushed or tripped, and can cast [[SRD:Immovability|Immovability]].<br />
*''Gemina'' (Twin): This flag bears two human silhouettes and "IV". Creates an identical image adjacent to benefiting creatures, granting a 20% miss chance, and can cast Greater Mirror Image, which always grants 8 mirror images to start.<br />
*''Classica'' (Naval): This flag bears a trident and "V". Grants all allies +10 to swim checks and +4 to checks related to ships, and can cast Nixie's Grace.<br />
*''Equestris'' (Mounted): This flag bears a horse head and "VI". Grants all allies +4 to ride checks, and can cast Master Cavalier, Phantom Charge and War-Mount with one cast.<br />
*''Fulminata'' (Armed with Lightning): This flag bears a lightning bolt and "VII". Grants all allies +1d6 electric damage to their weapon attacks, and can cast Sakkratar's Triple Strike (but with shocking burst instead of flaming).<br />
*''Dux'' (Leader): This flag bears a crown and "VIII". Grants all allies Righteous Aura, and can cast Righteous Wrath of the Faithful (from Complete Divine).<br />
<br />
'''{{#anc:Rallying Spells}} :''' At third level, a Signifer can make any spell or oil from Fuel Lines effect all allies within 100 feet. The spell cannot have a range of personal. He may use this ability once per day per spell level, up to a spell level equal to his level in Signifer.<br />
<br />
'''{{#anc:Aquilifer}}:''' At fifth level, a Signifer becomes an Aquilifer, the highest ranking flag bearer in a legion. He gets an improved flag that allows the spell effect twice per day and doubles the static bonus, and the flag becomes indestructible as long as the Aquilifer is alive. Additionally, once per year, he can instantly summon his century (see [[Mechanus Century]]) (note until that page is made: 16 lantern archons, 28 melee Mechanus Knights and 12 archers each at first level, plus 3 third level Incarnators, 2 second level snipers, 4 second level Mechanus Knight shield bearers, and two Mechanus Knights or Incarnators at sixth and seventh level.)<br />
<br />
<br />
====Ex-Mechanus Signifers====<br />
<br />
Those who do not meet the requirements for becoming a Mechanus Signifer immediately lose all class abilities except Mechanus Advancement.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Mechanus Signifer====<br />
<br />
'''Combat:''' Mechanus Signifers support their allies, usually a mass surrounding them to get the most benefit of the flag's abilities.<br />
<br />
'''Advancement:''' Further levels in Incarnator or Mechanus Knight are standard advancement paths.<br />
<br />
'''Resources:''' The Legion provides food and shelter to all members within, as well as a salary in magic items as appropriate, in exchange for the Signifer's devoted services.<br />
<br />
====Mechanus Signifers in the World====<br />
<br />
{{quote|Twelth Legion, to me!|4=Sophos, Human Mechanus Knight/Signifer}}<br />
<br />
Mechanus Signifers live exclusively in the Legion, fighting as necessary.<br />
<br />
'''NPC Reactions:''' As a prestige class, Signifer doesn't change much in terms of reactions compared to the base class.<br />
<br />
====Mechanus Signifer Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes), Knowledge (Religion), or Knowledge (Local) in an area which the Legion frequents can research Mechanus Signifers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (The Planes, Religion, Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Mechanus Signifers bear magic flags which support their allies.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Each flag has it's own unique aura as well as the ability to create a powerful effect once per day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Some Signifers can cast other spells to affect all around them, not just the one stored in the flag.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | The strongest of Signifers have flags that are entirely indestructible, with even stronger effects.<br />
|}<br />
<br />
====Mechanus Signifers in the Game====<br />
<br />
Mechanus Signifers exclusively fight in the Legion. Fight a century of the Legion, and you will fight one of these.<br />
<br />
'''Adaptation:''' This class can provide a flag-bearer for any army. If you don't want to use Mechanus Knight or Incarnator, you can change the requirement to 6th level casting in another class. You can also change the advancement to fit another class, granting full progression.<br />
<br />
'''Sample Encounter:''' Seventh Legion Fulminata is a powerful enemy to make. If the party inadvertently (or intentionally) offends them, they could find themselves chased by a Century of the legion.<br />
<br />
''EL 15:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-><br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fulminata_Century_(3.5e_NPC)&diff=680305Fulminata Century (3.5e NPC)2014-11-04T22:11:32Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[SRD:Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[srd:lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 18 NPCs|CR 18]]<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fulminata_Century_(3.5e_NPC)&diff=680304Fulminata Century (3.5e NPC)2014-11-04T22:09:56Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[srd:lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above. They march in an 8 by 8 square, with the infantry surrounding the other units with a double-row facing forward. One row behind the front row and in front of the back row are six Incarnators. Forming two 2 by 3 rectangles on either side of the remaining space are archers, and in the final six spaces, the elite units are placed in essentially arbitrary order.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 18 NPCs|CR 18]]<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fulminata_Century_(3.5e_NPC)&diff=680303Fulminata Century (3.5e NPC)2014-11-04T22:06:39Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[srd:lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 18 NPCs|CR 18]]<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fulminata_Century_(3.5e_NPC)&diff=680302Fulminata Century (3.5e NPC)2014-11-04T22:05:41Z<p>R2d2go: </p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4 |listen=+0 |spot=+0<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 18 NPCs|CR 18]]<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=User_talk:Blue_Dragon&diff=680301User talk:Blue Dragon2014-11-04T22:04:28Z<p>R2d2go: </p>
<hr />
<div>{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &ndash; 90)<br />
