https://www.dandwiki.com/w/api.php?action=feedcontributions&user=The+bluez+in+the+dungeon&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T11:54:43ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Crepuscular_Visage_(3.5e_Prestige_Class)&diff=1463065Crepuscular Visage (3.5e Prestige Class)2021-04-20T18:21:00Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|type=Strong Spellcasting<br />
|desc=These warlocks gain power by mixing light and darkness, manipulating positive and negative energies to do their bidding.<br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Crepuscular Visage==<br />
<br />
{{quote<br />
|Disparity and equality are at the core of the universe, and Light and Dark are symbols to signify these concepts. <br />
<br />
We don't merely manipulate obscurity and glare: there's so much more to this.<br />
|orig=Master Hygghiopel, human crepuscular visage<br />
|src=Of Sun and Moon<br />
}}<br />
<br />
Crepuscular visages are a mysterious sect of warlocks that study the arcane art of Light and Dark manipulation, fascinated by the effects of shadows and brighteness. More deeply they are philosophers of the opposites, looking into the secrets of contradiction, trying to unify this division or to embrace it, depending on their vision. This let them control illumination to produce various effects. Lastly they gain mastery of positive and negative forces, the ultimate power of Light and Dark.<br />
<br />
More warlock prestige classes [[User:The_bluez_in_the_dungeon#Warlock|here]].<br />
<br />
===Becoming a Crepuscular Visage===<br />
<br />
Warlocks especially take this class, as it benefits mainly them and the warlock class it's need to take this path. Those that like a stealthy approach mixed with arcane prowess should be attracted to this class.<br />
High Charisma is important to crepuscular visages, as are Dexterity, Intelligence and Constitution.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Concentration 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (the planes) 4 ranks, Spellcraft 4 ranks<br />
|-<br />
! Invoking:<br />
| Invocation: ''Darkness''<br />
|-<br />
! Special:<br />
| ''Eldritch blast 3d6''<br />
Will save: +5<br />
<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Crepuscular Visage}}</div><br />
<p>Hit Die: d6</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" | [[#Invoking|Invoking]]<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 || +0 || +0 || +0 || +2<br />
| class="left" | ''Bright and dull'', Shifting eyes<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | ''Eldritch blast +1d6'', Shadow suit<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +1 || +1 || +3<br />
| class="left" | New lesser invocation: ''Twilight''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +1 || +1 || +4<br />
| class="left" | ''Eldritch blast +1d6'', Cycle of day and night<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +1 || +1 || +4<br />
| class="left" | Concealing shadows, Superior illumination <br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +2 || +2 || +5<br />
| class="left" | Chaos mastery, ''Eldritch blast +1d6''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +2 || +2 || +5<br />
| class="left" | New greater invocation: ''Chaos conduit''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +2 || +2 || +6<br />
| class="left" | Black and white balance, ''Eldritch blast +1d6''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +3 || +3 || +6<br />
| class="left" | Bend vision<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +3 || +3 || +7<br />
| class="left" | ''Eldritch blast +1d6'', New dark invocation: ''Entropy blast''<br />
| class="left" | +1 level of existing invocation-using class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
Balance(Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Sag), Hide (Dex), Intimidate (Cha), Knowledge(arcana) (Int), Knowledge(religion) (Int), Knowledge(the planes) (Int), Move silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).<br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Crepuscular Visage.<br />
<br />
'''{{#anc:Weapons and Armors proficiency}}:''' A crepuscular visage gains no proficiency with weapons or armors.<br />
<br />
'''{{#anc:Invocations}}:''' At each level, you gain new invocations and an increase in caster level as if you had also gained a level in a invoking 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.<br />
<br />
'''''{{#anc:Bright and dull}}'' ([[Sp]]):''' Your ''darkness'' invocation changes, giving you the ability to replicate the spell ''light'' or ''darkness'', but the range is touch or your eldritch blast range (normal or increased). Your caster level is your level in invocations using classes. This counts as a 3rd level spell.<br />
<br />
The first step in chaos manipulation is learning to invert the dimming of light in enhancing of radiance. The crepuscular visage school of thought require to be able to create brightness as well as darkness.<br />
<br />
'''{{#anc:Shifting eyes}} ([[Su]]):''' Your eyes constantly adjust to light conditions: no light nor darkness can blind you, neither magical or natural. You see perfectly in any light or darkness (this is better than darkvision and low-light vision) and you gain a bonus to Spot checks equal to your Charisma modifier.<br />
<br />
You open your body to the Plane of Shadows and the mixture of light and shade transforms your eyes in gleaming or dull lenses, shifting between the two as it is more advantageous.<br />
<br />
'''''{{#anc:Eldritch blast}}'' ([[Sp]]):''' As the class feature of the same name of the warlock. It increases by +1d6 at 2nd, 4th, 6th, 8th and 10th level.<br />
<br />
The classic warlock's weapon is now infused with white and black energy.<br />
<br />
'''{{#anc:Shadow suit}} ([[Su]]):''' You gain a bonus on Move Silently and Hide checks equal to half your class level.<br />
<br />
A veil of shade covers your body, not seen by anyone but granting you a faint concealment and deadening your steps.<br />
<br />
'''''{{#anc:New lesser invocation: Twilight}}'' ([[Sp]]):''' You can replicate the spells ''daylight'' and ''deeper darkness'' but the range is touch or your eldritch blast range (normal or increased). Every round, as a move action, you can switch from light to darkness and back (even for all the effects active, in any combination you want). This counts as a 5th level spell.<br />
<br />
As the fading sun you gain control over giving light or imposing darkness, inverting radiance with shadows, as you please.<br />
<br />
'''{{#anc:Cycle of day and night}} ([[Su]]):''' While using your invocations or spell-like abilities reproducing the ''light'' or ''darkness'' spells you can decide to make them in floating spheres, lasting as the spells do. You can do it a number of times per day equal to your Charisma modifier. These spheres are subject to Superior illumination and Concealing shadows and you can throw them with a range equal to your eldritch blast range (normal or increased). You can choose to end this effects disperding the energy to heal or damage your opponents, using light spheres to cure and dark spheres to damage. Use your eldritch blast damage to calculate the healing or damaging effects. Effectively you are channeling positive or negative energy.<br />
<br />
From the Shadow Plane you reach the Negative Energy Plane and Positive Energy Plane, evolving yor powers beyond the mere manipulation of light. You feel these planes surge your body with new abilities.<br />
<br />
'''{{#anc:Concealing shadows}} ([[Su]]):''' You can use shadowstuff to conceal yourself from others. A number of times equal your Charisma modifier you can use a bit of shadows within 60 feets (18 meters) from you to block your opponent's vision: they must make a Reflex save to avoid the effect (DC is 11+Charisma modifier+equivalent spell level of the ability). If the shadows are from natural ones or an effect inferior to ''deeper darkness'' you and everyone else gain partial concealment, otherwise it's total concealment. It lasts for a number of rounds equal to your Charisma modifier. Targets with darkvision suffer as well, but not targets that see in magical darkness.<br />
<br />
Controlling obscurity gives you the edge in combat and stealth: your enemies cannot perceive you when shadows help.<br />
<br />
'''{{#anc:Superior illumination}} ([[Su]]):''' Every invocation or spell-like ability that creates light you possess can be used to temporarily blind your foes: during the first casting or as a standard action you can will the light to suddendly increase in brightness and attempt to blind everyone in the area or the target. Targets must make a Fortitude save to avoid the effect (DC is 11+Charisma modifier+equivalent spell level of the ability). Effects inferior to ''daylight'' blind enemies for one round, effects equal or superior to it blind them for 3 rounds. You can use this ability a number of times per day equal to half your class level.<br />
<br />
As much as darkness is useful for stealth, nothing beats removing your enemies' vision completely. Crepuscular visages learn to blind foes, especially those particularly light sensitive.<br />
<br />
'''{{#anc:Chaos mastery}}:''' Your power over darkness and light increases: you gain a +2 DC and +4 on caster check to your abilities of dark and light magic.<br />
<br />
You move shadows and light the same way an artisan molds clay: your connection is so deep that you feel this energies as physical as matter.<br />
<br />
'''''{{#anc:New greater invocation: Chaos conduit}}'' ([[Sp]]):''' You gain the turn or rebuke undead ability as a cleric of your class level. Everytime you use the invocation you must decide one and it remains as chosen until the next day. This invocation makes you eligible for variants of the ability and for feats that need it, but not for prestige classes that have turn/rebuke undead as a prerequisite. This counts as a 7th level spell.<br />
<br />
You can extract positive and negative energy the same way a god does. Though not as useful as for a cleric, crepuscular visages can benefit from this ability in innovative ways.<br />
<br />
'''{{#anc:Black and white balance}}:''' You gain a bonus to saves against positive, light, negative and dark effects equal to your class level. It applies even to save against negative levels or level loss. You gain a deviation AC bonus equal to your Charisma modifier (max +5) as long as you are in an area of magical or supernatural deep darkness or bright light.<br />
<br />
Using opposing powers requires a certain degree of balanced manipulation. Yours is now so high that darkness and brightness protect you.<br />
<br />
'''{{#anc:Bend vision}} ([[Ex]]):''' You have the hide in plain sight ability as the ranger, only it works either near light or shadow but if you transition from one to another you are no longer in hiding and must use the skill again (you're practically invisible to sight, but everything that puts you out of hiding reveals you). You can be seen as you briefly become shrouded in darkness or bright when you pass from shadows to light and vice versa.<br />
<br />
By manipulating light you can interrupt other's visual cognition so that they effectively cannot see you. Remember that this particular manipulation means that you become briefly wrapped in obscurity or in radiance so that you are easily seen by anyone looking towards you (as if you came out of hiding).<br />
<br />
'''''{{#anc:New dark invocation: Entropy blast}}'' ([[Sp]]):''' This invocation is similar to ''utterdark blast'', given it works the same except you drain two levels instead of simply making the subject lose them. Alternately you can channel positive energy instead of negative and force the target to make a Fortitude save or die exploding, due to the vivid energy of the blast. If it pass the save the targets gains instead temporary hit points, lasting 3 rounds equal to the eldritch blast damage, and doesn't suffer ill effects. Undeads suffer the damage even if they pass the save. It's the equivalent of a 9th level spell. As ''utterdark blast'' the negative version heals undeads but the positive one doesn't do the same to living creatures.<br />
<br />
Each time you use this ability, you take 1 point of Constitution damage. This ability requires you to channel positive or negative energy through your body so you can't use it if you are immune to Constitution damage or don't have a Constitution score.<br />
<br />
Channeling positive or negative energy through your very essence you unleash the maximum power of Light and Dark. Those hit cannot resist the effects of being sucked of vitality or being filled and overwhelmed by vitality. This is very taxing on yourself though so it may be not wise to keep using this power.<br />
<br />
<br />
<br />
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->. <br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats-><br />
<br />
===Campaign Information===<br />
<br />
====Playing a Crepuscular Visage====<br />
<br />
'''Combat:''' They are like warlocks with a twist: they work as stealthy fighters and hinder enemies in large groups, negating their vision. They are versatile, being effective against undeads and living foes. At last they can offer a limited healing to help allies. Their passive abilities make them very good at spying and scouting.<br />
<br />
'''Advancement:''' Some warlocks who follow this path may take some levels as rogues, but most of them are only warlocks as the class doesn't benefit from other classes.<br />
<br />
'''Resources:''' They share their core philosophy but don't band together very often. Usually they travel together only if one is a master and the other its apprentice, as it's customary to be taught this way, but not strictly necessary. They fit with almost any group, a part maybe with paladins and characters that don't like their extremly neutral take on morality.<br />
<br />
====Crepuscular Visages in the World====<br />
<br />
{{quote|Thief, heretic and villain. I've been called all of those things, but I'm not. I just search for balance in a world of light and dark.|orig=Qeresyhn Kevvin, gnome crepuscular visage}}<br />
<br />
Crepuscular visage are in scarce numbers, given their method of learning and the specialty of their studies. They don't usually divulge their philosophy to others if not asked.<br />
<br />
'''NPC Reactions:''' NPCs are mostly creeped out by these strange and contradictory characters, that seem to dwell with shadowy power, using light as a façade for their secret aims.<br />
<br />
====Crepuscular Visage Lore====<br />
<br />
Characters with ranks in Knowledge(arcana) and Knowledge(the planes) can research crepuscular visages 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(arcana) and Knowledge(the planes)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | They are arcanists that use light and darkness to reach their goals.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Beyond the control of illumination these warlocks seems to imitate divine powers.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | They are mysterious individuals, not easily defined by our categories. Their goals are unclear and diverse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Crepuscular visages are one of the few arcane scholars who study negative and positive energies, a subject usually reserved to clerics.<br />
|}<br />
<br />
====Crepuscular Visages in the Game====<br />
<br />
These characters are often neutral but they aren't defined by this alignment as lot of extremists are in their ranks. They are difficult to categorize as their role and beliefs vary so much, depending on their past and occupations. Good and bad (but also order and chaos) are just states of existence, not different from heat and cold, dark and light to crepuscular visages.<br />
<br />
'''Adaptation:''' This class is generic enough to fit in almost any campaign.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Blue_Vizier/Al-Zwuri_(3.5e_Prestige_Class)&diff=1462803Blue Vizier/Al-Zwuri (3.5e Prestige Class)2021-04-19T20:21:44Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|type=Strong Spellcasting<br />
|desc=The Al-Zwuri, or Blue Viziers, are hydromancer warlocks. They get their powers from pacts with mighty marids and use them for ruling, knowledge and religious ceremonies.<br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Blue Vizier/Al-Zwuri==<br />
<br />
{{quote<br />
|I've seen the mysteries of the depths, the life, cities and people that exist beneath the ocean. <br />
No amount of things on the land can compare to that.<br />
|orig=Ibn'ysif, halfling al-zwuri<br />
}}<br />
<br />
Blue viziers are a special caste of arcanist-priests that mainly occupy positions of authority in the coasts of [insert generic land arabic-themed or sea-themed], where they hone their abilities, gained by making magical pacts with the marids, and manage, advise and, in general, perform tasks of political, social and religious importance.<br />
<br />
Al-zwuri (as they are called in the native tongue) adventurers are usually still apprentices, or, occasionaly, gifted individuals who came to an arrangement with a genie by themselves (these are often regarded as outlaws in that land).<br />
<br />
More warlock prestige classes [[User:The_bluez_in_the_dungeon#Warlock|here]].<br />
<br />
===Becoming a Blue Vizier===<br />
<br />
Only warlocks choose the path of the al-zwuri, fascinated by the power of water, trying to become as fluid as it is in metaphorical and physical sense.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Region:<br />
| [thematic land].<br />
|-<br />
! Skills:<br />
| Bluff 3 ranks, Knowledge(arcana) 4 ranks, <br />
Knowledge(the planes) 4 ranks, Knowledge(religion) 2 ranks.<br />
|-<br />
! Invocations:<br />
| Invocation: ''Swimming the Styx''.<br />
|-<br />
! Special:<br />
| ''Eldritch blast 3d6''<br />
It must have made a pact with a marid.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Blue Vizier}}</div><br />
<p>Hit Die: d6</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" | [[#Invoking|Invoking]]<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 || +0 || +2 || +0 || +2<br />
| class="left" | ''Eldritch blast +1d6'', New least invocation: ''Everlasting stream''<br />
| class="left" | +1 level of existing invocation-using class <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | Marine grace<br />
| class="left" | +1 level of existing invocation-using class <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | ''Eldritch blast +1d6'', New lesser invocation: ''Marid's boon'', Translucent skin<br />
| class="left" | +1 level of existing invocation-using class <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | New lesser invocation: ''Storm of celestial water''<br />
| class="left" | +1 level of existing invocation-using class <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" | ''Eldritch blast +1d6'', Ocean missionary<br />
| class="left" | +1 level of existing invocation-using class <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | Shimmering skin<br />
| class="left" | +1 level of existing invocation-using class <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" | ''Eldritch blast +1d6'', New greater invocation: ''Heated vapors''<br />
| class="left" | +1 level of existing invocation-using class <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | Depths dweller<br />
| class="left" | +1 level of existing invocation-using class <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" | ''Eldritch blast +1d6'', Iridescent skin<br />
| class="left" | +1 level of existing invocation-using class <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | New dark invocation: ''Ichor sacrifice''<br />
| class="left" | +1 level of existing invocation-using class <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Bluff (Cha), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Forgery (Cha), Gather Information (Cha), Knowledge(arcana) (Int), Knowledge (architecture and engineering), Knowledge (history), Knowledge(local), Knowledge (nobility), Knowledge(religion) (Int), Knowledge(the planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the blue vizier.<br />
<br />
'''{{#anc:Weapons and Armors proficiency}}:''' A blue vizier gains no proficiency with weapons or armors.<br />
<br />
'''{{#anc:Invocations}}:''' At each level, you gain new invocations and an increase in caster level as if you had also gained a level in a invoking 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.<br />
<br />
'''''{{#anc:Eldritch blast}}'' ([[Sp]]):''' As the class feature of the same name of the warlock. It increases by +1d6 at 1st, 3rd, 5th, 7th and 9th level.<br />
<br />
'''''{{#anc:New least invocation: Everlasting stream}}'' ([[Sp]]):''' You gain a new invocation that replicates the spell create water. Counts as a 1st level spell.<br />
<br />
By the grace of the marid the blue vizier learns to pour endless water, using this power to predict the future, administer sacraments and similar duties.<br />
<br />
'''{{#anc:Marine grace}} ([[Ex]]):''' The swim speed from ''swimming the Styx'' or natural swim speed raises by 10 feet (3 meters). It also gains low-light vision, or it doubles its range if it has it already.<br />
<br />
To perform their ceremonies the al-zwuri needs to go often in the sea, swimming for long distances. Their connection to water grants them a better shape to do it.<br />
<br />
'''''{{#anc:New lesser invocation: Marid's boon}}'' ([[Sp]]):''' With this invocation the al-zwuri can share its water-breathing, swim speed and other abilities from ''swimming the Styx'' and other compatible class features. It works on a number of creatures equal to its Charisma modifier and lasts an hour per class level. Counts as a 3rd level spell.<br />
<br />
Bluez viziers elect servants, counselors, assistants and aspirant al-zwuri as their retinue, to help them with their tasks. As they are often out in the sea they need a reliable way to allow its retinue to follow them, so they ask marids to lend help. <br />
<br />
'''{{#anc:Translucent skin}} ([[Ex]]):''' You gain resistance 2 to fire and cold. This and the subsequent improvements stack with the energy resistance warlocks gain.<br />
<br />
Al-zwuri's skin becomes scattered with fine scales, resembling those of a fish. This gives them a resistance similar to sea creatures.<br />