|label4= Archive 4 (Discussions 91 &ndash; 159)<br />
|label5= Archive 5 (Discussions 160 &ndash; 185)<br />
}}<br />
<br />
==Puzzle Glitch/Request for Exemption==<br />
<br />
Same problem as below (Puzzle Glitch), but on a laptop. The puzzle completes (strangely, most of the time in well under 20 seconds, with weirdly low number results, sometimes in the thousands), I press save, and it simply redirects me to the edit page. I fairly recently made another page, so I'm not sure why it's not working. If I could get an exemption or another solution, that'd be great. --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 23:04, 3 November 2014 (MST)<br />
:Weirdly enough, I used the audio Captcha and it worked, so nevermind I guess? --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 15:04, 4 November 2014 (MST)<br />
<br />
==Puzzle Glitch==<br />
<br />
My iphone cannot create new pages. I complete the puzzles fine, but it just reloads the edit page with no error messages and the puzzles refreshed. Is there a fix? If not, can I please have an exception? Most of my online access is via mobile device, and going home to log on to my computer just to make a page for later is frustrating.<br />
:Sorry for the late reply, I didn't see this until now. I have made an exemption for you. Please let me know if you continue to have to perform the proof of work. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:29, 31 October 2014 (MDT)<br />
<br />
==Request for Puzzle Exemption==<br />
<br />
Not sure if im asking for this in the right way but ya. I am doing a lot of editing to the fallout wiki (adding missing perks, making a ful campaign, finishing mob stats, etc) and it is taking over 600 seconds for each puzzle, making it pain staking to make even minor edits and such.<br />
<br />
:Hi Kangeburu, it is appropriate and you are asking in the correct way. I've made an exception for you. Please let me know if you continue to need to search for the puzzle. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:26, 5 October 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
Starting to get puzzles going over 1 million, sometimes not solving at all. --[[User:Elohim|Elohim]] ([[User talk:Elohim|talk]]) 18:32, 30 July 2014 (MDT)<br />
<br />
:Hi Elohim, I've made an exception for your account. Please let me know if you continue to need to solve the puzzle. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 08:45, 3 August 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
I have been trying to create an account but having problems with the puzzles. My computer can solve the puzzle but i keep getting the error for the captcha and am totally confused.<br />
My username is Icequellsith and my email is undeadned@hotmail.com if you can send me the password there<br />
<br />
Can you help, many thanks<br />
<br />
:Hi, I made an exception for your IP addresses ending in 36 and 67. Please let me know if you continue to have to do the captcha. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 08:02, 6 July 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
When I created my account (archon86) the puzzle took 7.4 seconds to solve. However, any time I try to post I get a "keep running this script" error and in 5 attempts it has not solved in ~3 minutes. (6/10/14)<br />
<br />
Specifically, I was hoping to post a few items to the 4e Homebrew section, including a crazy detailed disease I used. (6/12/14 update)<br />
:Hi Archon86, I've made an exception for you. Please let me know if you continue to go through the process. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:07, 12 June 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
My Account name is Rockjockey, and I have an older Linux laptop which cannot finish the puzzle in a timely fashion (under 15 minutes). I politely request an exemption to this bothersome system. Much appreciated.<br />
<br />
:I've made an exception for you. Please let me know if you continue to have to go through the process. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 19:41, 28 May 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
My computer is often taking more than a minute to solve the puzzle, and breaks the pages and gives my "website is offline" type errors when I do so (at least it seems not to lose my edits when it does so). It'd be great if I didn't need jump through that extra hoop. Thanks! [[User:Zau|Zau]] ([[User talk:Zau|talk]]) 23:25, 26 May 2014 (MDT)<br />
<br />
:I've made an exception for you. Please let me know if you continue to have to go through the process. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 19:42, 28 May 2014 (MDT)<br />
<br />
== Request for exemption/help for "Puzzle" in account creation ==<br />
<br />
it takes over ten minutes for the "puzzle" to finish and afterwards it says that the captcha was either wrong or missing. just want some help resolving this.(im thinking that its probably a problem similar to "Request for Exemption for New Account Puzzle" two entries down)<br />
<br />
:Hi, an exemption has been added for you. Please let me know if you have any more problems. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 07:18, 18 May 2014 (MDT)<br />
<br />
== Request for exemption from the computer search and captcha redirect ==<br />
<br />
Blue Dragon, I'm working on a massive page for my campaign [[Dominaria (3.5e Campaign Setting)|Dominaria]] and I'm just getting into the swing of including a lot of links (some of which link outside D&D wiki). Also I am about to go on leave and will be uploading maps as I'm able to produce them which I'm pretty sure takes you to a redirect. In any case, I'm working a lot on this wiki and I get sent to the redirect enough that it's becoming a bother. What would I need to do to get an exemption?<br />
<br />
Also as an aside, I've always wanted to be an admin but really never had the time. What is a section of D&D wiki that I could focus time into and help out? <br />
<br />
Thanks! --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 21:22, 18 December 2013 (MST)<br />
:Hi Ixidor, I've added you to the exemption list. Please let me know if you're still required to perform the proof-of-work. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 23:05, 19 December 2013 (MST)<br />
::Thank you a lot! It now works fine. --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 18:08, 27 December 2013 (MST)<br />
<br />
== Request for Exemption for New Account Puzzle ==<br />
<br />
I am having trouble trying to get an account on this wiki. After I fill in the required fields, I click the "Begin Puzzle Search" button and after a few minute it gives me a number, which I believe to be the solution to the puzzle, but when I click register it says I didn't input it correctly. If an exemption won't fix this, would be so kind as to tell me what I'm doing incorrectly.<br />
:I've added a temporary exemption for the IP address that made your edits. Please let me know if you run into any more problems registering. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 09:06, 28 December 2013 (MST)<br />
It worked! Thank you.<br />
<br />
== 'nother format changing update ==<br />
I've noticed recently that things like [[Template:SRD Feat Breadcrumb]] and other similar articles have changed in that "<nowiki> &rarr; </nowiki>" makes some real weird <nowiki><pre></pre></nowiki>-like format, rather than just an arrow. I assume this is the product of some wiki update, so is this a thing we can fix without editing all articles with a <nowiki> &rarr; </nowiki> error? Thanksa-kindly. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 04:53, 12 January 2014 (MST)<br />
:I seem to have fixed it by removing the whitespace. For some reason the transculsion thought there was a newline then whitespace (which makes that indented block). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:44, 12 January 2014 (MST)<br />
<br />
== 'Tawny' Unable to use account ==<br />
Bleh, a second thing in one day. A friend o' mine made an account called 'Tawny' in the past couple days. For some reason, though, whenever she logs into her account, from any IP, she just gets a white screen instead of dandwiki. Other accounts she makes and as an IP she can log in use the site fine. I can't see any kind of block log, or anythin' that would indicate what is going on. Any assistance would be dandy --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 10:31, 12 January 2014 (MST)<br />
<br />
:Hi SgtLion, sorry for not noticing this post sooner. The problem is that the Tawny account was set to use the skin "standard" which is not rendering at the moment. I unset this preference and removed the broken skins---she should be able to log in again. Please let me know if there are any more problems. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 09:42, 19 January 2014 (MST)<br />
<br />
== Request for exemption ==<br />
<br />
The new puzzle thing is apparently too complex for my toaster to handle, and it just sit there and goes on forever trying to solve the puzzle before crashing. Could I please get an exemption? --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 16:49, 13 January 2014 (MST)<br />
<br />
:It also makes me do the puzzle thing on ramdom edits that definitely didn't have external links in them. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 22:40, 18 January 2014 (MST)<br />
<br />
::Hi Salasay, I've made an exception for you. Please let me know if you continue to get the challenges. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 09:27, 19 January 2014 (MST)<br />
<br />
== Can't create account. ==<br />
<br />
Hi Blue Dragon, I'm having the same problem that someone else on the discussion had, namely that I can't create an account because it keeps saying that the capcha code or whatever was incorrect or missing, even though I wait for the puzzle search to finish. would like to get an exemption, thanks.<br />
<br />
:I've made an exception for your IP. Please let me know if you have any more problems. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:20, 28 January 2014 (MST)<br />
<br />
== Email issue ==<br />
<br />
Blue Dragon, I can't get a confirmation email to my email account. D&D wiki is actually displaying a message saying that sending failed and that my email account is invalid. I am 100% certain my email is correct. http://www.dandwiki.com/wiki/User:Danielwpeer<br />
<br />
:Thanks for letting me know about this---I likely would have seen this sooner ... if email was working! I will try to get it figured out tonight. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 08:23, 15 May 2014 (MDT)<br />
<br />
::Hi Danielwpeer, I believe I have fixed it. Can you try again now? Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:03, 15 May 2014 (MDT)<br />
<br />
== Wiki problems==<br />
Hi Blue Dragon, all this week I have been regularly getting "Error 524: A timeout occurred" on the wiki. It happens every 10 minutes or so, and locks me out for about 1 minute.<br />
<br />
I also couldn't email you through the wiki, I got an error "Unknown error in PHP's mail() function." [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:26, 9 May 2014 (MDT)<br />
<br />
:I'll look into this as well tonight and try to figure out what's going on. Chances are I'm not running enough PHP threads. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 08:23, 15 May 2014 (MDT)<br />
<br />
::I've changed some settings. Could you let me know if it continues to happen? &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:06, 15 May 2014 (MDT)<br />
<br />
I'm still getting frequent Error 524. This one: https://support.cloudflare.com/hc/en-us/articles/200171926-Error-524 [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:57, 25 May 2014 (MDT)<br />
<br />
:Hi Marasmusine, I've added a bit more caching everywhere. Please let me know if this helps solve your problems. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 20:23, 28 May 2014 (MDT)<br />
<br />
::Hi, sorry to bring up another wiki problem. Although the Error 524 message went away, I started getting a different error message instead. This now happens every time I make an edit: When I press "save page" there is a delay of about 1 minute then I get "Error 503 Service Unavailable / Service Unavailable / Guru Meditation: / XID: 1130186661 / Varnish cache server". Reloading the page sometimes works, sometimes it gives me an edit conflict. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:53, 1 July 2014 (MDT)<br />
<br />
:::Thanks for letting me know about this. It should not be timing out anymore. However, it may still take some time to complete the edit---I'll continue looking into that. Please let me know if you continue to get 503 errors (or any other annoying problems). Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 08:26, 4 July 2014 (MDT)<br />
<br />
== Hover Text ==<br />
<br />