<br />
'''''{{#anc:New lesser invocation: Storm of celestial water}}'' ([[Sp]]):''' As the spell ''ice storm'' but it does 7d6 of damage (4d6 cold damage, 3d6 bludgeoning damage). The damage comes from blessed water so undeads and evil outsiders suffer 7d8 instead of 7d6. This invocation can be used underwater. Counts as a 5th level spell.<br />
<br />
A classic gift of the marid, reminding of times when blue vizier needed to protect their cities from undeads. It evokes a shining spiral of water drops and ice crystals that strike with force and purify everything it touches.<br />
<br />
'''{{#anc:Ocean missionary}} ([[Ex]]):''' It upgrades the bonuses from '''Marine grace''' by another 10 feet (3 meters). It also makes the blue vizier resistant to deep pressure: it gains a +4 save bonus against water pressure.<br />
<br />
High-level al-zwuri need to go in deep sea missions to plead, ask for advice and perform rituals before their subaqueous masters so they develop capacities apt to resist the burden of water.<br />
<br />
'''{{#anc:Shimmering skin}} ([[Ex]]):''' You gain resistance 4 to fire and cold.<br />
<br />
The skin of the blue vizier glimmers with light when underwater, making observers astounded and granting better resistances.<br />
<br />
'''''{{#anc:New greater invocation: Heated vapors}}'' ([[Sp]]):''' The eldritch blast becomes a stream of hot steam dealing fire damage that overcomes resistance. Immunity to fire halves the damage, while creatures made of fire or with the fire subtype suffer +1 damage per die. It functions as a line-effect: those in the line make a Reflex save to half the damage. It works underwater. Counts as a 7th level spell.<br />
<br />
Steam departs from the al-zwuri's fingertips, boiling everything in its path. When it disperses only boiled meat remains.<br />
<br />
'''{{#anc:Depths dweller}} ([[Ex]]):''' Bonus swim speed is now 10 feet (3 meters) higher. You suffer no effect from depths' pressure and gain a +4 against any cold effect. It gains darkvision or doubles the range if it already has it.<br />
<br />
Now the blue vizier speaks directly to the marid lords that live at the bottom of the ocean, often visiting their palaces and some remains to serve these powerful genies.<br />
<br />
'''{{#anc:Iridescent skin}} ([[Ex]]):''' You gain resistance 6 to fire and cold.<br />
<br />
The scales have now become colorful and lucent, making their swimming cerimonies a show nobles and kings all come to see.<br />
<br />
'''''{{#anc:New dark invocation: Ichor sacrifice}}'' ([[Sp]]):''' With a touch attack the al-zwuri forces a Fortitude save in the target to resist 2d6+1 per 3 caster level (max+6) damage to Constitution. Also it inflicts the normal damage of the eldritch blast. The damage and the damage from Constitution loss is dessication damage. It doesn't work on creature without fluids though it kills creatures made of water or with the aquatic subtype or oozes that fail the save. Counts as a 9th level spell.<br />
<br />
The dark secret of the power of water is the ability to extract fluids from a living creature to rapidly dispose of them. This power is usually employed by marids to oppose one another.<br />
<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|}<br />
<br />
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->. <br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats-><br />
<br />
====Ex-Blue Viziers====<br />
<br />
Unless an al-zwuri falls in disgrace before the marids, there's no way it can lose its powers. Even becoming an outlaw isn't enough to be stripped of its capabilities. Only the marid giving power can retain its gift and if it does, the blue vizier is prevented from using its class features, except for invocations normally learned and the eldritch blast. It must make a pact again to regain its powers.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Blue Vizier====<br />
<br />
'''Combat:''' Al-zwuri don't differ from other warlocks, concerning battle, but some of their powers are appropriate to overcome certain obstacles, mainly concerning bodies of water or disposing of fiery or undead enemies. They are mainly rear combatants.<br />
<br />
'''Advancement:''' Only full warlocks gain benefits from this thematic class, particularly in acquatic o semi-acquatica campaigns.<br />
<br />
'''Resources:''' Depending on their rank, blue viziers may obtain help in any kind of way: from advices to gold, resources, servants, accomodation and informations. Even low level blue viziers are important in the eye of the common people. Despite this they are required to attend to their duties to be eligible for assistance, and in different cities they may receive different treatment, depending on politics, personality and their individual charisma. Outside of the scope of their power they may be treated as important diplomats or as strangers.<br />
<br />
====Blue Viziers in the World====<br />
<br />
{{quote<br />
|Rituals, law, justice and administration, all rest in our hands. And we rest in the hands of the marids.<br />
|orig=Ghelies Ra-ban, jaebrin al-zwuri<br />
}}<br />
<br />
Blue viziers are important administrative and political figures in their region, so they fit as cunning individuals or good-hearted burocrats that care for their people. They are sworn to their work and their authority is undisputed, but palace politics are a dangerous and tricky field that only the ones with a tough skin and sharp tongue may survive. For adventurers it's easier to be apprentices or outlaws as they have more freedom of movement. <br />
<br />
'''NPC Reactions:''' Common people are often fearful and respectful of them, but some may be skeptic of them. Nobles and rulers may seek advice from them or disdain them, fearing their power. Anyway they are very important in their society, and reactions reflect their role and the personal opinion people have of them. Outside of their region reactions vary depending on if they're known or unkown.<br />
<br />
====Blue Vizier Lore====<br />
<br />
Characters with ranks in Knowledge(arcana) or Knowledge(religion) can research blue viziers 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(arcana) or Knowledge(religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | They are rulers and advisors for various cities and have religious duties.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Their power derives from gifts given by sea genies, which they adore and serve.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Schemes and plots are the daily food of a blue vizier, their political games substaining and ruining their cities.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Al-zwuri at the end of their life are said to be claimed by the marids, who sing for them during the night, calling from the ocean floor. It's said that they serve the marids in their underwater palaces.<br />
|}<br />
<br />
====Blue Viziers in the Game====<br />
<br />
For player characters this class is suited to roleplay a sage or a burocrat, maybe enamored with the power of oceans or with political games. The class fits in a normal, door-smashing campaign, as well a game of intrigue and mistery. NPCs al-zwuri are a good choice for wise counselors or evil, sketchy plotter, as well side-characters, helping or hindering the adventurers.<br />
<br />
'''Adaptation:''' Blue viziers are better fitted for their original setting but with little work they may abandon or change their territorial bond. If preferred the association may be maintained even in another setting: the al-zwuri may be an apprentice on a mission or a diplomat or an outlaw, escaped from its homeland.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Aghori_Guru_(3.5e_Prestige_Class)&diff=1440289Aghori Guru (3.5e Prestige Class)2021-02-18T12:41:36Z<p>The bluez in the dungeon: </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 />
|type=Bad Guy, Combat-Focused, Arcane Spellcasting, Moderate Spellcasting,<br />
|desc= The Aghori are a small cult of occult monks that worship a deity of destruction and rejuvanation, delving into eldritch arts and specializing in grappling foes<br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Aghori Guru==<br />
<br />
{{quote<br />
|[They] had profane tongues, and spoke impure words. <br />
<br />
Yet, in their heresy, they reached wholeness.<br />
|orig=Kadari Moonsinger, human monk<br />
|src= from the Parchment of the Nine Leaves<br />
}}<br />
<br />
Aghori gurus are a cult of warlock-monks that revere chaos and destruction as means to renewal and balance, believing that by delving into the abyss they may find inner light. <br />
Some are atheists, some follow deities of destruction and of renewal, but all of them are fixated with breaking taboos as there's no difference, to them, between things: good and bad, sacred and profane, permitted or forbidden, nothing is untouchable and everything is a way to purity. Because of this creed, they appear bizzare to most people, if not downright disrespectful to the living, to the dead and to the gods. <br />
<br />
They bathe in the ashes of corpses, eat raw flesh, even of people, resurrect the dead to do their bidding, drink, smoke and engage in any depraved activity, as well as studying the occult arts. For this they are few and sparse, shunted by society and often hunted down. They live in relative peace in more open societies.<br />
<br />
Despite their bad reputation they are not evil, but neither they are good, always remaining in the middle. More often they are chaotic, but aghori gurus true neutral or lawful exist.<br />
Their powers are a mix between a warlock and a monk, in particular focusing on grappling enemies to deal their eldritch blast damage and creating undead to serve them.<br />
<br />
More warlock prestige classes [[User:The_bluez_in_the_dungeon#Warlock|here]].<br />
<br />
===Becoming a Aghori Guru===<br />
<br />
Monks and warlocks are naturally estranged characters so an aghori guru is basically a mystic hermit, choosing a path of duality, trying to make sense of itself and of its powers, to mend the fracture and find out that there's no separation between itself and the world. <br />
An aghori guru is said to be complete when it's dead while living and whole with its spirit. <br />
<br />
Characters that rely on Charisma, Wisdom, Strength and Dexterity and want to break taboos, refusing social norms, are meant for this class.<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 neutral<br />
|-<br />
! Skills:<br />
| Knowledge(arcana) 5 ranks, Knowledge(the planes) 3 ranks, Knowledge(religion) 5 ranks<br />
|-<br />
! Feats:<br />
| Grappling blast<br />
|-<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Aghori Guru}}</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" | [[#Invoking|Invoking]]<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 || +0 || +2 || +2 || +2<br />
| class="left" | Arms of the Destroyer, Monk abilities, Ki strike (magic), New lesser invocation: ''The dead walk''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | ''Eldritch blast +1d6'', Ashes of Life<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | New lesser invocation: ''Broken taboo''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | Clever Wrestling, ''Eldritch blast +1d6'', Ki strike (lawful/chaotic)<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | Arms of the Creator<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | Body reborn, ''Eldritch blast +1d6''<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +5 || +5<br />
| class="left" | Occult soul<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +6 || +6<br />
| class="left" | ''Eldritch blast +1d6'', Ki strike (adamantine), Quivering palm<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +6 || +6<br />
| class="left" | New greater invocation: ''Cycle of reincarnation''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +7 || +7<br />
| class="left" | Death in Life, ''Eldritch blast +1d6''<br />
| class="left" | +1 level of existing invocation-using class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Autohypnosis (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|}<br />
<br />
====Class Features====<br />
<br />
You are a martial artist at the core that works with the occult to better understands itself. Your powers revolves around grappling your enemies and raising the dead as your companions. All of the following are class features of the Aghori Guru.<br />
<br />
'''{{#anc:Weapons and Armors proficiency}}:''' An aghori guru gains no proficiency with weapons or armors.<br />
<br />
'''{{#anc:Invocations}}:''' At each level (except 2nd and 6th level), you gain new invocations and an increase in caster level as if you had also gained a level in a invoking 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.<br />
<br />
'''{{#anc:Arms of the Destroyer}} ([[Ex]]):''' As a swift action you create two semi-corporeal additional arms that you may use for flurry of blows and grappling. <br />
They don't provide any bonus except a +2, as a circumstantial bonus, to grapple checks and to resist grappling, and to any check involving using arms (such as Climb checks or Strength checks). You gain also an extra attack using flurry of blows.<br />
<br />
You may immediatly release the ''eldritch blast'' as you succesfully grapple the opponent (you don't need to wait to inflict damage). The limbs remain indefinitely until you dismiss them or become unconscious or dead. Even without the arms you gain a bonus on Escape Artist checks equal to your class level. You add your aghori guru level plus your monk level to grapple and disarm checks, adding the appropriate modifiers, instead of using your base attack bonus (effectively you have full base attack bonus for these checks).<br />
<br />
A pair of translucent arms spawn under your on upper limbs. The arms a symbol of power and they bestow to you the power of destruction. You become similar to the Destroyer, the entitt that pushes for change and forwardness, as opposed to the lie of permanency.<br />
<br />
'''{{#anc:Monk abilities}}:''' Your aghori guru and monk levels stack for the purpose of determining its unarmed damage, bonuses to Armor Class, unarmored speed, flurry of blows and stunning strike's uses and DC. Additionally it uses Charisma instead of Wisdom as bonus AC. Your aghori guru's levels count as monk's levels for any prerequisite and scaling feature from feats.<br />
<br />
'''{{#anc:Ki strike}} ([[Su]]):''' At 1st level, an aghori guru's unarmed attacks are empowered with ki. Its unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's aghori guru level. At 4th level, its unarmed attacks are also treated as lawful or chaotic weapons (depending on its alignment) for the purpose of dealing damage to creatures with damage reduction. A true neutral aghori guru must choose between lawful and chaotic and may never change its decision (unless it changes alignment). At 8th level, its unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.<br />
<br />
'''''{{#anc:New lesser invocation: The dead walk}}'' ([[Sp]]):''' You gain the invocation ''The dead walk'' as a free invocation.<br />
<br />
A common tool for a warlock, though scarcely used. Your connection to the dead grants you the power to blur the line between Life and Death and discover unity.<br />
<br />
'''{{#anc:Ashes of Life}}:''' The caster level for ''The dead walk'' invocation is equal to your aghori guru level plus your warlock level, increasing the maximum HD of undeads you can create and control and the maximum time the undeads remain if you don't include the material components normally used in the spell. Besides you may control 3 HD per caster level of undeads instead of 2 HD. You become also immune to natural and magical diseases (but not supernatural ones), though you may still carry them.<br />
<br />
As you delve into the Abyss you find the remnants of past lives scattered on the ground. You cover yourself in grey ashes, that resplends in your liberation.<br />
<br />
'''''{{#anc:Eldritch blast}}'' ([[Sp]]):''' As the class feature of the same name of the warlock. It increases by +1d6 at 2nd, 4th, 6th, 8th and 10th level.<br />
<br />
The typical warlock feature, now laced with the power of the Self and the Nil, conjoined in you.<br />
<br />
'''''{{#anc:New lesser invocation: Broken taboo}}'' ([[Sp]]):''' This invocation works as the spell ''desecrate'' but its bonuses apply also to any aghori guru in the area, including you, and the maximum of undeads you may control with your ''The dead walk'' invocation is 6 HD per caster level instead of 3 HD. You may improvise an altar, using at least a bone from a sentient creature, to double the bonuses (but not the HD of undeads you may control). This counts as a 4th level spell.<br />
<br />
As you descend in spiral of darkness you become estranged from your peers, the tangle of their life. Your power over Death strengthen and in return you survive better than others. You learn small and simple ritual that resonates with the universe to aid you.<br />
<br />
'''{{#anc:Clever Wrestling}}:''' You gain the Clever wrestling feat as a bonus feat.<br />
<br />
When you are not meditating on the mysteries of being you brawl in taverns, where you drink yourself almost to unconsciousness. This unusual training makes you better against larger adversaries.<br />
<br />
'''{{#anc:Arms of the Creator}} ([[Ex]]):''' You may now create another pair of arms, increasing the circumstantial bonus to +4, adding +1 per damage die when discharging the eldritch blast in grapple and increasing the DC of eldritch essence invocations, used while blasting an enemy you are grapple with, by 2. You gain another extra attack with your flurry of blows. Now you may target incorporeal creatures with your flurry of blows ability, you may grapple them and discharge your blast on them. When you manifest the arms you may use quivering palm on incorporeal creatures.<br />
<br />
The Golden Arms of Creation are now yours and you comprehend that to destroy is to create and to create is to destroy. Armed with this knowledge, you drag the prideful in the mud, to show them humility.<br />
<br />
'''{{#anc:Body reborn}} ([[Su]]):''' At 6th level or higher, an aghori guru can heal its own wounds. It can heal a number of hit points of damage equal to twice its current aghori guru level plus monk level each day, and it can spread this healing out among several uses. This counts as the wholeness of the body feature for prerequisites.<br />
<br />
Life surges in your soul and body, overlapping and confusing them in a way that your thought may simply shake off physical wounds.<br />
<br />
'''{{#anc:Occult soul}} ([[Ex]]):''' At 7th level, an aghori guru gains spell resistance equal to its current aghori guru level plus warlock level + 5. In order to affect the aghori guru with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the aghori guru's spell resistance.<br />
<br />
When the body is weak the mind sustains it, but when the mind is fascinated with the illusion of magic the body stands, firm as a rock, and nullifies the false power of earthly concepts.<br />
<br />
'''{{#anc:Quivering palm}} ([[Su]]):''' Starting at 8th level, an aghori guru can set up vibrations within the body and soul of another creature that can thereafter be fatal if the aghori guru so desires. It can use this quivering palm attack once a week, and it must announce its intent before making its attack roll. Constructs, oozes, and creatures immune to critical hits cannot be affected. Otherwise, if the aghori guru strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the aghori guru can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the aghori guru merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the aghori guru's full level + the aghori guru's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. The aghori guru may use this power with a succesful grapple check.<br />
<br />
Others defy Death, believing the lie of disparity and duality, thinking there's a hard line between them. You teach them the truth, by showing them that Life is no more than a gust of wind.<br />
<br />
'''''{{#anc:New greater invocation: Cycle of reincarnation}}'' ([[Sp]]):''' With this invocation you may replicate the spell ''create undead'', at similar conditions to the invocation ''The dead walk'', using your aghori guru's level and warlock's level as caster level and to determine the kind of undead you may create. This invocation is subject to the '''Ashes of Life''' class feature. It counts as 6th level spell. If you cannot learn greater invocations you don't gain this invocation. When you may learn greater invocations you gain this one a free one.<br />
<br />
You've elevated yourself above the cycle and comprehend that dead flesh is mere matter, not different from water or soil. If man works the earth and changes its elements, why shouldn't you do the same with men?<br />
<br />
'''{{#anc:Death in Life}} ([[Ex]]):''' You become immune to death effects and ''inflict'' spells heal you (you are still healed by ''cure'' spells; if you are harmed by them, they now heal you). You gain a bonus equal to your class level on saving throws against level drain, negative levels, ability damage and ability drain. You no longer age: an aghori guru no longer takes penalties to its ability scores for aging and cannot be magically aged. Any such penalties that it has already taken, however, remain in place. Bonuses still accrue, and the aghori guru still dies of old age when its time is up.<br />
<br />
You're in and out of everything, at the same time being and not being. Attacks to your vitality don't mean anything to you anymore, you're dead while living.<br />
<br />
<br />
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->. <br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats-><br />
<br />
====Variant====<br />
<br />
If you use [[Monk In The Dungeon (3.5e Class)|my version of the monk]] you should change the invocations progression and add ki techniques and ki points progression: at each class level, except at 2nd and 6th level, you increase your invocations progression by one and, at each class level, you gain a progression equal to that of the monk for ki techniques and ki points.<br />
<br />
You may choose to use Charisma, instead of Wisdom, for all purposes connected to ki techniques and ki points. You may not change your choice later. <br />