On Wikipedia, there is a template for "Hover Text" ([http://en.wikipedia.org/wiki/Template:H:title here]) which i think would be neat to have on the wiki so that hombrewers can put notes in the text to clarify things without cluttering up the text. It would have to be changed to default to no link, and maybe show up <span style="color: #007700;">green</span> or <span style="color: #007777;">teal</span> instead of dotted. do you think you could add that? --[[User:Salasay|<span style="color: #007700; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 18:42, 18 May 2014 (MDT)<br />
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:Hi Salasay, I added that page to the wiki. Let me know if that helps. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 14:53, 23 May 2014 (MDT)<br />
<br />
:Thank you, that will be very useful. I have a request. Would it be possible to make the text automatically <span style="color: #007777;">teal</span>, so as to make it stick out more (with just the dotted, it would look like just a fancy underline.) Thank you again. --[[User:Salasay|<span style="color: #006600; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #006600;">&Delta;</span>]] 20:08, 23 May 2014 (MDT)<br />
<br />
::They should be teal now. Let me know if you want anything else changed! Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 12:07, 24 May 2014 (MDT)<br />
<br />
:::Thank you, that's perfect. --[[User:Salasay|<span style="color: #006600; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #006600;">&Delta;</span>]] 08:09, 25 May 2014 (MDT)<br />
<br />
== Another day, Another weird problem. ==<br />
<br />
Hi, today my edits are not actually appearing in the page. For example, [[Cadmian (4e Race)]] does not show [http://www.dandwiki.com/w/index.php?title=Cadmians_%284e_Race%29&diff=666443&oldid=666408 these edits]. I've tried refreshing the page. It's strange. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:50, 6 June 2014 (MDT)<br />
<br />
:I have told Blue Dragon about this problem, which I assume is the same one on [[User talk:Green Dragon#Artificer]] and me mentioned that he is looking into it. It's ''really'' annoying me I can say. His update: "... seems like a problem with the cache not accepting "PURGE" requests." --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:02, 6 June 2014 (MDT)<br />
<br />
::I believe I've fixed it now. Please let me know if it continues to happen (after clearing your browser cache). Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:33, 6 June 2014 (MDT)<br />
<br />
== New Account Puzzle Exemption Request ==<br />
<br />
Hoy. I'm pretty well known on [https://en.wikipedia.org/wiki/User:Zellfaze English Wikipedia] (over 4,000 edits across all Wikimedia Foundation projects) and I'd like to be exempt from the CAPTCHA if at all possible and added to the Autoconfirmed usergroup. I think I qualify as one of those people who won't cause trouble. [[User:Zellfaze|Zell Faze]] ([[User talk:Zellfaze|talk]]) 16:41, 21 July 2014 (MDT)<br />
<br />
:Hi Zellfaze, you have been added to the exception list. Please let me know if you continue to have to perform the proof of work puzzle. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 17:46, 21 July 2014 (MDT)<br />
<br />
== Puzzle Exemption Request == <br />
I hadn't edited since this feature was added, but have been editing since 06 (i think, 07 at the latest if not). Would like an exemption. {{User:Hooper/autosig2}} 17:27, 25 August 2014 (MDT)<br />
:Hi Hooper, I've made an exception for you. Please let me know if you run into any problems. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 16:59, 27 August 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
<br />
Hello, Blue Dragon! I used to go by Joba Tett, but made a new account on here to continue work on the Fallout d20 campaign setting. I'm sorry you've been getting tons of spam, but it'd help me out of you exempted me from the puzzle. For now, I will just edit previous work of mine (balancing and stuff) until I am exempted :) Thanks!<br />
:Hi GamerAim, I've made an exemption for you. Please let me know if you continue to have to do the puzzle. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 19:47, 2 October 2014 (MDT)<br />
<br />
==Request for Puzzle Exemption==<br />
Hello Blue Dragon. I don't mean to impose, but I've been making a lot of subtle adjustments to and balancing out a class I made and although my computer is handling the puzzles fine, it still takes an average of a minute to get through even the most minor edit which is starting to become a tad irritating. As such I was wondering if I might be able to have an exemption from the puzzle. Thank you for your time, Ruethgar.<br />
<br />
:Hi Ruethgar, thank you for the contact. Your request is completely appropriate. I have added you to the exemption list---please let me know if you continue to have to perform the puzzle. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:16, 6 October 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
<br />
This is chickenbutt935, please exempt my puzzle, I need to get to my next class. thanks</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=Fulminata_Century_(3.5e_NPC)&diff=680300Fulminata Century (3.5e NPC)2014-11-04T22:02:53Z<p>R2d2go: Created page with "{{Stat Block 2 |name=Legion Infantry|cr=3 |sex=Male |race=Human |clvl=Mechanus Knight 3 |al=LN |size=Medium |type=[..."</p>
<hr />
<div>{{Stat Block 2<br />
|name=Legion Infantry|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 3<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2<br />
|lang=Common<br />
|ac=26 |touch=10 |flat=26 |acmods=+10 armor, +4 shield<br />
|hp=31 |hd=1<br />
|fort=+5 |ref=+1 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|melee1=+2 Kusarigama +2 (1d8+4/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=14 |int=10 |wis=10 |cha=10<br />
|feats=Shield Wall, Combat Reflexes, Exotic Weapon Proficiency (Kusarigama)<br />
|poss=[[Tower Shield]], [[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], Kusarigama<br />
}}<br />
<br />
Legion Infantry protect the other members of their century, making attacks of opportunity as enemies approach. If they break formation, they lose a +2 bonus to armor class.<br />
<br />
{{Stat Block 2<br />
|name=Legion Archer|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=17 |acmods=+10 armor<br />
|hp=28 |hd=3<br />
|fort=+4 |ref=+3 |will=+1<br />
|spd=20 ft. (4 squares)<br />
|ranged1=+2 [[Composite Longbow]] (100 ft) +4 (1d8+4/19&ndash;20)<br />
|ranged2=Boomstick (40 ft) +4 (4d6/19&ndash;20)<br />
|bab=+3 |grp=+5<br />
|str=14 |dex=14 |con=12 |int=10 |wis=10 |cha=10<br />
|feats=Point Blank Shot, Rapid Shot, Far Shot<br />
|poss=[[Mechanus_Gear_(3.5e_Equipment)|Mechanus Gear]], [[Composite Longbow]]<br />
}}<br />
<br />
Legion archers fire arrows at distant enemies until they reach slightly more than 100 feet away (within 3 range increments of Boomstick), then switch to their Boomstick and fire that instead.<br />
<br />
{{Stat Block 2<br />
|name=Minor Incarnator|cr=3<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 1<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+0<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=20 |hd=3<br />
|fort=+4 |ref=+0 |will=+0<br />
|spd=30 ft. (6 squares)<br />
|bab=+1 |grp=+1<br />
|str=10 |dex=10 |con=12 |int=16 |wis=10 |cha=10<br />
|sa=Turning 6/day<br />
|sq=Deathless Metamorphosis<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell<br />
}}<br />
<br />
Legion Incarnators learn the spell Faith Healing to support their front lines, healing them for 11 hit points, up to six times a day (and twice at a range of 30 feet). Other than that, they will occasionally throw [[Acid Arrow|Acid Arrows]] or [[Flaming Sphere|Flaming Spheres]] at enemies, up to three times per day. They also have items of [[Dispel Magic]] to mass-counter attacks from mages (CL 7, up to 10 times per caster).<br />
<br />
{{Stat Block 2<br />
|name=Major Incarnator|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+2<br />
|lang=Common<br />
|ac=10 |touch=10 |flat=10<br />
|hp=69 |hd=7<br />
|fort=+7 |ref=+2 |will=+5<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day<br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, 25% Fortification<br />
|feats=Reach Spell, Divine Metamagic (Reach Spell), Empower Spell, Divine Metamagic (Empower Spell)<br />
}}<br />
<br />
These higher-level incarnators provide strong ranged support and buffing. One distributes items of [[Dispel Magic]], another casts Invisibility Sphere for hit-and-runs, and a third protects the Signifer with castings of Shield and Greater Mage armor. All also cast Orb of Force against strong enemies (dealing 7d6 damage with a ranged touch attack, empowered twice a day), or Acid Breath against groups of enemies. For large battles they all buff up with Fly.<br />
<br />
{{Stat Block 2<br />
|name=Mechanus Sniper|cr=7<br />
|sex=Male |race=[[Human]] |clvl=[[Mechanus Knight (3.5e Class)|Mechanus Knight]] 7<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+3<br />
|lang=Common<br />
|ac=20 |touch=10 |flat=20<br />
|hp=72 |hd=7<br />
|fort=+8 |ref=+5 |will=+2<br />
|spd=30 ft. (6 squares)<br />
|ranged1=+3 Rocket Lance (60 ft) +16 (2d8+6/x3)<br />
|bab=+7 |grp=+8<br />
|str=12 |dex=16 |con=16 |int=16 |wis=10 |cha=10<br />
|sa=Artificer's Weapon, Rocket Lance, Fuel Lines<br />
|feats=Rapid Reload, Point Blank Shot, Far Shot<br />
}}<br />
<br />
Snipers fire Rocket Lances to take out priority targets. In their six available spell slots, they prepare Hunter's Mercy six times. Cast as a standard action, this allows them to automatically have a critical threat against any enemy they wish to take down.<br />
<br />
{{Stat Block 2<br />
|name=Signifer|cr=16<br />
|sex=Male |race=[[Human]] |clvl=[[Incarnator (3.5e Class)|Incarnator]] 11, [[Mechanus_Signifer_(3.5e_Prestige_Class)|Mechanus Signifer 5]]<br />
|al=[[Lawful Neutral|LN]] |size=[[Medium]] |type=[[humanoid]] ([[Human]])<br />
|init=+4<br />
|lang=Common<br />
|ac=24 |touch=10 |flat=23<br />
|hp=69 |hd=16<br />
|fort=+16 |ref=+11 |will=+14<br />
|spd=30 ft. (6 squares)<br />
|bab=+3 |grp=+3<br />
|str=10 |dex=14 |con=14 |int=18 |wis=10 |cha=10<br />
|sa=Turning 7/day, Elemental Surge, Fulminata 2/day, Rallying Spell 5/day <br />
|sq=Deathless Metamorphosis, Construct Metamorphosis, Undead Metamorphosis, Elemental Metamorphosis, 25% Fortification, Rallying Flag<br />
|poss=Scorching Gaze, Hands of Flame, Bone Plating<br />
|feats=Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Divine Spell Power, <br />
}}<br />
<br />
The Signifer is the core of the century - without him, it would be much, much less effective, and likely fall apart. He has a number of defensive abilities to complement his continual use of buffs for the entire century.<br />
<br />
''Elemental Surge:'' The Signifer invokes the power of his elemental nature as an immediate action, gaining one of the following for 11 rounds:<br />
*+10 to Reflex and Initiative<br />
*DR 4/-<br />
*+25 base land speed<br />
*60 foot swim speed.<br />
He may activate this once for each ability each day.<br />
<br />
''Fulminata:'' The Signifer can invoke the power of his flag twice per day, making all allies within 100 feet attack as if using Keen Shocking Burst weapons for 1 round.<br />
<br />
''Rallying Spell:'' The Signifer can modify a spell to affect all allies within 100 feet five times per day.<br />
<br />
''Rallying Flag:'' Allies within 100 feet of the Signifer gain +2d6 electric damage to all attacks.<br />
<br />
The Signifer generally will cast a Persistent Lawful Sword on all allies, giving them +5 weapons which deal an additional 2d6 damage against chaotic enemies, as well as emitting a Circle of Protection against Chaos. Depending on the situation, he might also cast the following spells:<br />
*Lightning Leap on all allies, teleporting them 60 feet in a line and dealing 15d6 damage as if a Lightning Bolt<br />
*Bite of the Werewolf on all allies, giving them +2 strength, +4 dexterity, +4 constitution and +4 natural armor, as well as a bite attack for 1d6.<br />
*Fly, Swift on all allies, granting them a 60 foot fly speed for one round. This can be Persisted if needed.<br />
*Faith Healing on all allies, healing them for 13.<br />
<br />
The century consists of 34 infantry, 16 [[lantern archon|lantern archons]], 12 archers, 12 minor Incarnators, 3 major Incarnators, 2 snipers, 1 Signifer, fitting within an 8x8 square with the lantern archons floating above.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e CR 18 NPCs|CR 18]]<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR 18]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>R2d2gohttps://www.dandwiki.com/w/index.php?title=User_talk:Blue_Dragon&diff=680261User talk:Blue Dragon2014-11-04T06:04:03Z<p>R2d2go: </p>
<hr />
<div>{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &ndash; 90)<br />
|label4= Archive 4 (Discussions 91 &ndash; 159)<br />
|label5= Archive 5 (Discussions 160 &ndash; 185)<br />
}}<br />
<br />