<br />
Aghori gurus usually use techniques from the [[Theophany of the Broken Taboos (3.5e Ki Techniques)|Theophany of the Broken Taboos School]].<br />
<br />
====Ex-Aghori Gurus====<br />
<br />
An Aghori Guru never really leave the class: even betraying the teachings of the cult and changing alignment to one that is not allowed doesn't mean anything. The only reason you may not continue in this class it's because you refuse it and don't want to explore that part of you anymore. But remember, change is always near.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Aghori Guru====<br />
<br />
'''Combat:''' An aghori guru most prominent feature is its grappling blast ability, that structures its role in combat. Despite this your position may vary depending on the invocations you choose and if you decide to tend, instead, towards ranged attack with your eldritch blast. Your necromantic powers work as a secondary feature to help you in combat, given the time to prepare.<br />
<br />
'''Advancement:''' Members of this class prefer to stick to it and fully explore it, while advancing in the monk and warlock class, from which they benefit the most.<br />
<br />
'''Resources:''' You may expect hostility as well as simpathy from your fellows aghori. The problem is recognize which one it will be, before it reveals itself.<br />
<br />
====Aghori Gurus in the World====<br />
<br />
{{quote|Nightmother! That tavern has the best drinks, women, men and weed! If you don't mind running away chased by the cook with a big knife, that is.|4=Parodax, gnome aghori guru}}<br />
<br />
Aghori gurus by definition don't fit: they refuse society and its norms. They refuse religion, laws, kindness and cruelty, they refuse respect for both the dead and the living. They live to free themselves from the curse of being.<br />
<br />
'''NPC Reactions:''' NPCs react with a mix of fear and digust to aghori gurus, as they walk semi-naked, covered in dirt and ashes, chasing young girls and beating up old men. The only ones that listen to them while they belittle traditions and the knowledge of the sages on the stairs in front of the temple are people as estranged as them or irated scholars, holding rotten fruits and stones.<br />
<br />
====Aghori Guru Lore====<br />
<br />
Characters with ranks in Knowledge (arcana), Knowledge (local) or Knowledge (religion) can research Aghori Gurus 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 (arcana), Knowledge (local), Knowledge (religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | They are crazy hermits that indulge in vices.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | They believe that in destroying all that is sacred they will renovate themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | It seems that small gatherings of aghori exist in the sewers and outside of cities. It's rumored that they practice necromancy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Their behaviour puts our beliefs at test: why would sane people do the things they do? Perhaps they really found something.<br />
|}<br />
<br />
====Aghori Gurus in the Game====<br />
<br />
The philosopher, the ascetic and the anarchic, borderline crazy, all fit in this class, both as PC or NPCs.<br />
<br />
As NPCs you may use them as the village's fool, an enemy or some kind of mentor, although a crazy one. PCs aghori gurus may travel with a companionship just as a part of their path to unity or to proselitize.<br />
<br />
'''Adaptation:''' You may render them more disciplinated, giving them a small organization or you may treat them as solitary individuals, that occasionally pass their creed to few others, in a kind of teacher-pupil relationship. They may be evil or just amoral.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Aghori_Guru_(3.5e_Prestige_Class)&diff=1440288Aghori Guru (3.5e Prestige Class)2021-02-18T12:37:44Z<p>The bluez in the dungeon: /* Variant */</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 />
|type=Bad Guy, Combat-Focused, Arcane Spellcasting, Moderate Spellcasting,<br />
|desc= The Aghori are a small cult of occult monks that worship a deity of destruction and rejuvanation, delving into eldritch arts and specializing in grappling foes<br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Aghori Guru==<br />
<br />
{{quote<br />
|[They] had profane tongues, and spoke impure words. <br />
<br />
Yet, in their heresy, they reached wholeness.<br />
|orig=Kadari Moonsinger, human monk<br />
|src= from the Parchment of the Nine Leaves<br />
}}<br />
<br />
Aghori gurus are a cult of warlock-monks that revere chaos and destruction as means to renewal and balance, believing that by delving into the abyss they may find inner light. <br />
Some are atheists, some follow deities of destruction and of renewal, but all of them are fixated with breaking taboos as there's no difference, to them, between things: good and bad, sacred and profane, permitted or forbidden, nothing is untouchable and everything is a way to purity. Because of this creed, they appear bizzare to most people, if not downright disrespectful to the living, to the dead and to the gods. <br />
<br />
They bathe in the ashes of corpses, eat raw flesh, even of people, resurrect the dead to do their bidding, drink, smoke and engage in any depraved activity, as well as studying the occult arts. For this they are few and sparse, shunted by society and often hunted down. They live in relative peace in more open societies.<br />
<br />
Despite their bad reputation they are not evil, but neither they are good, always remaining in the middle. More often they are chaotic, but aghori gurus true neutral or lawful exist.<br />
Their powers are a mix between a warlock and a monk, in particular focusing on grappling enemies to deal their eldritch blast damage and creating undead to serve them.<br />
<br />
More warlock prestige classes [[User:The_bluez_in_the_dungeon#Warlock|here]].<br />
<br />
===Becoming a Aghori Guru===<br />
<br />
Monks and warlocks are naturally estranged characters so an aghori guru is basically a mystic hermit, choosing a path of duality, trying to make sense of itself and of its powers, to mend the fracture and find out that there's no separation between itself and the world. <br />
An aghori guru is said to be complete when it's dead while living and whole with its spirit. <br />
<br />
Characters that rely on Charisma, Wisdom, Strength and Dexterity and want to break taboos, refusing social norms, are meant for this class.<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 neutral<br />
|-<br />
! Skills:<br />
| Knowledge(arcana) 5 ranks, Knowledge(the planes) 3 ranks, Knowledge(religion) 5 ranks<br />
|-<br />
! Feats:<br />
| Grappling blast<br />
|-<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Aghori Guru}}</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" | [[#Invoking|Invoking]]<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 || +0 || +2 || +2 || +2<br />
| class="left" | Arms of the Destroyer, Monk abilities, Ki strike (magic), New lesser invocation: ''The dead walk''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | ''Eldritch blast +1d6'', Ashes of Life<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | New lesser invocation: ''Broken taboo''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | Clever Wrestling, ''Eldritch blast +1d6'', Ki strike (lawful/chaotic)<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | Arms of the Creator<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | Body reborn, ''Eldritch blast +1d6''<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +5 || +5<br />
| class="left" | Occult soul<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +6 || +6<br />
| class="left" | ''Eldritch blast +1d6'', Ki strike (adamantine), Quivering palm<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +6 || +6<br />
| class="left" | New greater invocation: ''Cycle of reincarnation''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +7 || +7<br />
| class="left" | Death in Life, ''Eldritch blast +1d6''<br />
| class="left" | +1 level of existing invocation-using class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Autohypnosis (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|}<br />
<br />
====Class Features====<br />
<br />
You are a martial artist at the core that works with the occult to better understands itself. Your powers revolves around grappling your enemies and raising the dead as your companions. All of the following are class features of the Aghori Guru.<br />
<br />
'''{{#anc:Weapons and Armors proficiency}}:''' An aghori guru gains no proficiency with weapons or armors.<br />
<br />
'''{{#anc:Invocations}}:''' At each level (except 2nd and 6th level), you gain new invocations and an increase in caster level as if you had also gained a level in a invoking 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.<br />
<br />
'''{{#anc:Arms of the Destroyer}} ([[Ex]]):''' As a swift action you create two semi-corporeal additional arms that you may use for flurry of blows and grappling. <br />
They don't provide any bonus except a +2, as a circumstantial bonus, to grapple checks and to resist grappling, and to any check involving using arms (such as Climb checks or Strength checks). You gain also an extra attack using flurry of blows.<br />
<br />
You may immediatly release the ''eldritch blast'' as you succesfully grapple the opponent (you don't need to wait to inflict damage). The limbs remain indefinitely until you dismiss them or become unconscious or dead. Even without the arms you gain a bonus on Escape Artist checks equal to your class level. You add your aghori guru level plus your monk level to grapple and disarm checks, adding the appropriate modifiers, instead of using your base attack bonus (effectively you have full base attack bonus for these checks).<br />
<br />
A pair of translucent arms spawn under your on upper limbs. The arms a symbol of power and they bestow to you the power of destruction. You become similar to the Destroyer, the entitt that pushes for change and forwardness, as opposed to the lie of permanency.<br />
<br />
'''{{#anc:Monk abilities}}:''' Your aghori guru and monk levels stack for the purpose of determining its unarmed damage, bonuses to Armor Class, unarmored speed, flurry of blows and stunning strike's uses and DC. Additionally it uses Charisma instead of Wisdom as bonus AC. Your aghori guru's levels count as monk's levels for any prerequisite and scaling feature from feats.<br />
<br />
'''{{#anc:Ki strike}} ([[Su]]):''' At 1st level, an aghori guru's unarmed attacks are empowered with ki. Its unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's aghori guru level. At 4th level, its unarmed attacks are also treated as lawful or chaotic weapons (depending on its alignment) for the purpose of dealing damage to creatures with damage reduction. A true neutral aghori guru must choose between lawful and chaotic and may never change its decision (unless it changes alignment). At 8th level, its unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.<br />
<br />
'''''{{#anc:New lesser invocation: The dead walk}}'' ([[Sp]]):''' You gain the invocation ''The dead walk'' as a free invocation.<br />
<br />
A common tool for a warlock, though scarcely used. Your connection to the dead grants you the power to blur the line between Life and Death and discover unity.<br />
<br />
'''{{#anc:Ashes of Life}}:''' The caster level for ''The dead walk'' invocation is equal to your aghori guru level plus your warlock level, increasing the maximum HD of undeads you can create and control and the maximum time the undeads remain if you don't include the material components normally used in the spell. Besides you may control 3 HD per caster level of undeads instead of 2 HD. You become also immune to natural and magical diseases (but not supernatural ones), though you may still carry them.<br />
<br />
As you delve into the Abyss you find the remnants of past lives scattered on the ground. You cover yourself in grey ashes, that resplends in your liberation.<br />
<br />
'''''{{#anc:Eldritch blast}}'' ([[Sp]]):''' As the class feature of the same name of the warlock. It increases by +1d6 at 2nd, 4th, 6th, 8th and 10th level.<br />
<br />
The typical warlock feature, now laced with the power of the Self and the Nil, conjoined in you.<br />
<br />
'''''{{#anc:New lesser invocation: Broken taboo}}'' ([[Sp]]):''' This invocation works as the spell ''desecrate'' but its bonuses apply also to any aghori guru in the area, including you, and the maximum of undeads you may control with your ''The dead walk'' invocation is 6 HD per caster level instead of 3 HD. You may improvise an altar, using at least a bone from a sentient creature, to double the bonuses (but not the HD of undeads you may control). This counts as a 4th level spell.<br />
<br />
As you descend in spiral of darkness you become estranged from your peers, the tangle of their life. Your power over Death strengthen and in return you survive better than others. You learn small and simple ritual that resonates with the universe to aid you.<br />
<br />
'''{{#anc:Clever Wrestling}}:''' You gain the Clever wrestling feat as a bonus feat.<br />
<br />
When you are not meditating on the mysteries of being you brawl in taverns, where you drink yourself almost to unconsciousness. This unusual training makes you better against larger adversaries.<br />
<br />
'''{{#anc:Arms of the Creator}} ([[Ex]]):''' You may now create another pair of arms, increasing the circumstantial bonus to +4, adding +1 per damage die when discharging the eldritch blast in grapple and increasing the DC of eldritch essence invocations, used while blasting an enemy you are grapple with, by 2. You gain another extra attack with your flurry of blows. Now you may target incorporeal creatures with your flurry of blows ability, you may grapple them and discharge your blast on them. When you manifest the arms you may use quivering palm on incorporeal creatures.<br />
<br />
The Golden Arms of Creation are now yours and you comprehend that to destroy is to create and to create is to destroy. Armed with this knowledge, you drag the prideful in the mud, to show them humility.<br />
<br />
'''{{#anc:Body reborn}} ([[Su]]):''' At 6th level or higher, an aghori guru can heal its own wounds. It can heal a number of hit points of damage equal to twice its current aghori guru level plus monk level each day, and it can spread this healing out among several uses. This counts as the wholeness of the body feature for prerequisites.<br />
<br />
Life surges in your soul and body, overlapping and confusing them in a way that your thought may simply shake off physical wounds.<br />
<br />
'''{{#anc:Occult soul}} ([[Ex]]):''' At 7th level, an aghori guru gains spell resistance equal to its current aghori guru level plus warlock level + 5. In order to affect the aghori guru with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the aghori guru's spell resistance.<br />
<br />
When the body is weak the mind sustains it, but when the mind is fascinated with the illusion of magic the body stands, firm as a rock, and nullifies the false power of earthly concepts.<br />
<br />
'''{{#anc:Quivering palm}} ([[Su]]):''' Starting at 8th level, an aghori guru can set up vibrations within the body and soul of another creature that can thereafter be fatal if the aghori guru so desires. It can use this quivering palm attack once a week, and it must announce its intent before making its attack roll. Constructs, oozes, and creatures immune to critical hits cannot be affected. Otherwise, if the aghori guru strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the aghori guru can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the aghori guru merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the aghori guru's full level + the aghori guru's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. The aghori guru may use this power with a succesful grapple check.<br />
<br />
Others defy Death, believing the lie of disparity and duality, thinking there's a hard line between them. You teach them the truth, by showing them that Life is no more than a gust of wind.<br />
<br />
'''''{{#anc:New greater invocation: Cycle of reincarnation}}'' ([[Sp]]):''' With this invocation you may replicate the spell ''create undead'', at similar conditions to the invocation ''The dead walk'', using your aghori guru's level and warlock's level as caster level and to determine the kind of undead you may create. This invocation is subject to the '''Ashes of Life''' class feature. It counts as 6th level spell. If you cannot learn greater invocations you don't gain this invocation. When you may learn greater invocations you gain this one a free one.<br />
<br />
You've elevated yourself above the cycle and comprehend that dead flesh is mere matter, not different from water or soil. If man works the earth and changes its elements, why shouldn't you do the same with men?<br />
<br />
'''{{#anc:Death in Life}} ([[Ex]]):''' You become immune to death effects and ''inflict'' spells heal you (you are still healed by ''cure'' spells; if you are harmed by them, they now heal you). You gain a bonus equal to your class level on saving throws against level drain, negative levels, ability damage and ability drain. You no longer age: an aghori guru no longer takes penalties to its ability scores for aging and cannot be magically aged. Any such penalties that it has already taken, however, remain in place. Bonuses still accrue, and the aghori guru still dies of old age when its time is up.<br />
<br />
You're in and out of everything, at the same time being and not being. Attacks to your vitality don't mean anything to you anymore, you're dead while living.<br />
<br />
<br />
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->. <br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats-><br />
<br />
====Variant====<br />
<br />
If you use [[Monk In The Dungeon (3.5e Class)|my version of the monk]] you should change the invocations progression and add ki techniques and ki points progression: at each class level, except at 2nd and 6th level, you increase your invocations progression by one and, at each class level, you gain a progression equal to that of the monk for ki techniques and ki points.<br />
<br />
You may choose to use Charisma, instead of Wisdom, for all purposes connected to ki techniques and ki points. You may not change your choice later. <br />
<br />
Aghori gurus usually use techniques from the [[Theophany of the Broken Taboos (3.5e Ki Techniques)|Theophany of the Broken Taboos School]].<br />
<br />
====Ex-Aghori Gurus====<br />
<br />
An Aghori Guru never really leave the class: even betraying the teachings of the cult and changing alignment to one that is not allowed doesn't mean anything. The only reason you may not continue in this class it's because you refuse it and don't want to explore that part of you anymore. But remember, change is always near.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Aghori Guru====<br />
<br />
'''Combat:''' An aghori guru most prominent feature is its grappling blast ability, that structures its role in combat. Despite this your position may vary depending on the invocations you choose and if you decide to tend, instead, towards ranged attack with your eldritch blast. Your necromantic powers work as a secondary feature to help you in combat, given the time to prepare.<br />
<br />
'''Advancement:''' Members of this class prefer to stick to it and fully explore it, while advancing in the monk and warlock class, from which they benefit the most.<br />
<br />
'''Resources:''' You may expect hostility as well as simpathy from your fellows aghori. The problem is recognize which one it will be, before it reveals itself.<br />
<br />
====Aghori Gurus in the World====<br />
<br />
{{quote|Nightmother! That tavern has the best drinks, women, men and weed! If you don't mind running away chased by the cook with a big knife, that is.|4=Parodax, gnome aghori guru}}<br />
<br />
Aghori gurus by definition don't fit: they refuse society and its norms. They refuse religion, laws, kindness and cruelty, they refuse respect for both the dead and the living. They live to free themselves from the curse of being.<br />
<br />
'''NPC Reactions:''' NPCs react with a mix of fear and digust to aghori gurus, as they walk semi-naked, covered in dirt and ashes, chasing young girls and beating up old men. The only ones that listen to them while they belittle traditions and the knowledge of the sages on the stairs in front of the temple are people as estranged as them or irated scholars, holding rotten fruits and stones.<br />
<br />
====Aghori Guru Lore====<br />
<br />
Characters with ranks in Knowledge (arcana), Knowledge (local) or Knowledge (religion) can research Aghori Gurus 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 (arcana), Knowledge (local), Knowledge (religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | They are crazy hermit that indulge in vices.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | They believe that in destroying all that is sacred they will renovate themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | It seems that small gatherings of aghori exist in the sewers and outside of cities. It's rumored that they practice necromancy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Their behaviour puts our beliefs at test: why would sane people do the things they do? Perhaps they really found something.<br />
|}<br />
<br />
====Aghori Gurus in the Game====<br />
<br />
The philosopher, the ascetic and the anarchic, borderline crazy, all fit in this class, both as PC or NPCs.<br />
<br />
As NPCs you may use them as the village's fool, an enemy or some kind of mentor, although a crazy one. PCs aghori gurus may travel with a companionship just as a part of their path to unity or to proselitize.<br />
<br />
'''Adaptation:''' You may render them more disciplinated, giving them a small organization or you may treat them as solitary individuals, that occasionally pass their creed to few others, in a kind of teacher-pupil relationship. They may be evil or just amoral.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Aghori_Guru_(3.5e_Prestige_Class)&diff=1440287Aghori Guru (3.5e Prestige Class)2021-02-18T12:26:24Z<p>The bluez in the dungeon: </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 />