==Puzzle Glitch/Request for Exemption==<br />
<br />
Same problem as below (Puzzle Glitch), but on a laptop. The puzzle completes (strangely, most of the time in well under 20 seconds, with weirdly low number results, sometimes in the thousands), I press save, and it simply redirects me to the edit page. I fairly recently made another page, so I'm not sure why it's not working. If I could get an exemption or another solution, that'd be great. --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 23:04, 3 November 2014 (MST)<br />
<br />
==Puzzle Glitch==<br />
<br />
My iphone cannot create new pages. I complete the puzzles fine, but it just reloads the edit page with no error messages and the puzzles refreshed. Is there a fix? If not, can I please have an exception? Most of my online access is via mobile device, and going home to log on to my computer just to make a page for later is frustrating.<br />
:Sorry for the late reply, I didn't see this until now. I have made an exemption for you. Please let me know if you continue to have to perform the proof of work. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:29, 31 October 2014 (MDT)<br />
<br />
==Request for Puzzle Exemption==<br />
<br />
Not sure if im asking for this in the right way but ya. I am doing a lot of editing to the fallout wiki (adding missing perks, making a ful campaign, finishing mob stats, etc) and it is taking over 600 seconds for each puzzle, making it pain staking to make even minor edits and such.<br />
<br />
:Hi Kangeburu, it is appropriate and you are asking in the correct way. I've made an exception for you. Please let me know if you continue to need to search for the puzzle. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:26, 5 October 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
Starting to get puzzles going over 1 million, sometimes not solving at all. --[[User:Elohim|Elohim]] ([[User talk:Elohim|talk]]) 18:32, 30 July 2014 (MDT)<br />
<br />
:Hi Elohim, I've made an exception for your account. Please let me know if you continue to need to solve the puzzle. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 08:45, 3 August 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
I have been trying to create an account but having problems with the puzzles. My computer can solve the puzzle but i keep getting the error for the captcha and am totally confused.<br />
My username is Icequellsith and my email is undeadned@hotmail.com if you can send me the password there<br />
<br />
Can you help, many thanks<br />
<br />
:Hi, I made an exception for your IP addresses ending in 36 and 67. Please let me know if you continue to have to do the captcha. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 08:02, 6 July 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
When I created my account (archon86) the puzzle took 7.4 seconds to solve. However, any time I try to post I get a "keep running this script" error and in 5 attempts it has not solved in ~3 minutes. (6/10/14)<br />
<br />
Specifically, I was hoping to post a few items to the 4e Homebrew section, including a crazy detailed disease I used. (6/12/14 update)<br />
:Hi Archon86, I've made an exception for you. Please let me know if you continue to go through the process. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:07, 12 June 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
My Account name is Rockjockey, and I have an older Linux laptop which cannot finish the puzzle in a timely fashion (under 15 minutes). I politely request an exemption to this bothersome system. Much appreciated.<br />
<br />
:I've made an exception for you. Please let me know if you continue to have to go through the process. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 19:41, 28 May 2014 (MDT)<br />
<br />
== Request for Puzzle Exemption ==<br />
My computer is often taking more than a minute to solve the puzzle, and breaks the pages and gives my "website is offline" type errors when I do so (at least it seems not to lose my edits when it does so). It'd be great if I didn't need jump through that extra hoop. Thanks! [[User:Zau|Zau]] ([[User talk:Zau|talk]]) 23:25, 26 May 2014 (MDT)<br />
<br />
:I've made an exception for you. Please let me know if you continue to have to go through the process. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 19:42, 28 May 2014 (MDT)<br />
<br />
== Request for exemption/help for "Puzzle" in account creation ==<br />
<br />
it takes over ten minutes for the "puzzle" to finish and afterwards it says that the captcha was either wrong or missing. just want some help resolving this.(im thinking that its probably a problem similar to "Request for Exemption for New Account Puzzle" two entries down)<br />
<br />
:Hi, an exemption has been added for you. Please let me know if you have any more problems. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 07:18, 18 May 2014 (MDT)<br />
<br />
== Request for exemption from the computer search and captcha redirect ==<br />
<br />
Blue Dragon, I'm working on a massive page for my campaign [[Dominaria (3.5e Campaign Setting)|Dominaria]] and I'm just getting into the swing of including a lot of links (some of which link outside D&D wiki). Also I am about to go on leave and will be uploading maps as I'm able to produce them which I'm pretty sure takes you to a redirect. In any case, I'm working a lot on this wiki and I get sent to the redirect enough that it's becoming a bother. What would I need to do to get an exemption?<br />
<br />
Also as an aside, I've always wanted to be an admin but really never had the time. What is a section of D&D wiki that I could focus time into and help out? <br />
<br />
Thanks! --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 21:22, 18 December 2013 (MST)<br />
:Hi Ixidor, I've added you to the exemption list. Please let me know if you're still required to perform the proof-of-work. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 23:05, 19 December 2013 (MST)<br />
::Thank you a lot! It now works fine. --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 18:08, 27 December 2013 (MST)<br />
<br />
== Request for Exemption for New Account Puzzle ==<br />
<br />
I am having trouble trying to get an account on this wiki. After I fill in the required fields, I click the "Begin Puzzle Search" button and after a few minute it gives me a number, which I believe to be the solution to the puzzle, but when I click register it says I didn't input it correctly. If an exemption won't fix this, would be so kind as to tell me what I'm doing incorrectly.<br />