|type=Bad Guy, Combat-Focused, Arcane Spellcasting, Moderate Spellcasting,<br />
|desc= The Aghori are a small cult of occult monks that worship a deity of destruction and rejuvanation, delving into eldritch arts and specializing in grappling foes<br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Aghori Guru==<br />
<br />
{{quote<br />
|[They] had profane tongues, and spoke impure words. <br />
<br />
Yet, in their heresy, they reached wholeness.<br />
|orig=Kadari Moonsinger, human monk<br />
|src= from the Parchment of the Nine Leaves<br />
}}<br />
<br />
Aghori gurus are a cult of warlock-monks that revere chaos and destruction as means to renewal and balance, believing that by delving into the abyss they may find inner light. <br />
Some are atheists, some follow deities of destruction and of renewal, but all of them are fixated with breaking taboos as there's no difference, to them, between things: good and bad, sacred and profane, permitted or forbidden, nothing is untouchable and everything is a way to purity. Because of this creed, they appear bizzare to most people, if not downright disrespectful to the living, to the dead and to the gods. <br />
<br />
They bathe in the ashes of corpses, eat raw flesh, even of people, resurrect the dead to do their bidding, drink, smoke and engage in any depraved activity, as well as studying the occult arts. For this they are few and sparse, shunted by society and often hunted down. They live in relative peace in more open societies.<br />
<br />
Despite their bad reputation they are not evil, but neither they are good, always remaining in the middle. More often they are chaotic, but aghori gurus true neutral or lawful exist.<br />
Their powers are a mix between a warlock and a monk, in particular focusing on grappling enemies to deal their eldritch blast damage and creating undead to serve them.<br />
<br />
More warlock prestige classes [[User:The_bluez_in_the_dungeon#Warlock|here]].<br />
<br />
===Becoming a Aghori Guru===<br />
<br />
Monks and warlocks are naturally estranged characters so an aghori guru is basically a mystic hermit, choosing a path of duality, trying to make sense of itself and of its powers, to mend the fracture and find out that there's no separation between itself and the world. <br />
An aghori guru is said to be complete when it's dead while living and whole with its spirit. <br />
<br />
Characters that rely on Charisma, Wisdom, Strength and Dexterity and want to break taboos, refusing social norms, are meant for this class.<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 neutral<br />
|-<br />
! Skills:<br />
| Knowledge(arcana) 5 ranks, Knowledge(the planes) 3 ranks, Knowledge(religion) 5 ranks<br />
|-<br />
! Feats:<br />
| Grappling blast<br />
|-<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Aghori Guru}}</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" | [[#Invoking|Invoking]]<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 || +0 || +2 || +2 || +2<br />
| class="left" | Arms of the Destroyer, Monk abilities, Ki strike (magic), New lesser invocation: ''The dead walk''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | ''Eldritch blast +1d6'', Ashes of Life<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | New lesser invocation: ''Broken taboo''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | Clever Wrestling, ''Eldritch blast +1d6'', Ki strike (lawful/chaotic)<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | Arms of the Creator<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | Body reborn, ''Eldritch blast +1d6''<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +5 || +5<br />
| class="left" | Occult soul<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +6 || +6<br />
| class="left" | ''Eldritch blast +1d6'', Ki strike (adamantine), Quivering palm<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +6 || +6<br />
| class="left" | New greater invocation: ''Cycle of reincarnation''<br />
| class="left" | +1 level of existing invocation-using class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +7 || +7<br />
| class="left" | Death in Life, ''Eldritch blast +1d6''<br />
| class="left" | +1 level of existing invocation-using class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Autohypnosis (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|}<br />
<br />
====Class Features====<br />
<br />
You are a martial artist at the core that works with the occult to better understands itself. Your powers revolves around grappling your enemies and raising the dead as your companions. All of the following are class features of the Aghori Guru.<br />
<br />
'''{{#anc:Weapons and Armors proficiency}}:''' An aghori guru gains no proficiency with weapons or armors.<br />
<br />
'''{{#anc:Invocations}}:''' At each level (except 2nd and 6th level), you gain new invocations and an increase in caster level as if you had also gained a level in a invoking 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.<br />
<br />
'''{{#anc:Arms of the Destroyer}} ([[Ex]]):''' As a swift action you create two semi-corporeal additional arms that you may use for flurry of blows and grappling. <br />
They don't provide any bonus except a +2, as a circumstantial bonus, to grapple checks and to resist grappling, and to any check involving using arms (such as Climb checks or Strength checks). You gain also an extra attack using flurry of blows.<br />
<br />
You may immediatly release the ''eldritch blast'' as you succesfully grapple the opponent (you don't need to wait to inflict damage). The limbs remain indefinitely until you dismiss them or become unconscious or dead. Even without the arms you gain a bonus on Escape Artist checks equal to your class level. You add your aghori guru level plus your monk level to grapple and disarm checks, adding the appropriate modifiers, instead of using your base attack bonus (effectively you have full base attack bonus for these checks).<br />
<br />
A pair of translucent arms spawn under your on upper limbs. The arms a symbol of power and they bestow to you the power of destruction. You become similar to the Destroyer, the entitt that pushes for change and forwardness, as opposed to the lie of permanency.<br />
<br />
'''{{#anc:Monk abilities}}:''' Your aghori guru and monk levels stack for the purpose of determining its unarmed damage, bonuses to Armor Class, unarmored speed, flurry of blows and stunning strike's uses and DC. Additionally it uses Charisma instead of Wisdom as bonus AC. Your aghori guru's levels count as monk's levels for any prerequisite and scaling feature from feats.<br />
<br />
'''{{#anc:Ki strike}} ([[Su]]):''' At 1st level, an aghori guru's unarmed attacks are empowered with ki. Its unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's aghori guru level. At 4th level, its unarmed attacks are also treated as lawful or chaotic weapons (depending on its alignment) for the purpose of dealing damage to creatures with damage reduction. A true neutral aghori guru must choose between lawful and chaotic and may never change its decision (unless it changes alignment). At 8th level, its unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.<br />
<br />
'''''{{#anc:New lesser invocation: The dead walk}}'' ([[Sp]]):''' You gain the invocation ''The dead walk'' as a free invocation.<br />
<br />
A common tool for a warlock, though scarcely used. Your connection to the dead grants you the power to blur the line between Life and Death and discover unity.<br />
<br />
'''{{#anc:Ashes of Life}}:''' The caster level for ''The dead walk'' invocation is equal to your aghori guru level plus your warlock level, increasing the maximum HD of undeads you can create and control and the maximum time the undeads remain if you don't include the material components normally used in the spell. Besides you may control 3 HD per caster level of undeads instead of 2 HD. You become also immune to natural and magical diseases (but not supernatural ones), though you may still carry them.<br />
<br />
As you delve into the Abyss you find the remnants of past lives scattered on the ground. You cover yourself in grey ashes, that resplends in your liberation.<br />
<br />
'''''{{#anc:Eldritch blast}}'' ([[Sp]]):''' As the class feature of the same name of the warlock. It increases by +1d6 at 2nd, 4th, 6th, 8th and 10th level.<br />
<br />
The typical warlock feature, now laced with the power of the Self and the Nil, conjoined in you.<br />
<br />
'''''{{#anc:New lesser invocation: Broken taboo}}'' ([[Sp]]):''' This invocation works as the spell ''desecrate'' but its bonuses apply also to any aghori guru in the area, including you, and the maximum of undeads you may control with your ''The dead walk'' invocation is 6 HD per caster level instead of 3 HD. You may improvise an altar, using at least a bone from a sentient creature, to double the bonuses (but not the HD of undeads you may control). This counts as a 4th level spell.<br />
<br />
As you descend in spiral of darkness you become estranged from your peers, the tangle of their life. Your power over Death strengthen and in return you survive better than others. You learn small and simple ritual that resonates with the universe to aid you.<br />
<br />
'''{{#anc:Clever Wrestling}}:''' You gain the Clever wrestling feat as a bonus feat.<br />
<br />
When you are not meditating on the mysteries of being you brawl in taverns, where you drink yourself almost to unconsciousness. This unusual training makes you better against larger adversaries.<br />
<br />
'''{{#anc:Arms of the Creator}} ([[Ex]]):''' You may now create another pair of arms, increasing the circumstantial bonus to +4, adding +1 per damage die when discharging the eldritch blast in grapple and increasing the DC of eldritch essence invocations, used while blasting an enemy you are grapple with, by 2. You gain another extra attack with your flurry of blows. Now you may target incorporeal creatures with your flurry of blows ability, you may grapple them and discharge your blast on them. When you manifest the arms you may use quivering palm on incorporeal creatures.<br />
<br />
The Golden Arms of Creation are now yours and you comprehend that to destroy is to create and to create is to destroy. Armed with this knowledge, you drag the prideful in the mud, to show them humility.<br />
<br />
'''{{#anc:Body reborn}} ([[Su]]):''' At 6th level or higher, an aghori guru can heal its own wounds. It can heal a number of hit points of damage equal to twice its current aghori guru level plus monk level each day, and it can spread this healing out among several uses. This counts as the wholeness of the body feature for prerequisites.<br />
<br />
Life surges in your soul and body, overlapping and confusing them in a way that your thought may simply shake off physical wounds.<br />
<br />
'''{{#anc:Occult soul}} ([[Ex]]):''' At 7th level, an aghori guru gains spell resistance equal to its current aghori guru level plus warlock level + 5. In order to affect the aghori guru with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the aghori guru's spell resistance.<br />
<br />
When the body is weak the mind sustains it, but when the mind is fascinated with the illusion of magic the body stands, firm as a rock, and nullifies the false power of earthly concepts.<br />
<br />
'''{{#anc:Quivering palm}} ([[Su]]):''' Starting at 8th level, an aghori guru can set up vibrations within the body and soul of another creature that can thereafter be fatal if the aghori guru so desires. It can use this quivering palm attack once a week, and it must announce its intent before making its attack roll. Constructs, oozes, and creatures immune to critical hits cannot be affected. Otherwise, if the aghori guru strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the aghori guru can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the aghori guru merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the aghori guru's full level + the aghori guru's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. The aghori guru may use this power with a succesful grapple check.<br />
<br />
Others defy Death, believing the lie of disparity and duality, thinking there's a hard line between them. You teach them the truth, by showing them that Life is no more than a gust of wind.<br />
<br />
'''''{{#anc:New greater invocation: Cycle of reincarnation}}'' ([[Sp]]):''' With this invocation you may replicate the spell ''create undead'', at similar conditions to the invocation ''The dead walk'', using your aghori guru's level and warlock's level as caster level and to determine the kind of undead you may create. This invocation is subject to the '''Ashes of Life''' class feature. It counts as 6th level spell. If you cannot learn greater invocations you don't gain this invocation. When you may learn greater invocations you gain this one a free one.<br />
<br />
You've elevated yourself above the cycle and comprehend that dead flesh is mere matter, not different from water or soil. If man works the earth and changes its elements, why shouldn't you do the same with men?<br />
<br />
'''{{#anc:Death in Life}} ([[Ex]]):''' You become immune to death effects and ''inflict'' spells heal you (you are still healed by ''cure'' spells; if you are harmed by them, they now heal you). You gain a bonus equal to your class level on saving throws against level drain, negative levels, ability damage and ability drain. You no longer age: an aghori guru no longer takes penalties to its ability scores for aging and cannot be magically aged. Any such penalties that it has already taken, however, remain in place. Bonuses still accrue, and the aghori guru still dies of old age when its time is up.<br />
<br />
You're in and out of everything, at the same time being and not being. Attacks to your vitality don't mean anything to you anymore, you're dead while living.<br />
<br />
<br />
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->. <br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats-><br />
<br />
====Variant====<br />
<br />
If you use [[Monk In The Dungeon (3.5e Class)|my version of the monk]] you should change the invocations progression and add ki techniques and ki points progression: at each class level, except at 2nd and 6th level, you increase your invocations progression by one and, at each class level, you gain a progression equal to that of the monk for ki techniques and ki points.<br />
<br />
You may choose to use Charisma, instead of Wisdom, for all purposes connected to ki techniques and ki points. You may not change your choice later. <br />
<br />
Aghori gurus usually use techniques from the [[Theophany of the Broken Taboos (3.5e Ki Techniques)|Theophany of the broken taboos school]].<br />
<br />
====Ex-Aghori Gurus====<br />
<br />
An Aghori Guru never really leave the class: even betraying the teachings of the cult and changing alignment to one that is not allowed doesn't mean anything. The only reason you may not continue in this class it's because you refuse it and don't want to explore that part of you anymore. But remember, change is always near.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Aghori Guru====<br />
<br />
'''Combat:''' An aghori guru most prominent feature is its grappling blast ability, that structures its role in combat. Despite this your position may vary depending on the invocations you choose and if you decide to tend, instead, towards ranged attack with your eldritch blast. Your necromantic powers work as a secondary feature to help you in combat, given the time to prepare.<br />
<br />
'''Advancement:''' Members of this class prefer to stick to it and fully explore it, while advancing in the monk and warlock class, from which they benefit the most.<br />
<br />
'''Resources:''' You may expect hostility as well as simpathy from your fellows aghori. The problem is recognize which one it will be, before it reveals itself.<br />
<br />
====Aghori Gurus in the World====<br />
<br />
{{quote|Nightmother! That tavern has the best drinks, women, men and weed! If you don't mind running away chased by the cook with a big knife, that is.|4=Parodax, gnome aghori guru}}<br />
<br />
Aghori gurus by definition don't fit: they refuse society and its norms. They refuse religion, laws, kindness and cruelty, they refuse respect for both the dead and the living. They live to free themselves from the curse of being.<br />
<br />
'''NPC Reactions:''' NPCs react with a mix of fear and digust to aghori gurus, as they walk semi-naked, covered in dirt and ashes, chasing young girls and beating up old men. The only ones that listen to them while they belittle traditions and the knowledge of the sages on the stairs in front of the temple are people as estranged as them or irated scholars, holding rotten fruits and stones.<br />
<br />
====Aghori Guru Lore====<br />
<br />
Characters with ranks in Knowledge (arcana), Knowledge (local) or Knowledge (religion) can research Aghori Gurus 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 (arcana), Knowledge (local), Knowledge (religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | They are crazy hermit that indulge in vices.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | They believe that in destroying all that is sacred they will renovate themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | It seems that small gatherings of aghori exist in the sewers and outside of cities. It's rumored that they practice necromancy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Their behaviour puts our beliefs at test: why would sane people do the things they do? Perhaps they really found something.<br />
|}<br />
<br />
====Aghori Gurus in the Game====<br />
<br />
The philosopher, the ascetic and the anarchic, borderline crazy, all fit in this class, both as PC or NPCs.<br />
<br />
As NPCs you may use them as the village's fool, an enemy or some kind of mentor, although a crazy one. PCs aghori gurus may travel with a companionship just as a part of their path to unity or to proselitize.<br />
<br />
'''Adaptation:''' You may render them more disciplinated, giving them a small organization or you may treat them as solitary individuals, that occasionally pass their creed to few others, in a kind of teacher-pupil relationship. They may be evil or just amoral.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Choreutist_(3.5e_Prestige_Class)&diff=1437353Choreutist (3.5e Prestige Class)2021-02-09T22:51:03Z<p>The bluez in the dungeon: </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 />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Brief description of the PrC --><br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Choreutist==<br />
<br />
{{quote<br />
|<-Some quote from a character of this class-><br />
|orig=<-NPC name->, <-race-> <-class-><br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
<-fluff about this prestige class-><br />
<br />
===Becoming a Choreutist===<br />
<br />
<-why characters pursue this class, what other classes they typically have, and what abilities are important-><br />
<br />
<!-- remove or add requirements as necessary --><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 or lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +4.<br />
|-.<br />
|-<br />
! Skills:<br />
| [[SRD:Bluff (Skill)|Bluff]] 6 ranks, [[SRD:Perform (Skill)|Perform (Dance) or Perform (Recitation)]] 9 ranks, [[SRD:Tumble (Skill)|Tumble]] 7 ranks.<br />
|-<br />
! Feats:<br />
| [[SRD:Improved Feint|Improved Feint]], [[SRD:Stunning Fist (Feat)|Stunning Fist]].<br />
|-<br />
! Special:<br />
| Must be able to use bardic music and cast spontaneous arcane spells.<br />
<br />
Must be a member of the Dancing Hall School.<br />
<br />
Evasion class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Choreutist}}</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 || +0 || +2 || +2 || +2<br />
| class="left" | [[#Bardic Music|Bardic Music]], [[#Monk abilities|Monk abilities]], [[#Ki strike |Ki strike (magic)]]<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Staged Strike|Staged Strike]]<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | <br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki strike |Ki strike (lawful/chaotic)]]<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Leap of the Heavens|Leap of the Heavens]]<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +5 || +5<br />
| class="left" | <br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +6 || +6<br />
| class="left" | [[#Ki strike |Ki strike (adamantine)]]<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +6 || +6<br />
| class="left" | <br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +7 || +7<br />
| class="left" | [[#Catastrophe|Catastrophe]]<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis (Int)]], [[SRD:Balance (Skill)|Balance (Dex)]], [[SRD:Bluff (Skill)|Bluff (Cha)]], [[SRD:Climb (Skill)|Climb (Str)]], [[SRD:Concentration (Skill)|Concentration (Con)]], [[SRD:Craft (Skill)|Craft (Int)]], [[SRD:Decipher Script (Skill)|Decipher Script (Int)]], [[SRD:Diplomacy (Skill)|Diplomacy (Cha)]], [[SRD:Disguise (Skill)|Disguise (Cha)]], [[SRD:Escape Artist (Skill)|Escape Artist (Dex)]], [[SRD:Heal (Skill)|Heal (Wis)]], [[SRD:Hide (Skill)|Hide (Dex)]], [[SRD:Intimidate (Skill)|Intimidate (Cha)]], [[SRD:Jump (Skill)|Jump (Str)]], [[SRD:Knowledge (Skill)|Knowledge (arcana) (Int)]], [[SRD:Knowledge (Skill)|Knowledge (local) (Int)]], [[SRD:Listen (Skill)|Listen (Wis)]], [[SRD:Move Silently (Skill)|Move Silently (Dex)]], [[SRD:Open Lock (Skill)|Open Lock (Dex)]], [[SRD:Perform (Skill)|Perform (Cha)]], [[SRD:Profession (Skill)|Profession (Wis)]], [[SRD:Sense Motive (Skill)|Sense Motive (Wis)]], [[SRD:Sleight of Hand (Skill)|Sleight of Hand (Dex)]], [[SRD:Spellcraft (Skill)|Spellcraft (Int)]], [[SRD:Spot (Skill)|Spot (Wis)]], [[SRD:Swim (Skill)|Swim (Str)]], [[SRD:Tumble (Skill)|Tumble (Dex)]], [[SRD:Use Magic Device (Skill)|Use Magic Device (Cha)]], [[SRD:Use Rope (Skill)|Use Rope (Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the choreutist.<br />
<br />
'''{{#anc:[[#Weapon and Armor Proficiency|Weapon and Armor Proficiency]]}}:''' You do not gain any extra weapon or armor proficiency.<br />
<br />
'''{{#anc:[[#Bardic Music|Bardic Music]]}}:''' Your choreutist levels stack with any class level that increases your bardic music ability, and its uses, for the purpose of ''fascinate'', ''inspire courage'', ''inspire heroism'', ''suggestion'' and ''mass suggestion''.<br />
<br />
'''{{#anc:[[#Monk Abilities|Monk Abilities]]}}:''' Your choreutist levels stack with any level that increases your monk abilities for the purpose of AC Bonus, Evasion, Flurry of Blows, Unarmed Damage and Unarmed Speed Bonus (or any analogous of these features). If you use [[Monk In The Dungeon (3.5e Class)|my monk]], choreutist levels stack even for ki points and ki techniques and all that is related to them, and for Wrestling Sensei.<br />
<br />
'''{{#anc:[[#Spellcasting|Spellcasting]]}}:''' At each level, except the 2nd and 6th, 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 the bard 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.<br />
<br />
'''{{#anc:[[#Ki Strike|Ki Strike]]}} ([[Su]]):''' At 1st level, a choreutist's unarmed attacks are empowered with ki. Your unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's choreutist level. At 4th level, your unarmed attacks are also treated as lawful or chaotic weapons (depending on your alignment) for the purpose of dealing damage to creatures with damage reduction. At 8th level, your unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.<br />
<br />
'''{{#anc:[[#Staged Strike|Staged Strike]]}}:''' Starting from 2nd level, as a part of an attack, you may spend a stunning attempt to hit a fascinated opponent. To do this you must make a [[SRD:Perform (Skill)|Perform (dance) or Perform (recitation)]] check with DC 13 + half the enemy's HD + its [[SRD:Wisdom|Wisdom]] modifier. <br />
<br />
If the skill check is successful the enemy is [[SRD:Flat-Footed|flat-footed]] against your attack and its fascinated condition remains until after you've dealt damage. This attack inflicts an additional 1d6 + 1d6 per each even level, up to 5d6 at 10th level, of damage. This is not precision damage, such as sneak attack is, and creatures immune to critical hits still suffer it. <br />
<br />
If your opponent is not already fascinated by your ''fascinate'' ability you may try to fascinate it as part of the action by spending two stunning attempts. In this case all the appropriate rules apply (that is, you must effectively fascinate the opponent). <br />
<br />
You may do all of this even in a flurry of blows, but the extra damage applies only to the first successful attack (but all the other conditions are present for all the blows). <br />
<br />
This is effectively a feint otherwise and all possible conditions apply (such as the bonus from the [[SRD:Improved Feint|Improved Feint]] feat).<br />
<br />
You gain a bonus on [[SRD:Perform (Skill)|Perform (dance) or Perform (recitation)]] checks equal to half your class level.<br />
<br />
'''{{#anc:[[#Improved Evasion|Improved Evasion]]}} ([[Ex]]):''' At 5th level, a choreutist's evasion ability improves. You still take no damage on a successful Reflex saving throw against attacks, but henceforth you take only half damage on a failed save. A helpless choreutist does not gain the benefit of improved evasion. A choreutist that already has this feature gains a +4 to Reflex saves.<br />
<br />
'''{{#anc:[[#Leap of the Heavens|Leap of the Heavens]]}} ([[Ex]]):''' From 6th level, your max height for a high jump is not limited anymore by your height.<br />
<br />
'''{{#anc:[[#Catastrophe|Catastrophe]]}} ([[Su]]):''' Once per day, from level 10, you may spend a use of bardic music and a full round action to make a [[SRD:Perform (Skill)|Perform]] check (DC 30) to target one enemy per Charisma modifier in 60 feet (18 meters), that must be able to hear/see you (depending on the form of your exhibition). If the check is successful, targets must pass a Will save (DC=20 + class level + Charisma modifier) or fall dead immediately.<br />
<br />
This is a [[SRD:Mind-Affecting Effect|mind-affecting effect]].<br />
<br />
<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|}<br />
<br />
'''{{#anc:Bonus Feats}}:''' <- any bonus feats gained in pre-epic levels->.<br />
<br />
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->. <br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats-><br />
<br />
====Ex-<-pluralized class name->====<br />
<br />
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class-><br />
<br />
===Campaign Information===<br />
<br />
====Playing a <-class name->====<br />
<br />
'''Combat:''' <-Typical role in combat-><br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options-><br />
<br />
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations-><br />
<br />
====<-pluralized class name-> in the World====<br />
<br />
{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world-><br />
<br />
'''NPC Reactions:''' <-How NPCs react to characters of this class-><br />
<br />
====<-class name-> Lore====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> 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 />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | <-very rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.<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:''' <-Fitting this class in your campaign-><br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Choreutist_(3.5e_Prestige_Class)&diff=1428274Choreutist (3.5e Prestige Class)2021-01-20T17:11:53Z<p>The bluez in the dungeon: /* Becoming a Choreutist */</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 />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Brief description of the PrC --><br />
|len=10<br />
|minlvl=6<br />
}}<br />
<br />
==Choreutist==<br />
<br />
{{quote<br />
|<-Some quote from a character of this class-><br />
|orig=<-NPC name->, <-race-> <-class-><br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
<-fluff about this prestige class-><br />
<br />
===Becoming a Choreutist===<br />
<br />
<-why characters pursue this class, what other classes they typically have, and what abilities are important-><br />
<br />
<!-- remove or add requirements as necessary --><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 or lawful.<br />
|-<br />
! Base Attack Bonus:<br />
| +4.<br />
|-.<br />
|-<br />
! Skills:<br />
| [[SRD:Bluff (Skill)|Bluff]] 6 ranks, [[SRD:Perform (Skill)|Perform (Dance) or Perform (Recitation)]] 9 ranks, [[SRD:Tumble (Skill)|Tumble]] 7 ranks.<br />
|-<br />
! Feats:<br />
| [[SRD:Improved Feint|Improved Feint]], [[SRD:Stunning Fist (Feat)|Stunning Fist]].<br />
|-<br />
! Special:<br />
| Must be able to use bardic music and cast spontaneous arcane spells.<br />
<br />
Must be a member of the Dancing Hall School.<br />
<br />
Evasion class feature.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Choreutist}}</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 || +0 || +2 || +2 || +2<br />
| class="left" | [[#Bardic Music|Bardic Music]], [[#Monk abilities|Monk abilities]], [[#Ki strike |Ki strike (magic)]]<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +3<br />
| class="left" | [[#Staged Strike|Staged Strike]]<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +3<br />
| class="left" | <br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki strike |Ki strike (lawful/chaotic)]]<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +4<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +5<br />
| class="left" | [[#Leap of the Heavens|Leap of the Heavens]]<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +5 || +5<br />
| class="left" | <br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +6 || +6<br />
| class="left" | [[#Ki strike |Ki strike (adamantine)]]<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +6 || +6<br />
| class="left" | <br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +7 || +7<br />
| class="left" | [[#Catastrophe|Catastrophe]]<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Autohypnosis Skill|Autohypnosis (Int)]], [[SRD:Balance (Skill)|Balance (Dex)]], [[SRD:Bluff (Skill)|Bluff (Cha)]], [[SRD:Climb (Skill)|Climb (Str)]], [[SRD:Concentration (Skill)|Concentration (Con)]], [[SRD:Craft (Skill)|Craft (Int)]], [[SRD:Decipher Script (Skill)|Decipher Script (Int)]], [[SRD:Diplomacy (Skill)|Diplomacy (Cha)]], [[SRD:Disguise (Skill)|Disguise (Cha)]], [[SRD:Escape Artist (Skill)|Escape Artist (Dex)]], [[SRD:Heal (Skill)|Heal (Wis)]], [[SRD:Hide (Skill)|Hide (Dex)]], [[SRD:Intimidate (Skill)|Intimidate (Cha)]], [[SRD:Jump (Skill)|Jump (Str)]], [[SRD:Knowledge (Skill)|Knowledge (arcana) (Int)]], [[SRD:Knowledge (Skill)|Knowledge (local) (Int)]], [[SRD:Listen (Skill)|Listen (Wis)]], [[SRD:Move Silently (Skill)|Move Silently (Dex)]], [[SRD:Open Lock (Skill)|Open Lock (Dex)]], [[SRD:Perform (Skill)|Perform (Cha)]], [[SRD:Profession (Skill)|Profession (Wis)]], [[SRD:Sense Motive (Skill)|Sense Motive (Wis)]], [[SRD:Sleight of Hand (Skill)|Sleight of Hand (Dex)]], [[SRD:Spellcraft (Skill)|Spellcraft (Int)]], [[SRD:Spot (Skill)|Spot (Wis)]], [[SRD:Swim (Skill)|Swim (Str)]], [[SRD:Tumble (Skill)|Tumble (Dex)]], [[SRD:Use Magic Device (Skill)|Use Magic Device (Cha)]], [[SRD:Use Rope (Skill)|Use Rope (Dex)]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the choreutist.<br />
<br />
'''{{#anc:[[#Weapon and Armor Proficiency|Weapon and Armor Proficiency]]}}:''' You do not gain any extra weapon or armor proficiency.<br />
<br />
'''{{#anc:[[#Bardic Music|Bardic Music]]}}:''' Your choreutist levels stack with any class level that increases your bardic music ability, and its uses, for the purpose of ''fascinate'', ''inspire courage'', ''inspire heroism'', ''suggestion'' and ''mass suggestion''.<br />
<br />
'''{{#anc:[[#Monk Abilities|Monk Abilities]]}}:''' Your choreutist levels stack with any level that increases your monk abilities for the purpose of AC Bonus, Evasion, Flurry of Blows, Unarmed Damage and Unarmed Speed Bonus (or any analogous of these features). If you use [[Monk In The Dungeon (3.5e Class)|my monk]], choreutist levels stack even for ki points and ki techniques and all that is related to them, and for Wrestling Sensei.<br />
<br />
'''{{#anc:[[#Spellcasting|Spellcasting]]}}:''' At each level, except the 2nd and 6th, 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 the bard 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.<br />
<br />
'''{{#anc:[[#Ki Strike|Ki Strike]]}} ([[Su]]):''' At 1st level, a choreutist's unarmed attacks are empowered with ki. Your unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's choreutist level. At 4th level, your unarmed attacks are also treated as lawful or chaotic weapons (depending on your alignment) for the purpose of dealing damage to creatures with damage reduction. At 8th level, your unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.<br />
<br />
'''{{#anc:[[#Staged Strike|Staged Strike]]}}:''' Starting from 2nd level, as a part of an attack, you may spend a stunning attempt to hit a fascinated opponent. To do this you must make a [[SRD:Perform (Skill)|Perform (dance) or Perform (recitation)]] check with DC 13 + half the enemy's HD + its [[SRD:Wisdom|Wisdom]] modifier. <br />
<br />
If the skill check is successful the enemy is [[SRD:Flat-Footed|flat-footed]] against your attack and its fascinated condition remains until after you've dealt damage. This attack inflicts an additional 1d6 + 1d6 per each even level, up to 5d6 at 10th level, of damage. This is not precision damage, such as sneak attack is, and creatures immune to critical hits still suffer it. <br />
<br />
If your opponent is not already fascinated by your ''fascinate'' ability you may try to fascinate it as part of the action by spending two stunning attempts. In this case all the appropriate rules apply (that is, you must effectively fascinate the opponent). <br />
<br />
You may do all of this even in a flurry of blows, but the extra damage applies only to the first successful attack (but all the other conditions are present for all the blows). <br />
<br />
This is effectively a feint otherwise and all possible conditions apply (such as the bonus from the [[SRD:Improved Feint|Improved Feint]] feat).<br />
<br />
You gain a bonus on [[SRD:Perform (Skill)|Perform (dance) or Perform (recitation)]] checks equal to half your class level.<br />
<br />
'''{{#anc:[[#Improved Evasion|Improved Evasion]]}} ([[Ex]]):''' At 5th level, a choreutist's evasion ability improves. You still take no damage on a successful Reflex saving throw against attacks, but henceforth you take only half damage on a failed save. A helpless choreutist does not gain the benefit of improved evasion. A choreutist that already has this feature gains a +4 to Reflex saves.<br />
<br />
'''{{#anc:[[#Leap of the Heavens|Leap of the Heavens]]}} ([[Ex]]):''' From 6th level, your max height for a high jump is not limited anymore by your height.<br />
<br />
'''{{#anc:[[#Catastrophe|Catastrophe]]}} ([[Su]]):''' Once per day, from level 10, you may spend a use of bardic music and a full round action to make a [[SRD:Perform (Skill)|Perform]] check (DC 30) to target one enemy per Charisma modifier in 60 feet (18 meters), that must be able to hear/see you (depending on the form of your exhibition). If the check is successful, targets must pass a Will save (DC=10 + class level + Charisma modifier) or fall dead immediately.<br />
<br />
This is a [[SRD:Mind-Affecting Effect|mind-affecting effect]].<br />
<br />
<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|}<br />
<br />
'''{{#anc:Bonus Feats}}:''' <- any bonus feats gained in pre-epic levels->.<br />
<br />
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->. <br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats-><br />
<br />
====Ex-<-pluralized class name->====<br />
<br />
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class-><br />
<br />
===Campaign Information===<br />
<br />
====Playing a <-class name->====<br />
<br />
'''Combat:''' <-Typical role in combat-><br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options-><br />
<br />
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations-><br />
<br />
====<-pluralized class name-> in the World====<br />
<br />
{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world-><br />
<br />
'''NPC Reactions:''' <-How NPCs react to characters of this class-><br />
<br />
====<-class name-> Lore====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> 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 />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | <-very rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.<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:''' <-Fitting this class in your campaign-><br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=3.5e_Common_Ki_Techniques&diff=14247373.5e Common Ki Techniques2021-01-09T13:28:22Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{Top "Back To" Footer<br />
|width1=<br />
|width2=<br />
|breadcrumb={{3.5e Complex Special Ability Components Breadcrumb}}<br />
|add=[[Add New 3.5e Spell or Power|common ki technique]]<br />
}}<br />
<br />
===Common [[3.5e Ki Techniques|Ki Techniques]]===<br />
<br />
; Base techniques:<br />
<br />
* ''Ki defense'': as an immediate action a ki user may gain a +1 to its AC or to saving throws by spending 1 ki point, even before it knows the result of an attack or of a failed save. <br />
<br />
For every 3 additional points it may increase the bonus by 1. This bonus lasts one round and may not surpass a +5.<br />
<br />
* ''Levity'': as an immediate action a ki user may reduce its fall by 10 feet (3 meters), spending 1 ki point. <br />
<br />
For every additional point spent it reduces the fall by another 10 feet (3 meters). <br />
<br />
By spending 4 points it may stand or move on the surface of water or similar frail objects. <br />
<br />
These effects last 1 round but the ki user may spend points every round to continue them.<br />
<br />
* ''Agility'': as a free action a ki user may gain a +2 bonus to Balance, Climb, Jump, Swim and Tumble checks, all together, for one round. <br />
<br />
For every additional point it spends it may increase the bonus by 2, up to a maximum of +10.<br />
<br />
* ''Rapidity'': as free action a ki user may increase all its movement speed by +10 feet (3 meters) for one round, spending 1 ki point. <br />
<br />
It may increase this bonus by +10 feet (3 meters) for any extra ki point it spends, up to a maximum bonus equal to its land speed (even if enhanced by magic or its class feature ''Fast movement'').<br />
<br />
; Advanced techniques:<br />
<br />
* ''Potency'': with a swift action a ki user may gain a +2 bonus to any of its abilities for one minute, by spending 4 ki points. <br />
<br />
Every 4 additional ki points spent grant the ki user another +2 to that or another ability, up to a maximum of +6 per ability.<br />
<br />
* ''Freedom'': by spending 5 ki points a ki user may replicate, as a swift action, the [[SRD:Freedom of Movement (Spell)|''freedom of movement'']] spell, for one round.<br />
<br />
* ''Assault'': as a swift action and spending 4 points, a ki user may make a full attack at the end of a charge. It may not use a flurry of blows.<br />
<br />
* ''Levitation'' as a free action a ki user may walk on air as per the spell [[SRD:Air Walk|''air walk'']], except it may move at full speed, even upward. <br />
<br />
It must spend 3 points and the effect lasts one round but every round a ki user may spend another 3 points to walk again on air.<br />
<br />
; Master techniques:<br />
<br />
* ''Might'': as a free action a ki user may spend 1 ki point to inflict 1 extra damage with a single attack. <br />
<br />
It may spend 1 or more additional ki points to increase the damage of the same number.<br />
<br />
* ''Divine sight'': as a standard action a ki user may replicate the spell [[SRD:True Seeing (Spell)|''true seeing'']] for one minute per ki user level. It costs 10 ki points.<br />
<br />
* ''Dimensional step'': as a move action a ki user may replicate the spell [[SRD: Dimension Door (Spell)|''dimensional door'']] by spending 10 ki points. Caster level is ki user level. <br />
<br />
By spending 15 ki points the ki user may replicate the [[SRD:Teleport (Spell)|''teleport'']] spell as a full-round action. Caster level is ki user level.<br />
<br />
* ''Spirit'': with a standard action and spending 15 ki points a ki user may become ethereal for 1 round per ki user level.<br />
<br />
----<br />
{{3.5e Ki Techiniques Breadcrumb}}<br />
[[Category:Monk]]<br />
[[Category:Complex Special Ability Components]]<br />
[[Category:Ki Technique]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Pumpkinhead_(3.5e_Prestige_Class)&diff=1424727Pumpkinhead (3.5e Prestige Class)2021-01-09T12:35:50Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|type=Skilled, Arcane Spellcasting, Separate Spellcasting, Moderate Spellcasting<br />
|desc=Pumpkinheads are tricksters with a sweet tooth that adore to scare people just for fun. They wear pumpkin as headgear.<br />
|len=7<br />
|minlvl=4<br />
}}<br />
<br />
==Pumpkinhead==<br />
<br />
{{quote<br />
|D-d-id you he-hear it-t?<br />
|orig=Bembo, an unlucky gnome<br />
}}<br />
<br />
Pumpinkheads are odd characters that enjoy fear a little too much, appearing on certain nights to torment, scare, trick and eat candies at the expense of other people. They are rarely identified as they conceal their faces with pumpkins, hence their name, and disappear for long times after the night of revelry. They wear long magic capes, usually a deep purple, with gaunt features, changed by their obsession with scaring and be scared, and pumpkins carved with a frightening grin.<br />
<br />
===Becoming a Pumpkinhead===<br />
<br />
Shy and solitary characters, who are always afraid but also like to be scared and like scary things may pursue this class. Usually rogues and bards follow this path but also rangers, some warriors, scouts, spellthieves, ninjas, hexblades, swashbucklers, jesters, mountebanks and beguilers are attracted to the class (really the only thing you need is some skill and to be a very odd person). You need high Dexterity and either Intelligence or Charisma for spellcasting.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Disguise 8 ranks.<br />
|-<br />
! Special:<br />
| Must possess a [[SRD:Cape_of_the_Mountebank|cape of the mountebank]] and wear a pumpkin on their heads.<br />
If it has ''minor change shape'' as a racial ability or as a spell-like ability it may not meet the ranks in [[SRD:Disguise (Skill)|Disguise]].<br />
<br />
Must not be immune to fear, when entering the class.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Pumpkinhead}}</div><br />
<p>Hit Die: d6</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 />
(only for bards, spellthieves,<br />
<br />
hexblades, jesters and beguilers)<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Scare attack +1d6, Superior cape<br />
| class="left" | +1 level of existing arcane spellcasting class || 1 || 0 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Jack's lanterns<br />
| class="left" | +1 level of existing arcane spellcasting class || 2 || 1 || 0 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Frank's bolts, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 3 || 2 || 1 || 0 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Ghastly appearance<br />
| class="left" | +1 level of existing arcane spellcasting class || 3 || 3 || 2 || 1 || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +2 || +4 || +4<br />
| class="left" | Ghost cape, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 3 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Mummy's patches<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 4 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +3 || +5|| +5<br />
| class="left" | Cape daredevil, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 4 || 4 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Cos), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the pumpkinhead.<br />
<br />