:I've added a temporary exemption for the IP address that made your edits. Please let me know if you run into any more problems registering. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 09:06, 28 December 2013 (MST)<br />
It worked! Thank you.<br />
<br />
== 'nother format changing update ==<br />
I've noticed recently that things like [[Template:SRD Feat Breadcrumb]] and other similar articles have changed in that "<nowiki> &rarr; </nowiki>" makes some real weird <nowiki><pre></pre></nowiki>-like format, rather than just an arrow. I assume this is the product of some wiki update, so is this a thing we can fix without editing all articles with a <nowiki> &rarr; </nowiki> error? Thanksa-kindly. --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 04:53, 12 January 2014 (MST)<br />
:I seem to have fixed it by removing the whitespace. For some reason the transculsion thought there was a newline then whitespace (which makes that indented block). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:44, 12 January 2014 (MST)<br />
<br />
== 'Tawny' Unable to use account ==<br />
Bleh, a second thing in one day. A friend o' mine made an account called 'Tawny' in the past couple days. For some reason, though, whenever she logs into her account, from any IP, she just gets a white screen instead of dandwiki. Other accounts she makes and as an IP she can log in use the site fine. I can't see any kind of block log, or anythin' that would indicate what is going on. Any assistance would be dandy --[[User:SgtLion|SgtLion]] ([[User talk:SgtLion|talk]]) 10:31, 12 January 2014 (MST)<br />
<br />
:Hi SgtLion, sorry for not noticing this post sooner. The problem is that the Tawny account was set to use the skin "standard" which is not rendering at the moment. I unset this preference and removed the broken skins---she should be able to log in again. Please let me know if there are any more problems. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 09:42, 19 January 2014 (MST)<br />
<br />
== Request for exemption ==<br />
<br />
The new puzzle thing is apparently too complex for my toaster to handle, and it just sit there and goes on forever trying to solve the puzzle before crashing. Could I please get an exemption? --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 16:49, 13 January 2014 (MST)<br />
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:It also makes me do the puzzle thing on ramdom edits that definitely didn't have external links in them. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 22:40, 18 January 2014 (MST)<br />
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::Hi Salasay, I've made an exception for you. Please let me know if you continue to get the challenges. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 09:27, 19 January 2014 (MST)<br />
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== Can't create account. ==<br />
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Hi Blue Dragon, I'm having the same problem that someone else on the discussion had, namely that I can't create an account because it keeps saying that the capcha code or whatever was incorrect or missing, even though I wait for the puzzle search to finish. would like to get an exemption, thanks.<br />
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:I've made an exception for your IP. Please let me know if you have any more problems. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:20, 28 January 2014 (MST)<br />
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== Email issue ==<br />
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Blue Dragon, I can't get a confirmation email to my email account. D&D wiki is actually displaying a message saying that sending failed and that my email account is invalid. I am 100% certain my email is correct. http://www.dandwiki.com/wiki/User:Danielwpeer<br />
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:Thanks for letting me know about this---I likely would have seen this sooner ... if email was working! I will try to get it figured out tonight. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 08:23, 15 May 2014 (MDT)<br />
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::Hi Danielwpeer, I believe I have fixed it. Can you try again now? Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:03, 15 May 2014 (MDT)<br />
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== Wiki problems==<br />
Hi Blue Dragon, all this week I have been regularly getting "Error 524: A timeout occurred" on the wiki. It happens every 10 minutes or so, and locks me out for about 1 minute.<br />
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I also couldn't email you through the wiki, I got an error "Unknown error in PHP's mail() function." [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:26, 9 May 2014 (MDT)<br />
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:I'll look into this as well tonight and try to figure out what's going on. Chances are I'm not running enough PHP threads. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 08:23, 15 May 2014 (MDT)<br />
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::I've changed some settings. Could you let me know if it continues to happen? &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:06, 15 May 2014 (MDT)<br />
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I'm still getting frequent Error 524. This one: https://support.cloudflare.com/hc/en-us/articles/200171926-Error-524 [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:57, 25 May 2014 (MDT)<br />
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:Hi Marasmusine, I've added a bit more caching everywhere. Please let me know if this helps solve your problems. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 20:23, 28 May 2014 (MDT)<br />
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::Hi, sorry to bring up another wiki problem. Although the Error 524 message went away, I started getting a different error message instead. This now happens every time I make an edit: When I press "save page" there is a delay of about 1 minute then I get "Error 503 Service Unavailable / Service Unavailable / Guru Meditation: / XID: 1130186661 / Varnish cache server". Reloading the page sometimes works, sometimes it gives me an edit conflict. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:53, 1 July 2014 (MDT)<br />