'''{{#anc:Weapons and Armors proficiency}}:''' A pumpkinhead gains no proficiency with weapons or armors. A pumpkinhead can cast pumpkinhead spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a pumpkinhead wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass pumpkinhead still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level, only for bards, spellthieves, hexblades, jesters and beguilers. 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 pumpkinhead, 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:Spells}}:''' Only if you don't have or don't want to continue the progression in your spellcasting class (see above). To cast a particular spell, you must have an Intelligence or Charisma (your choice but once chosen you can't change it) score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence or Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Intelligence/Charisma bonus (if any). At every even level you can change one spell per spell level you know with another of the same level from the spell list.<br />
<br />
You cast spells as a sorcerer does. [[#Table: Pumpkinhead Spells Known|Table: Pumpkinhead Spells Known]], below, details how many spells you can learn at each level.<br />
<br />
'''{{#anc:[[#Scare attack|Scare attack]]}}:''' Similar to sneak attack this class feature allows the pumpkinhead to deal more damage with its attacks, but only against enemies scared (shaken, frightened or in panic or similar conditions) or unaware (in this case it stacks with sneak attack and sudden attack). It increases by +1d6 at 3rd, 5th and 7th level. <br />
<br />
'''{{#anc:Superior cape}} ([[Su]]):''' When using a cape of the mountebank you can use the ''dimension door'' effect a number of times per day equal to 1 + your Dexterity modifier. It's a free action and you add your class level to the caster level of the effect.<br />
<br />
'''''{{#anc:Jack's lanterns}}'' ([[Sp]]):''' You form a number of will-o'-wisp like flames, usually yellow and purple in color, that float around you. You create one per class level per encounter but anytime someone in 60 feet (18 meters) from you becomes shaken, frightened or panicked (including yourself, and you can use this ability even in fright or panic) you can form an additional sphere up to your class level (again). You can throw this spheres with a range of 60 feet (18 meters) without penalty, this is a ranged touch attack. On a successful hit the target must make a Will save (DC=11 + ability modifier for your spellcasting + class level) to prevent becoming shaken. If it's already shaken or frightened its condition is aggravated by one step. A panicked foe stricken takes damage equal to 1d6 per class level and suffers even the effect of '''Scare attack'''. At 6th level you can throw three flames per round instead of one. The caster level for this ability is double the class level.<br />
<br />
'''''{{#anc:Frank's bolts}}'' ([[Sp]]):''' One time per your spellcasting ability modifier per day you can unleash a ray of lighting from your hands. This works as the spell ''burning hands'' except it's a touch attack and counts as a 2nd level spell, its damage max at your class level and not at 5d4 and its range is 40 feet (12 meters).<br />
<br />
'''{{#anc:Ghastly appearence}} ([[Ex]]):''' You intimidate as a swift action and any target affected is shaken for the entire encounter or until you are beaten or dead. A shaken enemy could become frightened, but this ability doesn't send targets flying in panic. You gain a bonus on Intimidate checks equal to your class level.<br />
<br />
'''{{#anc:Ghost cape}} ([[Su]]):''' By covering your head with the cape you render yourself ethereal as a ghost. This effects lasts one minute (you can split the time) and it activates and deactivates as a move action. You gain all the features of an incorporeal creature, a deviation bonus to AC equal to you Dexterity modifier and a fly speed of 10 feet (3 meters) with perfect maneuverability. If you return normal inside of something you take 5d6 of damage and you are pushed out through the shortest route. Caster level is equal to your level.<br />
<br />
'''{{#anc:Mummy's patches}} ([[Ex]]):''' Your skin becomes hardened as if mummified. You gain DR 3/-.<br />
<br />
'''{{#anc:Caped devil}} ([[Su]]):''' You can use the power of the cape of the mountebank as an immediate action and a number of times per day equal to your class level + your Dexterity modifier. You can use the '''Ghost cape''' effect as a swift action, up to two minutes per day (you can split the time).<br />
<br />
<br />
'''Spells:'''<br />
<br />
1st&mdash; ''alarm'', ''animate rope'', ''aspect of the wolf'', ''arcane mark'', ''attract fine vermin'', ''babau slime'', ''backbiter'', ''benign transposition'', ''cause fear'', ''critical strike'', ''dancing lights'', ''dead end'', ''detect magic'', ''detect secret doors'', ''disarm'', ''disguise self'', ''distracting shadows'', ''doom'', ''ectoplasmic armor'', ''entangle'', ''entropic shield'', ''faerie fire'', ''ghost light'', ''ghost pipes'', ''ghost sound'', ''glimpse of fear'', ''grease'', ''hold portal'', ''instant diversion'', ''magic mouth'', ''mimicry'', ''net of shadows'', ''obscure object'', ''obscuring mist'', ''pass without trace'', ''phantom threat'', ''prestidigitation'', ''shadow play'', ''silent images'', ''silent portal'', 'skull snare'', ''sleep'', ''smoke ladder'', ''sticky floor'', ''unnerving gaze'', ''ventriloquism'', ''whelm''.<br />
<br />
2nd&mdash; ''alter self'', ''arcane lock'', ''bewildering substitution'', ''bewildering visions'', ''Bigby's tripping hand'', ''blur'', ''briar web'', ''burrow'', ''city lights'', ''control darkness and shadow'', ''daggerspell stance'', ''darkness'', ''dark way'', ''death armor'', ''devil's eye'', ''dimension hop'', ''dirge of discord'', ''fog cloud'', ''ghoul glyph'', ''ghoul touch'', ''glitterdust'' ''great alarm'', ''insidious insight'', ''invisibility'', ''minor image'', ''mirror image'', ''phade's fearsome aspect'', ''phantasmal assailants'', ''phantom foe'', ''phantom trap'', ''portal alarm'', ''scare'', ''see invisibility'', ''shadow mask'', ''shadow spray'', ''shatter'', ''silence'',''slapping hand'', ''smoke stairs'', ''spectral hand'', ''summon swarm'', ''undetectable alignment'', ''visage of the dead'', ''wall of gloom'', ''web'', ''woodland veil'', ''wraithstrike''.<br />
<br />
3rd&mdash; ''amorphous form'', ''anticipate teleportation'', ''bedevil'', ''bestow curse'', ''bite of the werewolf'', ''blacklight'', ''blink'', ''blindsight'', ''boneblade'', ''continual flame'', ''corpse candle'', ''curse of the putrid husk'', ''darksight'', ''decoy image'', ''deep slumber'', ''deeper darkness'', ''dispel magic'', ''displacement'', ''foil tracer'', ''grasping wall'', ''haunting tune'', ''illusory script'', ''improved arcane lock'', ''legion of sentinels'', ''major image'', ''mass curse of impending blade'', ''nondetection'', ''phantasmal decoy'', ''phantom guardians'', ''regroup'', ''reveille'', ''sculpt sound'', ''sensory deprivation'', ''shadow binding'', ''skull watch'', ''speak with dead'', ''spiderskin'', ''sticks and stones'', ''suspended silence'', ''veil of shadow'', ''vertigo field'', ''vine mine'', ''winding alleys''.<br />
<br />
4th&mdash; ''assassin's darkness'', ''burning blood'', ''burrowing bony digits'', ''create fetch'', ''crushing despair'', ''dancing chains'', ''darkfire'', ''deeper darkness'', ''defenestrating sphere'', ''doom scarabs'', ''early twilight'', ''ebon ray of doom'', ''ethereal mount'', ''fear'', ''find the gaps'', ''freedom of movement'', ''ghost knight'', ''greater floating disk'', ''greater invisibility'',''hallucinatory terrain'', ''illusory wall'', ''mirror image, greater'', ''phantasmal killer'', ''phantom battle'', ''serpent arrows'', ''shadow conjuration'', ''shadow phase'', ''shadow well'', ''skull of secrets'', ''sphere of terror'', ''zone of silence''.<br />
<br />
5th&mdash;''bleed'', ''blindness/deafness'', ''break enchantement'', ''crawling darkness'', ''dream'', ''false sending'', ''false vision'', ''fiendform'', ''ghost storm'', ''haunt shift'', ''imbue with spell ability'', ''inescapable swarm'', ''mirage arcana'', ''necrotic skull bomb'', ''nightmare'', ''nighstalker's transformation'', ''persistent image'', ''scyllan scream'', ''shadow evocation'', ''shadow form'', ''spirit self'', ''spirit wall'', ''teleport block'', ''teleport redirect'', ''touch of the pharaoh''.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Pumpkinhead Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
!1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 3 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4 || 4 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 4 || 4 || 3 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 4 || 4 || 4 || 2 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 4 || 4 || 4 || 3 || 3<br />
|}<br />
<br />
====Ex-Pumpkinheads====<br />
<br />
A pumpkinhead cannot use its class abilities or continue in the class if it becomes immune to fear. To inflict dread you must first feel it.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Pumpkinhead====<br />
<br />
'''Combat:''' Pumpkinhead are second line combatant, filling a similar role to rogue or weaker spellcasters with a roster of other abilities to help. It's primarily a debuffer and a scout, preferring to hit while flanking or hidden or, even better, while the enemy is fleeing in panic. Your combat style may change based on the spells and feats you have, and the class you belonged in the first place.<br />
<br />
'''Advancement:''' This class has few levels so it may be acceptable take them all. Anyway even few levels should make the job for what you are searching.<br />
<br />
'''Resources:''' Pumpkinhead have no formal organization but they are usually friendly with one another, often pairing or teaming up with one another to wreak havoc among people.<br />
<br />
====Pumpkinheads in the World====<br />
<br />
{{quote|I'm the specter of the night, the laughing thing under your bed, th-EEEEK! A MOUSE!|4=Petara Gingerfan, human pumpkinhead}}<br />
<br />
They are reclusive and usually go unnoticed, often considered as ghosts or other supernatural phenomena. When captured they are usually punished, as harshly as noisy people are treated in that community. When they don't wear pumpkin and cape they are usually similar to their former class.<br />
<br />
'''NPC Reactions:''' NPCs reacts first with fear and dread and then with anger, when they hear laughter under their window. Kids are peculiar: they may be terrified or amused by pumpkinheads, depending on how they react to their shenanigans.<br />
<br />
====Pumpkinhead Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research pumpkinheads 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 (local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | They are noisy pranksters that love to scare people, their giggling accompanies them everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Maybe you should fear, literally, these madmen: their actions have lead more than one person to the grave.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | They gather in particular nights to scare citizens. Could it have a particular meaning?<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Some rumor that they worship some kind of god of fear that lends them powers and their annual "missions" are really cerimonies.<br />
|}<br />
<br />
====Pumpkinheads in the Game====<br />
<br />
Pumpkinheads should fill the same role of the class they came from: they are basically skill-monkeys and pranksters.<br />
<br />
'''Adaptation:''' This class prefers an urban setting but it's not bound in any way to it. If you don't mind a bit of humorism this class is very adaptable in any campaign.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Pumpkinhead_(3.5e_Prestige_Class)&diff=1424712Pumpkinhead (3.5e Prestige Class)2021-01-09T10:27:29Z<p>The bluez in the dungeon: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|type=Skilled, Arcane Spellcasting, Separate Spellcasting, Moderate Spellcasting<br />
|desc=Pumpkinheads are tricksters with a sweet tooth that adore to scare people just for fun. They wear pumpkin as headgear.<br />
|len=7<br />
|minlvl=4<br />
}}<br />
<br />
==Pumpkinhead==<br />
<br />
{{quote<br />
|D-d-id you he-hear it-t?<br />
|orig=Bembo, an unlucky gnome<br />
}}<br />
<br />
Pumpinkheads are odd characters that enjoy fear a little too much, appearing on certain nights to torment, scare, trick and eat candies at the expense of other people. They are rarely identified as they conceal their faces with pumpkins, hence their name, and disappear for long times after the night of revelry. They wear long magic capes, usually a deep purple, with gaunt features, changed by their obsession with scaring and be scared, and pumpkins carved with a frightening grin.<br />
<br />
===Becoming a Pumpkinhead===<br />
<br />
Shy and solitary characters, who are always afraid but also like to be scared and like scary things may pursue this class. Usually rogues and bards follow this path but also rangers, some warriors, scouts, spellthieves, ninjas, hexblades, swashbucklers, jesters, mountebanks and beguilers are attracted to the class (really the only thing you need is some skill and to be a very odd person). You need high Dexterity and either Intelligence or Charisma for spellcasting.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Disguise 8 ranks.<br />
|-<br />
! Special:<br />
| Must possess a [[SRD:Cape_of_the_Mountebank|cape of the mountebank]] and wear a pumpkin on their heads.<br />
If it has ''minor change shape'' as a racial ability or as a spell-like ability it may not meet the ranks in [[SRD:Disguise (Skill)|Disguise]].<br />
<br />
Must not be immune to fear, when entering the class.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Pumpkinhead}}</div><br />
<p>Hit Die: d6</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 />
(only for bards, spellthieves,<br />
<br />
hexblades, jesters and beguilers)<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Scare attack +1d6, Superior cape<br />
| class="left" | +1 level of existing arcane spellcasting class || 1 || 0 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Jack's lanterns<br />
| class="left" | +1 level of existing arcane spellcasting class || 2 || 1 || 0 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Frank's bolts, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 3 || 2 || 1 || 0 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Ghost cape<br />
| class="left" | +1 level of existing arcane spellcasting class || 3 || 3 || 2 || 1 || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +2 || +4 || +4<br />
| class="left" | Ghost cape, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 3 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Mummy's patches<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 4 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +3 || +5|| +5<br />
| class="left" | Cape daredevil, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 4 || 4 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Cos), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the pumpkinhead.<br />
<br />
'''{{#anc:Weapons and Armors proficiency}}:''' A pumpkinhead gains no proficiency with weapons or armors. A pumpkinhead can cast pumpkinhead spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a pumpkinhead wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass pumpkinhead still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level, only for bards, spellthieves, hexblades, jesters and beguilers. 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 pumpkinhead, 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:Spells}}:''' Only if you don't have or don't want to continue the progression in your spellcasting class (see above). To cast a particular spell, you must have an Intelligence or Charisma (your choice but once chosen you can't change it) score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence or Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Intelligence/Charisma bonus (if any). At every even level you can change one spell per spell level you know with another of the same level from the spell list.<br />
<br />
You cast spells as a sorcerer does. [[#Table: Pumpkinhead Spells Known|Table: Pumpkinhead Spells Known]], below, details how many spells you can learn at each level.<br />
<br />
'''{{#anc:[[#Scare attack|Scare attack]]}}:''' Similar to sneak attack this class feature allows the pumpkinhead to deal more damage with its attacks, but only against enemies scared (shaken, frightened or in panic or similar conditions) or unaware (in this case it stacks with sneak attack and sudden attack). It increases by +1d6 at 3rd, 5th and 7th level. <br />
<br />
'''{{#anc:Superior cape}} ([[Su]]):''' When using a cape of the mountebank you can use the ''dimension door'' effect a number of times per day equal to 1 + your Dexterity modifier. It's a free action and you add your class level to the caster level of the effect.<br />
<br />
'''''{{#anc:Jack's lanterns}}'' ([[Sp]]):''' You form a number of will-o'-wisp like flames, usually yellow and purple in color, that float around you. You create one per class level per encounter but anytime someone in 60 feet (18 meters) from you becomes shaken, frightened or panicked (including yourself, and you can use this ability even in fright or panic) you can form an additional sphere up to your class level (again). You can throw this spheres with a range of 60 feet (18 meters) without penalty, this is a ranged touch attack. On a successful hit the target must make a Will save (DC=11 + ability modifier for your spellcasting + class level) to prevent becoming shaken. If it's already shaken or frightened its condition is aggravated by one step. A panicked foe stricken takes damage equal to 1d6 per class level and suffers even the effect of '''Scare attack'''. At 6th level you can throw three flames per round instead of one. The caster level for this ability is double the class level.<br />
<br />
'''''{{#anc:Frank's bolts}}'' ([[Sp]]):''' One time per your spellcasting ability modifier per day you can unleash a ray of lighting from your hands. This works as the spell ''burning hands'' except it's a touch attack and counts as a 2nd level spell, its damage max at your class level and not at 5d4 and its range is 40 feet (12 meters).<br />
<br />
'''{{#anc:Ghastly appearence}} ([[Ex]]):''' You intimidate as a swift action and any target affected is shaken for the entire encounter or until you are beaten or dead. A shaken enemy could become frightened, but this ability doesn't send targets flying in panic. You gain a bonus on Intimidate checks equal to your class level.<br />
<br />
'''{{#anc:Ghost cape}} ([[Su]]):''' By covering your head with the cape you render yourself ethereal as a ghost. This effects lasts one minute (you can split the time) and it activates and deactivates as a move action. You gain all the features of an incorporeal creature, a deviation bonus to AC equal to you Dexterity modifier and a fly speed of 10 feet (3 meters) with perfect maneuverability. If you return normal inside of something you take 5d6 of damage and you are pushed out through the shortest route. Caster level is equal to your level.<br />
<br />
'''{{#anc:Mummy's patches}} ([[Ex]]):''' Your skin becomes hardened as if mummified. You gain DR 3/-.<br />
<br />
'''{{#anc:Caped devil}} ([[Su]]):''' You can use the power of the cape of the mountebank as an immediate action and a number of times per day equal to your class level + your Dexterity modifier. You can use the '''Ghost cape''' effect as a swift action, up to two minutes per day (you can split the time).<br />
<br />
<br />
'''Spells:'''<br />
<br />
1st&mdash;''alarm'', ''animate rope'', ''aspect of the wolf'', ''arcane mark'', ''attract fine vermin'', ''babau slime'', ''backbiter'', ''benign transposition'', ''cause fear'', ''critical strike'', ''dancing lights'', ''dead end'', ''detect magic'', ''detect secret doors'', ''disarm'', ''disguise self'', ''distracting shadows'', ''doom'', ''ectoplasmic armor'', ''entangle'', ''entropic shield'', ''faerie fire'', ''ghost light'', ''ghost pipes'', ''ghost sound'', ''glimpse of fear'', ''grease'', ''hold portal'', ''instant diversion'', ''magic mouth'', ''mimicry'', ''net of shadows'', ''obscure object'', ''obscuring mist'', ''pass without trace'', ''phantom threat'', ''prestidigitation'', ''shadow play'', ''silent images'', ''silent portal'', 'skull snare'', ''sleep'', ''smoke ladder'', ''sticky floor'', ''unnerving gaze'', ''ventriloquism'', ''whelm''.<br />
<br />
2nd&mdash; ''alter self'', ''arcane lock'', ''bewildering substitution'', ''bewildering visions'', ''Bigby's tripping hand'', ''blur'', ''briar web'', ''burrow'', ''city lights'', ''control darkness and shadow'', ''daggerspell stance'', ''darkness'', ''dark way'', ''death armor'', ''devil's eye'', ''dimension hop'', ''dirge of discord'', ''fog cloud'', ''ghoul glyph'', ''ghoul touch'', ''glitterdust'' ''great alarm'', ''insidious insight'', ''invisibility'', ''minor image'', ''mirror image'', ''phade's fearsome aspect'', ''phantasmal assailants'', ''phantom foe'', ''phantom trap'', ''portal alarm'', ''scare'', ''see invisibility'', ''shadow mask'', ''shadow spray'', ''shatter'', ''silence'',''slapping hand'', ''smoke stairs'', ''spectral hand'', ''summon swarm'', ''undetectable alignment'', ''visage of the dead'', ''wall of gloom'', ''web'', ''woodland veil'', ''wraithstrike''.<br />
<br />
3rd&mdash; ''amorphous form'', ''anticipate teleportation'', ''bedevil'', ''bestow curse'', ''bite of the werewolf'', ''blacklight'', ''blink'', ''blindsight'', ''boneblade'', ''continual flame'', ''corpse candle'', ''curse of the putrid husk'', ''darksight'', ''decoy image'', ''deep slumber'', ''deeper darkness'', ''dispel magic'', ''displacement'', ''foil tracer'', ''grasping wall'', ''haunting tune'', ''illusory script'', ''improved arcane lock'', ''legion of sentinels'', ''major image'', ''mass curse of impending blade'', ''nondetection'', ''phantasmal decoy'', ''phantom guardians'', ''regroup'', ''reveille'', ''sculpt sound'', ''sensory deprivation'', ''shadow binding'', ''skull watch'', ''speak with dead'', ''spiderskin'', ''sticks and stones'', ''suspended silence'', ''veil of shadow'', ''vertigo field'', ''vine mine'', ''winding alleys''.<br />
<br />
4th&mdash; ''assassin's darkness'', ''burning blood'', ''burrowing bony digits'', ''create fetch'', ''crushing despair'', ''dancing chains'', ''darkfire'', ''deeper darkness'', ''defenestrating sphere'', ''doom scarabs'', ''early twilight'', ''ebon ray of doom'', ''ethereal mount'', ''fear'', ''find the gaps'', ''freedom of movement'', ''ghost knight'', ''greater floating disk'', ''greater invisibility'',''hallucinatory terrain'', ''illusory wall'', ''mirror image, greater'', ''phantasmal killer'', ''phantom battle'', ''serpent arrows'', ''shadow conjuration'', ''shadow phase'', ''shadow well'', ''skull of secrets'', ''sphere of terror'', ''zone of silence''.<br />
<br />
5th&mdash;''bleed'', ''blindness/deafness'', ''break enchantement'', ''crawling darkness'', ''dream'', ''false sending'', ''false vision'', ''fiendform'', ''ghost storm'', ''haunt shift'', ''imbue with spell ability'', ''inescapable swarm'', ''mirage arcana'', ''necrotic skull bomb'', ''nightmare'', ''nighstalker's transformation'', ''persistent image'', ''scyllan scream'', ''shadow evocation'', ''shadow form'', ''spirit self'', ''spirit wall'', ''teleport block'', ''teleport redirect'', ''touch of the pharaoh''.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Pumpkinhead Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
!1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 3 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4 || 4 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 4 || 4 || 3 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 4 || 4 || 4 || 2 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 4 || 4 || 4 || 3 || 3<br />
|}<br />
<br />
====Ex-Pumpkinheads====<br />
<br />
A pumpkinhead cannot use its class abilities or continue in the class if it becomes immune to fear. To inflict dread you must first feel it.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Pumpkinhead====<br />
<br />
'''Combat:''' Pumpkinhead are second line combatant, filling a similar role to rogue or weaker spellcasters with a roster of other abilities to help. It's primarily a debuffer and a scout, preferring to hit while flanking or hidden or, even better, while the enemy is fleeing in panic. Your combat style may change based on the spells and feats you have, and the class you belonged in the first place.<br />
<br />
'''Advancement:''' This class has few levels so it may be acceptable take them all. Anyway even few levels should make the job for what you are searching.<br />
<br />
'''Resources:''' Pumpkinhead have no formal organization but they are usually friendly with one another, often pairing or teaming up with one another to wreak havoc among people.<br />
<br />
====Pumpkinheads in the World====<br />
<br />
{{quote|I'm the specter of the night, the laughing thing under your bed, th-EEEEK! A MOUSE!|4=Petara Gingerfan, human pumpkinhead}}<br />
<br />
They are reclusive and usually go unnoticed, often considered as ghosts or other supernatural phenomena. When captured they are usually punished, as harshly as noisy people are treated in that community. When they don't wear pumpkin and cape they are usually similar to their former class.<br />
<br />
'''NPC Reactions:''' NPCs reacts first with fear and dread and then with anger, when they hear laughter under their window. Kids are peculiar: they may be terrified or amused by pumpkinheads, depending on how they react to their shenanigans.<br />
<br />
====Pumpkinhead Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research pumpkinheads 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(local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | They are noisy pranksters that love to scare people, their giggling accompanies them everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Maybe you should fear, literally, these madmen: their actions have lead more than one person to the grave.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | They gather in particular nights to scare citizens. Could it have a particular meaning?<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Some rumor that they worship some kind of god of fear that lends them powers and their annual "missions" are really cerimonies.<br />
|}<br />
<br />
====Pumpkinheads in the Game====<br />
<br />
Pumpkinheads should fill the same role of the class they came from: they are basically skill-monkeys and pranksters.<br />
<br />
'''Adaptation:''' This class prefers an urban setting but it's not bound in any way to it. If you don't mind a bit of humorism this class is very adaptable in any campaign.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Pumpkinhead_(3.5e_Prestige_Class)&diff=1424711Pumpkinhead (3.5e Prestige Class)2021-01-09T10:27:15Z<p>The bluez in the dungeon: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|type=Skilled, Arcane Spellcasting, Separate Spellcasting, Moderate Spellcasting<br />
|desc=Pumpkinheads are tricksters with a sweet tooth that adore to scare people just for fun. They wear pumpkin as headgear.<br />
|len=7<br />
|minlvl=4<br />
}}<br />
<br />
==Pumpkinhead==<br />
<br />
{{quote<br />
|D-d-id you he-hear it-t?<br />
|orig=Bembo, an unlucky gnome<br />
}}<br />
<br />
Pumpinkheads are odd characters that enjoy fear a little too much, appearing on certain nights to torment, scare, trick and eat candies at the expense of other people. They are rarely identified as they conceal their faces with pumpkins, hence their name, and disappear for long times after the night of revelry. They wear long magic capes, usually a deep purple, with gaunt features, changed by their obsession with scaring and be scared, and pumpkins carved with a frightening grin.<br />
<br />
===Becoming a Pumpkinhead===<br />
<br />
Shy and solitary characters, who are always afraid but also like to be scared and like scary things may pursue this class. Usually rogues and bards follow this path but also rangers, some warriors, scouts, spellthieves, ninjas, hexblades, swashbucklers, jesters, mountebanks and beguilers are attracted to the class (really the only thing you need is some skill and to be a very odd person). You need high Dexterity and either Intelligence or Charisma for spellcasting.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Disguise 8 ranks.<br />
|-<br />
! Special:<br />
| Must possess a [[SRD:Cape_of_the_Mountebank|cape of the mountebank]] and wear a pumpkin on their heads.<br />
If it has ''minor change shape'' as a racial ability or as a spell-like ability it may not meet the ranks in [[SRD:Disguise (Skill)|Disguise]].<br />
<br />
Must not be immune to fear, when entering the class.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Pumpkinhead}}</div><br />
<p>Hit Die: d6</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 />
(only for bards, spellthieves,<br />
<br />
hexblades, jesters and beguilers)<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Scare attack +1d6, Superior cape<br />
| class="left" | +1 level of existing arcane spellcasting class || 1 || 0 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Jack's lanterns<br />
| class="left" | +1 level of existing arcane spellcasting class || 2 || 1 || 0 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Frank's bolts, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 3 || 2 || 1 || 0 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Ghost cape<br />
| class="left" | +1 level of existing arcane spellcasting class || 3 || 3 || 2 || 1 || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +2 || +4 || +4<br />
| class="left" | Ghost cape, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 3 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Mummy's patches<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 4 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +3 || +5|| +5<br />
| class="left" | Cape daredevil, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 4 || 4 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Cos), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the pumpkinhead.<br />
<br />
'''{{#anc:Weapons and Armors proficiency}}:''' A pumpkinhead gains no proficiency with weapons or armors. A pumpkinhead can cast pumpkinhead spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a pumpkinhead wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass pumpkinhead still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level, only for bards, spellthieves, hexblades, jesters and beguilers. 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 pumpkinhead, 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:Spells}}:''' Only if you don't have or don't want to continue the progression in your spellcasting class (see above). To cast a particular spell, you must have an Intelligence or Charisma (your choice but once chosen you can't change it) score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence or Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Intelligence/Charisma bonus (if any). At every even level you can change one spell per spell level you know with another of the same level from the spell list.<br />
<br />
You cast spells as a sorcerer does. [[#Table: Pumpkinhead Spells Known|Table: Pumpkinhead Spells Known]], below, details how many spells you can learn at each level.<br />
<br />
'''{{#anc:[[#Scare attack|Scare attack]]}}:''' Similar to sneak attack this class feature allows the pumpkinhead to deal more damage with its attacks, but only against enemies scared (shaken, frightened or in panic or similar conditions) or unaware (in this case it stacks with sneak attack and sudden attack). It increases by +1d6 at 3rd, 5th and 7th level. <br />
<br />
'''{{#anc:Superior cape}} ([[Su]]):''' When using a cape of the mountebank you can use the ''dimension door'' effect a number of times per day equal to 1+your Dexterity modifier. It's a free action and you add your class level to the caster level of the effect.<br />
<br />
'''''{{#anc:Jack's lanterns}}'' ([[Sp]]):''' You form a number of will-o'-wisp like flames, usually yellow and purple in color, that float around you. You create one per class level per encounter but anytime someone in 60 feet (18 meters) from you becomes shaken, frightened or panicked (including yourself, and you can use this ability even in fright or panic) you can form an additional sphere up to your class level (again). You can throw this spheres with a range of 60 feet (18 meters) without penalty, this is a ranged touch attack. On a successful hit the target must make a Will save (DC=11 + ability modifier for your spellcasting + class level) to prevent becoming shaken. If it's already shaken or frightened its condition is aggravated by one step. A panicked foe stricken takes damage equal to 1d6 per class level and suffers even the effect of '''Scare attack'''. At 6th level you can throw three flames per round instead of one. The caster level for this ability is double the class level.<br />
<br />
'''''{{#anc:Frank's bolts}}'' ([[Sp]]):''' One time per your spellcasting ability modifier per day you can unleash a ray of lighting from your hands. This works as the spell ''burning hands'' except it's a touch attack and counts as a 2nd level spell, its damage max at your class level and not at 5d4 and its range is 40 feet (12 meters).<br />
<br />
'''{{#anc:Ghastly appearence}} ([[Ex]]):''' You intimidate as a swift action and any target affected is shaken for the entire encounter or until you are beaten or dead. A shaken enemy could become frightened, but this ability doesn't send targets flying in panic. You gain a bonus on Intimidate checks equal to your class level.<br />
<br />
'''{{#anc:Ghost cape}} ([[Su]]):''' By covering your head with the cape you render yourself ethereal as a ghost. This effects lasts one minute (you can split the time) and it activates and deactivates as a move action. You gain all the features of an incorporeal creature, a deviation bonus to AC equal to you Dexterity modifier and a fly speed of 10 feet (3 meters) with perfect maneuverability. If you return normal inside of something you take 5d6 of damage and you are pushed out through the shortest route. Caster level is equal to your level.<br />
<br />
'''{{#anc:Mummy's patches}} ([[Ex]]):''' Your skin becomes hardened as if mummified. You gain DR 3/-.<br />
<br />
'''{{#anc:Caped devil}} ([[Su]]):''' You can use the power of the cape of the mountebank as an immediate action and a number of times per day equal to your class level + your Dexterity modifier. You can use the '''Ghost cape''' effect as a swift action, up to two minutes per day (you can split the time).<br />
<br />
<br />
'''Spells:'''<br />
<br />
1st&mdash;''alarm'', ''animate rope'', ''aspect of the wolf'', ''arcane mark'', ''attract fine vermin'', ''babau slime'', ''backbiter'', ''benign transposition'', ''cause fear'', ''critical strike'', ''dancing lights'', ''dead end'', ''detect magic'', ''detect secret doors'', ''disarm'', ''disguise self'', ''distracting shadows'', ''doom'', ''ectoplasmic armor'', ''entangle'', ''entropic shield'', ''faerie fire'', ''ghost light'', ''ghost pipes'', ''ghost sound'', ''glimpse of fear'', ''grease'', ''hold portal'', ''instant diversion'', ''magic mouth'', ''mimicry'', ''net of shadows'', ''obscure object'', ''obscuring mist'', ''pass without trace'', ''phantom threat'', ''prestidigitation'', ''shadow play'', ''silent images'', ''silent portal'', 'skull snare'', ''sleep'', ''smoke ladder'', ''sticky floor'', ''unnerving gaze'', ''ventriloquism'', ''whelm''.<br />
<br />
2nd&mdash; ''alter self'', ''arcane lock'', ''bewildering substitution'', ''bewildering visions'', ''Bigby's tripping hand'', ''blur'', ''briar web'', ''burrow'', ''city lights'', ''control darkness and shadow'', ''daggerspell stance'', ''darkness'', ''dark way'', ''death armor'', ''devil's eye'', ''dimension hop'', ''dirge of discord'', ''fog cloud'', ''ghoul glyph'', ''ghoul touch'', ''glitterdust'' ''great alarm'', ''insidious insight'', ''invisibility'', ''minor image'', ''mirror image'', ''phade's fearsome aspect'', ''phantasmal assailants'', ''phantom foe'', ''phantom trap'', ''portal alarm'', ''scare'', ''see invisibility'', ''shadow mask'', ''shadow spray'', ''shatter'', ''silence'',''slapping hand'', ''smoke stairs'', ''spectral hand'', ''summon swarm'', ''undetectable alignment'', ''visage of the dead'', ''wall of gloom'', ''web'', ''woodland veil'', ''wraithstrike''.<br />
<br />
3rd&mdash; ''amorphous form'', ''anticipate teleportation'', ''bedevil'', ''bestow curse'', ''bite of the werewolf'', ''blacklight'', ''blink'', ''blindsight'', ''boneblade'', ''continual flame'', ''corpse candle'', ''curse of the putrid husk'', ''darksight'', ''decoy image'', ''deep slumber'', ''deeper darkness'', ''dispel magic'', ''displacement'', ''foil tracer'', ''grasping wall'', ''haunting tune'', ''illusory script'', ''improved arcane lock'', ''legion of sentinels'', ''major image'', ''mass curse of impending blade'', ''nondetection'', ''phantasmal decoy'', ''phantom guardians'', ''regroup'', ''reveille'', ''sculpt sound'', ''sensory deprivation'', ''shadow binding'', ''skull watch'', ''speak with dead'', ''spiderskin'', ''sticks and stones'', ''suspended silence'', ''veil of shadow'', ''vertigo field'', ''vine mine'', ''winding alleys''.<br />
<br />
4th&mdash; ''assassin's darkness'', ''burning blood'', ''burrowing bony digits'', ''create fetch'', ''crushing despair'', ''dancing chains'', ''darkfire'', ''deeper darkness'', ''defenestrating sphere'', ''doom scarabs'', ''early twilight'', ''ebon ray of doom'', ''ethereal mount'', ''fear'', ''find the gaps'', ''freedom of movement'', ''ghost knight'', ''greater floating disk'', ''greater invisibility'',''hallucinatory terrain'', ''illusory wall'', ''mirror image, greater'', ''phantasmal killer'', ''phantom battle'', ''serpent arrows'', ''shadow conjuration'', ''shadow phase'', ''shadow well'', ''skull of secrets'', ''sphere of terror'', ''zone of silence''.<br />
<br />
5th&mdash;''bleed'', ''blindness/deafness'', ''break enchantement'', ''crawling darkness'', ''dream'', ''false sending'', ''false vision'', ''fiendform'', ''ghost storm'', ''haunt shift'', ''imbue with spell ability'', ''inescapable swarm'', ''mirage arcana'', ''necrotic skull bomb'', ''nightmare'', ''nighstalker's transformation'', ''persistent image'', ''scyllan scream'', ''shadow evocation'', ''shadow form'', ''spirit self'', ''spirit wall'', ''teleport block'', ''teleport redirect'', ''touch of the pharaoh''.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Pumpkinhead Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
!1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 3 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4 || 4 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 4 || 4 || 3 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 4 || 4 || 4 || 2 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 4 || 4 || 4 || 3 || 3<br />
|}<br />
<br />
====Ex-Pumpkinheads====<br />
<br />
A pumpkinhead cannot use its class abilities or continue in the class if it becomes immune to fear. To inflict dread you must first feel it.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Pumpkinhead====<br />
<br />
'''Combat:''' Pumpkinhead are second line combatant, filling a similar role to rogue or weaker spellcasters with a roster of other abilities to help. It's primarily a debuffer and a scout, preferring to hit while flanking or hidden or, even better, while the enemy is fleeing in panic. Your combat style may change based on the spells and feats you have, and the class you belonged in the first place.<br />
<br />
'''Advancement:''' This class has few levels so it may be acceptable take them all. Anyway even few levels should make the job for what you are searching.<br />
<br />
'''Resources:''' Pumpkinhead have no formal organization but they are usually friendly with one another, often pairing or teaming up with one another to wreak havoc among people.<br />
<br />
====Pumpkinheads in the World====<br />
<br />
{{quote|I'm the specter of the night, the laughing thing under your bed, th-EEEEK! A MOUSE!|4=Petara Gingerfan, human pumpkinhead}}<br />
<br />
They are reclusive and usually go unnoticed, often considered as ghosts or other supernatural phenomena. When captured they are usually punished, as harshly as noisy people are treated in that community. When they don't wear pumpkin and cape they are usually similar to their former class.<br />
<br />
'''NPC Reactions:''' NPCs reacts first with fear and dread and then with anger, when they hear laughter under their window. Kids are peculiar: they may be terrified or amused by pumpkinheads, depending on how they react to their shenanigans.<br />
<br />
====Pumpkinhead Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research pumpkinheads 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(local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | They are noisy pranksters that love to scare people, their giggling accompanies them everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Maybe you should fear, literally, these madmen: their actions have lead more than one person to the grave.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | They gather in particular nights to scare citizens. Could it have a particular meaning?<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Some rumor that they worship some kind of god of fear that lends them powers and their annual "missions" are really cerimonies.<br />
|}<br />
<br />
====Pumpkinheads in the Game====<br />
<br />
Pumpkinheads should fill the same role of the class they came from: they are basically skill-monkeys and pranksters.<br />
<br />
'''Adaptation:''' This class prefers an urban setting but it's not bound in any way to it. If you don't mind a bit of humorism this class is very adaptable in any campaign.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Pumpkinhead_(3.5e_Prestige_Class)&diff=1424710Pumpkinhead (3.5e Prestige Class)2021-01-09T10:25:46Z<p>The bluez in the dungeon: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|type=Skilled, Arcane Spellcasting, Separate Spellcasting, Moderate Spellcasting<br />
|desc=Pumpkinheads are tricksters with a sweet tooth that adore to scare people just for fun. They wear pumpkin as headgear.<br />
|len=7<br />
|minlvl=4<br />
}}<br />
<br />
==Pumpkinhead==<br />
<br />
{{quote<br />
|D-d-id you he-hear it-t?<br />
|orig=Bembo, an unlucky gnome<br />
}}<br />
<br />
Pumpinkheads are odd characters that enjoy fear a little too much, appearing on certain nights to torment, scare, trick and eat candies at the expense of other people. They are rarely identified as they conceal their faces with pumpkins, hence their name, and disappear for long times after the night of revelry. They wear long magic capes, usually a deep purple, with gaunt features, changed by their obsession with scaring and be scared, and pumpkins carved with a frightening grin.<br />
<br />
===Becoming a Pumpkinhead===<br />
<br />
Shy and solitary characters, who are always afraid but also like to be scared and like scary things may pursue this class. Usually rogues and bards follow this path but also rangers, some warriors, scouts, spellthieves, ninjas, hexblades, swashbucklers, jesters, mountebanks and beguilers are attracted to the class (really the only thing you need is some skill and to be a very odd person). You need high Dexterity and either Intelligence or Charisma for spellcasting.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Disguise 8 ranks.<br />
|-<br />
! Special:<br />
| Must possess a [[SRD:Cape_of_the_Mountebank|cape of the mountebank]] and wear a pumpkin on their heads.<br />
If it has ''minor change shape'' as a racial ability or as a spell-like ability it may not meet the ranks in [[SRD:Disguise (Skill)|Disguise]].<br />
<br />
Must not be immune to fear, when entering the class.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Pumpkinhead}}</div><br />
<p>Hit Die: d6</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 />
(only for bards, spellthieves,<br />
<br />
hexblades, jesters and beguilers)<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Scare attack +1d6, Superior cape<br />
| class="left" | +1 level of existing arcane spellcasting class || 1 || 0 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Jack's lanterns<br />
| class="left" | +1 level of existing arcane spellcasting class || 2 || 1 || 0 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Frank's bolts, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 3 || 2 || 1 || 0 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Ghost cape<br />
| class="left" | +1 level of existing arcane spellcasting class || 3 || 3 || 2 || 1 || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +2 || +4 || +4<br />