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:::Thanks for letting me know about this. It should not be timing out anymore. However, it may still take some time to complete the edit---I'll continue looking into that. Please let me know if you continue to get 503 errors (or any other annoying problems). Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 08:26, 4 July 2014 (MDT)<br />
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== Hover Text ==<br />
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On Wikipedia, there is a template for "Hover Text" ([http://en.wikipedia.org/wiki/Template:H:title here]) which i think would be neat to have on the wiki so that hombrewers can put notes in the text to clarify things without cluttering up the text. It would have to be changed to default to no link, and maybe show up <span style="color: #007700;">green</span> or <span style="color: #007777;">teal</span> instead of dotted. do you think you could add that? --[[User:Salasay|<span style="color: #007700; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #003300;">&Delta;</span>]] 18:42, 18 May 2014 (MDT)<br />
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:Hi Salasay, I added that page to the wiki. Let me know if that helps. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 14:53, 23 May 2014 (MDT)<br />
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:Thank you, that will be very useful. I have a request. Would it be possible to make the text automatically <span style="color: #007777;">teal</span>, so as to make it stick out more (with just the dotted, it would look like just a fancy underline.) Thank you again. --[[User:Salasay|<span style="color: #006600; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #006600;">&Delta;</span>]] 20:08, 23 May 2014 (MDT)<br />
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::They should be teal now. Let me know if you want anything else changed! Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 12:07, 24 May 2014 (MDT)<br />
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:::Thank you, that's perfect. --[[User:Salasay|<span style="color: #006600; text-decoration: line-through;">Salasay</span>]] [[User talk:Salasay|<span style="color: #006600;">&Delta;</span>]] 08:09, 25 May 2014 (MDT)<br />
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== Another day, Another weird problem. ==<br />
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Hi, today my edits are not actually appearing in the page. For example, [[Cadmian (4e Race)]] does not show [http://www.dandwiki.com/w/index.php?title=Cadmians_%284e_Race%29&diff=666443&oldid=666408 these edits]. I've tried refreshing the page. It's strange. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:50, 6 June 2014 (MDT)<br />
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:I have told Blue Dragon about this problem, which I assume is the same one on [[User talk:Green Dragon#Artificer]] and me mentioned that he is looking into it. It's ''really'' annoying me I can say. His update: "... seems like a problem with the cache not accepting "PURGE" requests." --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:02, 6 June 2014 (MDT)<br />
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::I believe I've fixed it now. Please let me know if it continues to happen (after clearing your browser cache). Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 15:33, 6 June 2014 (MDT)<br />
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== New Account Puzzle Exemption Request ==<br />
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Hoy. I'm pretty well known on [https://en.wikipedia.org/wiki/User:Zellfaze English Wikipedia] (over 4,000 edits across all Wikimedia Foundation projects) and I'd like to be exempt from the CAPTCHA if at all possible and added to the Autoconfirmed usergroup. I think I qualify as one of those people who won't cause trouble. [[User:Zellfaze|Zell Faze]] ([[User talk:Zellfaze|talk]]) 16:41, 21 July 2014 (MDT)<br />
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:Hi Zellfaze, you have been added to the exception list. Please let me know if you continue to have to perform the proof of work puzzle. Thanks, &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 17:46, 21 July 2014 (MDT)<br />
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== Puzzle Exemption Request == <br />
I hadn't edited since this feature was added, but have been editing since 06 (i think, 07 at the latest if not). Would like an exemption. {{User:Hooper/autosig2}} 17:27, 25 August 2014 (MDT)<br />
:Hi Hooper, I've made an exception for you. Please let me know if you run into any problems. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 16:59, 27 August 2014 (MDT)<br />
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== Request for Puzzle Exemption ==<br />
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Hello, Blue Dragon! I used to go by Joba Tett, but made a new account on here to continue work on the Fallout d20 campaign setting. I'm sorry you've been getting tons of spam, but it'd help me out of you exempted me from the puzzle. For now, I will just edit previous work of mine (balancing and stuff) until I am exempted :) Thanks!<br />
:Hi GamerAim, I've made an exemption for you. Please let me know if you continue to have to do the puzzle. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 19:47, 2 October 2014 (MDT)<br />
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==Request for Puzzle Exemption==<br />
Hello Blue Dragon. I don't mean to impose, but I've been making a lot of subtle adjustments to and balancing out a class I made and although my computer is handling the puzzles fine, it still takes an average of a minute to get through even the most minor edit which is starting to become a tad irritating. As such I was wondering if I might be able to have an exemption from the puzzle. Thank you for your time, Ruethgar.<br />
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:Hi Ruethgar, thank you for the contact. Your request is completely appropriate. I have added you to the exemption list---please let me know if you continue to have to perform the puzzle. Thanks! &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 18:16, 6 October 2014 (MDT)<br />
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== Request for Puzzle Exemption ==<br />
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This is chickenbutt935, please exempt my puzzle, I need to get to my next class. thanks</div>R2d2go