| class="left" | Ghost cape, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 3 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Mummy's patches<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 4 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +3 || +5|| +5<br />
| class="left" | Cape daredevil, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 4 || 4 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Cos), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the pumpkinhead.<br />
<br />
'''{{#anc:Weapons and Armors proficiency}}:''' A pumpkinhead gains no proficiency with weapons or armors. A pumpkinhead can cast pumpkinhead spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a pumpkinhead wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass pumpkinhead still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level, only for bards, spellthieves, hexblades, jesters and beguilers. 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 pumpkinhead, 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:Spells}}:''' Only if you don't have or don't want to continue the progression in your spellcasting class (see above). To cast a particular spell, you must have an Intelligence or Charisma (your choice but once chosen you can't change it) score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence or Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Intelligence/Charisma bonus (if any). At every even level you can change one spell per spell level you know with another of the same level from the spell list.<br />
<br />
You cast spells as a sorcerer does. [[#Table: Pumpkinhead Spells Known|Table: Pumpkinhead Spells Known]], below, details how many spells you can learn at each level.<br />
<br />
'''{{#anc:[[#Scare attack|Scare attack]]}}:''' Similar to sneak attack this class feature allows the pumpkinhead to deal more damage with its attacks, but only against enemies scared (shaken, frightened or in panic or similar conditions) or unaware (in this case it stacks with sneak attack and sudden attack). It increases by +1d6 at 3rd, 5th and 7th level. <br />
<br />
'''{{#anc:Superior cape}} ([[Su]]):''' When using a cape of the mountebank you can use the ''dimension door'' effect a number of times per day equal to 1+your Dexterity modifier. It's a free action and you add your class level to the caster level of the effect.<br />
<br />
'''''{{#anc:Jack's lanterns}}'' ([[Sp]]):''' You form a number of will-o'-wisp like flames, usually yellow and purple in color, that float around you. You create one per class level per encounter but anytime someone in 60 feet (18 meters) from you becomes shaken, frightened or panicked (including yourself, and you can use this ability even in fright or panic) you can form an additional sphere up to your class level (again). You can throw this spheres with a range of 60 feet (18 meters) without penalty, this is a ranged touch attack. On a successful hit the target must make a Will save (DC=11+ability modifier for your spellcasting+class level) to prevent becoming shaken. If it's already shaken or frightened its condition is aggravated by one step. A panicked foe stricken takes damage equal to 1d6 per class level and suffers even the effect of '''Scare attack'''. At 6th level you can throw three flames per round instead of one. The caster level for this ability is double the class level.<br />
<br />
'''''{{#anc:Frank's bolts}}'' ([[Sp]]):''' One time per your spellcasting ability modifier per day you can unleash a ray of lighting from your hands. This works as the spell ''burning hands'' except it's a touch attack and counts as a 2nd level spell, its damage max at your class level and not at 5d4 and its range is 40 feet (12 meters).<br />
<br />
'''{{#anc:Ghastly appearence}} ([[Ex]]):''' You intimidate as a swift action and any target affected is shaken for the entire encounter or until you are beaten or dead. A shaken enemy could become frightened, but this ability doesn't send targets flying in panic. You gain a bonus on Intimidate checks equal to your class level.<br />
<br />
'''{{#anc:Ghost cape}} ([[Su]]):''' By covering your head with the cape you render yourself ethereal as a ghost. This effects lasts one minute (you can split the time) and it activates and deactivates as a move action. You gain all the features of an incorporeal creature, a deviation bonus to AC equal to you Dexterity modifier and a fly speed of 10 feet (3 meters) with perfect maneuverability. If you return normal inside of something you take 5d6 of damage and you are pushed out through the shortest route. Caster level is equal to your level.<br />
<br />
'''{{#anc:Mummy's patches}} ([[Ex]]):''' Your skin becomes hardened as if mummified. You gain DR 3/-.<br />
<br />
'''{{#anc:Caped devil}} ([[Su]]):''' You can use the power of the cape of the mountebank as an immediate action and a number of times per day equal to your class level+your Dexterity modifier. You can use the '''Ghost cape''' effect as a swift action, up to two minutes per day (you can split the time).<br />
<br />
<br />
'''Spells:'''<br />
<br />
1st&mdash;''alarm'', ''animate rope'', ''aspect of the wolf'', ''arcane mark'', ''attract fine vermin'', ''babau slime'', ''backbiter'', ''benign transposition'', ''cause fear'', ''critical strike'', ''dancing lights'', ''dead end'', ''detect magic'', ''detect secret doors'', ''disarm'', ''disguise self'', ''distracting shadows'', ''doom'', ''ectoplasmic armor'', ''entangle'', ''entropic shield'', ''faerie fire'', ''ghost light'', ''ghost pipes'', ''ghost sound'', ''glimpse of fear'', ''grease'', ''hold portal'', ''instant diversion'', ''magic mouth'', ''mimicry'', ''net of shadows'', ''obscure object'', ''obscuring mist'', ''pass without trace'', ''phantom threat'', ''prestidigitation'', ''shadow play'', ''silent images'', ''silent portal'', 'skull snare'', ''sleep'', ''smoke ladder'', ''sticky floor'', ''unnerving gaze'', ''ventriloquism'', ''whelm''.<br />
<br />
2nd&mdash; ''alter self'', ''arcane lock'', ''bewildering substitution'', ''bewildering visions'', ''Bigby's tripping hand'', ''blur'', ''briar web'', ''burrow'', ''city lights'', ''control darkness and shadow'', ''daggerspell stance'', ''darkness'', ''dark way'', ''death armor'', ''devil's eye'', ''dimension hop'', ''dirge of discord'', ''fog cloud'', ''ghoul glyph'', ''ghoul touch'', ''glitterdust'' ''great alarm'', ''insidious insight'', ''invisibility'', ''minor image'', ''mirror image'', ''phade's fearsome aspect'', ''phantasmal assailants'', ''phantom foe'', ''phantom trap'', ''portal alarm'', ''scare'', ''see invisibility'', ''shadow mask'', ''shadow spray'', ''shatter'', ''silence'',''slapping hand'', ''smoke stairs'', ''spectral hand'', ''summon swarm'', ''undetectable alignment'', ''visage of the dead'', ''wall of gloom'', ''web'', ''woodland veil'', ''wraithstrike''.<br />
<br />
3rd&mdash; ''amorphous form'', ''anticipate teleportation'', ''bedevil'', ''bestow curse'', ''bite of the werewolf'', ''blacklight'', ''blink'', ''blindsight'', ''boneblade'', ''continual flame'', ''corpse candle'', ''curse of the putrid husk'', ''darksight'', ''decoy image'', ''deep slumber'', ''deeper darkness'', ''dispel magic'', ''displacement'', ''foil tracer'', ''grasping wall'', ''haunting tune'', ''illusory script'', ''improved arcane lock'', ''legion of sentinels'', ''major image'', ''mass curse of impending blade'', ''nondetection'', ''phantasmal decoy'', ''phantom guardians'', ''regroup'', ''reveille'', ''sculpt sound'', ''sensory deprivation'', ''shadow binding'', ''skull watch'', ''speak with dead'', ''spiderskin'', ''sticks and stones'', ''suspended silence'', ''veil of shadow'', ''vertigo field'', ''vine mine'', ''winding alleys''.<br />
<br />
4th&mdash; ''assassin's darkness'', ''burning blood'', ''burrowing bony digits'', ''create fetch'', ''crushing despair'', ''dancing chains'', ''darkfire'', ''deeper darkness'', ''defenestrating sphere'', ''doom scarabs'', ''early twilight'', ''ebon ray of doom'', ''ethereal mount'', ''fear'', ''find the gaps'', ''freedom of movement'', ''ghost knight'', ''greater floating disk'', ''greater invisibility'',''hallucinatory terrain'', ''illusory wall'', ''mirror image, greater'', ''phantasmal killer'', ''phantom battle'', ''serpent arrows'', ''shadow conjuration'', ''shadow phase'', ''shadow well'', ''skull of secrets'', ''sphere of terror'', ''zone of silence''.<br />
<br />
5th&mdash;''bleed'', ''blindness/deafness'', ''break enchantement'', ''crawling darkness'', ''dream'', ''false sending'', ''false vision'', ''fiendform'', ''ghost storm'', ''haunt shift'', ''imbue with spell ability'', ''inescapable swarm'', ''mirage arcana'', ''necrotic skull bomb'', ''nightmare'', ''nighstalker's transformation'', ''persistent image'', ''scyllan scream'', ''shadow evocation'', ''shadow form'', ''spirit self'', ''spirit wall'', ''teleport block'', ''teleport redirect'', ''touch of the pharaoh''.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Pumpkinhead Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
!1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 3 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4 || 4 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 4 || 4 || 3 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 4 || 4 || 4 || 2 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 4 || 4 || 4 || 3 || 3<br />
|}<br />
<br />
====Ex-Pumpkinheads====<br />
<br />
A pumpkinhead cannot use its class abilities or continue in the class if it becomes immune to fear. To inflict dread you must first feel it.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Pumpkinhead====<br />
<br />
'''Combat:''' Pumpkinhead are second line combatant, filling a similar role to rogue or weaker spellcasters with a roster of other abilities to help. It's primarily a debuffer and a scout, preferring to hit while flanking or hidden or, even better, while the enemy is fleeing in panic. Your combat style may change based on the spells and feats you have, and the class you belonged in the first place.<br />
<br />
'''Advancement:''' This class has few levels so it may be acceptable take them all. Anyway even few levels should make the job for what you are searching.<br />
<br />
'''Resources:''' Pumpkinhead have no formal organization but they are usually friendly with one another, often pairing or teaming up with one another to wreak havoc among people.<br />
<br />
====Pumpkinheads in the World====<br />
<br />
{{quote|I'm the specter of the night, the laughing thing under your bed, th-EEEEK! A MOUSE!|4=Petara Gingerfan, human pumpkinhead}}<br />
<br />
They are reclusive and usually go unnoticed, often considered as ghosts or other supernatural phenomena. When captured they are usually punished, as harshly as noisy people are treated in that community. When they don't wear pumpkin and cape they are usually similar to their former class.<br />
<br />
'''NPC Reactions:''' NPCs reacts first with fear and dread and then with anger, when they hear laughter under their window. Kids are peculiar: they may be terrified or amused by pumpkinheads, depending on how they react to their shenanigans.<br />
<br />
====Pumpkinhead Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research pumpkinheads 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(local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | They are noisy pranksters that love to scare people, their giggling accompanies them everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Maybe you should fear, literally, these madmen: their actions have lead more than one person to the grave.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | They gather in particular nights to scare citizens. Could it have a particular meaning?<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Some rumor that they worship some kind of god of fear that lends them powers and their annual "missions" are really cerimonies.<br />
|}<br />
<br />
====Pumpkinheads in the Game====<br />
<br />
Pumpkinheads should fill the same role of the class they came from: they are basically skill-monkeys and pranksters.<br />
<br />
'''Adaptation:''' This class prefers an urban setting but it's not bound in any way to it. If you don't mind a bit of humorism this class is very adaptable in any campaign.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Pumpkinhead_(3.5e_Prestige_Class)&diff=1424709Pumpkinhead (3.5e Prestige Class)2021-01-09T10:21:38Z<p>The bluez in the dungeon: /* Pumpkinhead Lore */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|type=Skilled, Arcane Spellcasting, Separate Spellcasting, Moderate Spellcasting<br />
|desc=Pumpkinheads are tricksters with a sweet tooth that adore to scare people just for fun. They wear pumpkin as headgear.<br />
|len=7<br />
|minlvl=4<br />
}}<br />
<br />
==Pumpkinhead==<br />
<br />
{{quote<br />
|D-d-id you he-hear it-t?<br />
|orig=Bembo, an unlucky gnome<br />
}}<br />
<br />
Pumpinkheads are odd characters that enjoy fear a little too much, appearing on certain nights to torment, scare, trick and eat candies at the expense of other people. They are rarely identified as they conceal their faces with pumpkins, hence their name, and disappear for long times after the night of revelry. They wear long magic capes, usually a deep purple, with gaunt features, changed by their obsession with scaring and be scared, and pumpkins carved with a frightening grin.<br />
<br />
===Becoming a Pumpkinhead===<br />
<br />
Shy and solitary characters, who are always afraid but also like to be scared and like scary things may pursue this class. Usually rogues and bards follow this path but also rangers, some warriors, scouts, spellthieves, ninjas, hexblades, swashbucklers, jesters, mountebanks and beguilers are attracted to the class (really the only thing you need is some skill and to be a very odd person). You need high Dexterity and either Intelligence or Charisma for spellcasting.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Disguise 8 ranks.<br />
|-<br />
! Special:<br />
| Must possess a [[SRD:Cape_of_the_Mountebank|cape of the mountebank]] and wear a pumpkin on their heads.<br />
If it has ''minor change shape'' as a racial ability or as a spell-like ability it may not meet the ranks in [[SRD:Disguise (Skill)|Disguise]].<br />
<br />
Must not be immune to fear, when entering the class.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Pumpkinhead}}</div><br />
<p>Hit Die: d6</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 />
(only for bards, spellthieves,<br />
<br />
hexblades, jesters and beguilers)<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +2 || +2<br />
| class="left" | Scare attack +1d6, Superior cape<br />
| class="left" | +1 level of existing arcane spellcasting class || 1 || 0 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +3 || +3<br />
| class="left" | Jack's lanterns<br />
| class="left" | +1 level of existing arcane spellcasting class || 2 || 1 || 0 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +1 || +3 || +3<br />
| class="left" | Frank's bolts, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 3 || 2 || 1 || 0 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +1 || +4 || +4<br />
| class="left" | Ghost cape<br />
| class="left" | +1 level of existing arcane spellcasting class || 3 || 3 || 2 || 1 || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +2 || +4 || +4<br />
| class="left" | Ghost cape, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 3 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +2 || +5 || +5<br />
| class="left" | Mummy's patches<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 4 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +3 || +5|| +5<br />
| class="left" | Cape daredevil, Scare attack +1d6<br />
| class="left" | +1 level of existing arcane spellcasting class || 4 || 4 || 4 || 3 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[Int]] modifier per level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Cos), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the pumpkinhead.<br />
<br />
'''{{#anc:Weapons and Armors proficiency}}:''' A pumpkinhead gains no proficiency with weapons or armors. A pumpkinhead can cast pumpkinhead spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a pumpkinhead wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass pumpkinhead still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level, only for bards, spellthieves, hexblades, jesters and beguilers. 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 pumpkinhead, 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:Spells}}:''' Only if you don't have or don't want to continue the progression in your spellcasting class (see above). To cast a particular spell, you must have an Intelligence or Charisma (your choice but once chosen you can't change it) score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence or Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Intelligence/Charisma bonus (if any). At every even level you can change one spell per spell level you know with another of the same level from the spell list.<br />
<br />
You cast spells as a sorcerer does. [[#Table: Pumpkinhead Spells Known|Table: Pumpkinhead Spells Known]], below, details how many spells you can learn at each level.<br />
<br />
'''{{#anc:[[#Scare attack|Scare attack]]}}:''' Similar to sneak attack this class feature allows the pumpkinhead to deal more damage with its attacks, but only against enemies scared (shaken, frightened or in panic or similar conditions) or unaware (in this case it stacks with sneak attack and sudden attack). It increases by +1d6 at 3rd, 5th and 7th level. <br />
<br />
'''{{#anc:Superior cape}} ([[Su]]):''' When using a cape of the mountebank you can use the ''dimension door'' effect a number of times per day equal to 1+your Dexterity modifier. It's a free action and you add your class level to the caster level of the effect.<br />
<br />
'''''{{#anc:Jack's lanterns}}'' ([[Sp]]):''' You form a number of will-o'-wisp like flames, usually yellow and purple in color, that float around you. You create one per class level per encounter but anytime someone in 60 feet (18 meters) from you becomes shaken, frightened or panicked (including yourself, and you can use this ability even in fright or panic) you can form an additional sphere up to your class level (again). You can throw this spheres with a range of 60 feet (18 meters) without penalty, this is a ranged touch attack. On a successful hit the target must make a Will save (DC=11+ability modifier for your spellcasting+class level) to prevent becoming shaken. If it's already shaken or frightened its condition is aggravated by one step. A panicked foe stricken takes damage equal to 1d6 per class level and suffers even the effect of '''Scare attack'''. At 6th level you can throw three flames per round instead of one. The caster level for this ability is double the class level.<br />
<br />
'''''{{#anc:Frank's bolts}}'' ([[Sp]]):''' One time per your spellcasting ability modifier per day you can unleash a ray of lighting from your hands. This works as the spell ''burning hands'' except it's a touch attack and counts as a 2nd level spell, its damage max at your class level and not at 5d4 and its range is 40 feet (12 meters).<br />
<br />
'''{{#anc:Ghastly appearence}} ([[Ex]]):''' You intimidate as a swift action and any target affected is shaken for the entire encounter or until you are beaten or dead. A shaken enemy could become frightened, but this ability doesn't send targets flying in panic. You gain a bonus on Intimidate checks equal to your class level.<br />
<br />
'''{{#anc:Ghost cape}} ([[Su]]):''' By covering your head with the cape you render yourself ethereal as a ghost. This effects lasts one minute (you can split the time) and it activates and deactivates as a move action. You gain all the features of an incorporeal creature, a deviation bonus to AC equal to you Dexterity modifier and a fly speed of 10 feet (3 meters) with perfect maneuverability. If you return normal inside of something you take 5d6 of damage and you are pushed out through the shortest route. Caster level is equal to your level.<br />
<br />
'''{{#anc:Mummy's patches}} ([[Ex]]):''' Your skin becomes hardened as if mummified. You gain DR 3/-.<br />
<br />
'''{{#anc:Caped devil}} ([[Su]]):''' You can use the power of the cape of the mountebank as an immediate action and a number of times per day equal to your class level+your Dexterity modifier. You can use the '''Ghost cape''' effect as a swift action, up to two minutes per day (you can split the time).<br />
<br />
<br />
'''Spells:'''<br />
<br />
1st&mdash;''alarm'', ''animate rope'', ''aspect of the wolf'', ''arcane mark'', ''attract fine vermin'', ''babau slime'', ''backbiter'', ''benign transposition'', ''cause fear'', ''critical strike'', ''dancing lights'', ''dead end'', ''detect magic'', ''detect secret doors'', ''disarm'', ''disguise self'', ''distracting shadows'', ''doom'', ''ectoplasmic armor'', ''entangle'', ''entropic shield'', ''faerie fire'', ''ghost light'', ''ghost pipes'', ''ghost sound'', ''glimpse of fear'', ''grease'', ''hold portal'', ''instant diversion'', ''magic mouth'', ''mimicry'', ''net of shadows'', ''obscure object'', ''obscuring mist'', ''pass without trace'', ''phantom threat'', ''prestidigitation'', ''shadow play'', ''silent images'', ''silent portal'', 'skull snare'', ''sleep'', ''smoke ladder'', ''sticky floor'', ''unnerving gaze'', ''ventriloquism'', ''whelm''.<br />
<br />
2nd&mdash; ''alter self'', ''arcane lock'', ''bewildering substitution'', ''bewildering visions'', ''Bigby's tripping hand'', ''blur'', ''briar web'', ''burrow'', ''city lights'', ''control darkness and shadow'', ''daggerspell stance'', ''darkness'', ''dark way'', ''death armor'', ''devil's eye'', ''dimension hop'', ''dirge of discord'', ''fog cloud'', ''ghoul glyph'', ''ghoul touch'', ''glitterdust'' ''great alarm'', ''insidious insight'', ''invisibility'', ''minor image'', ''mirror image'', ''phade's fearsome aspect'', ''phantasmal assailants'', ''phantom foe'', ''phantom trap'', ''portal alarm'', ''scare'', ''see invisibility'', ''shadow mask'', ''shadow spray'', ''shatter'', ''silence'',''slapping hand'', ''smoke stairs'', ''spectral hand'', ''summon swarm'', ''undetectable alignment'', ''visage of the dead'', ''wall of gloom'', ''web'', ''woodland veil'', ''wraithstrike''.<br />
<br />
3rd&mdash; ''amorphous form'', ''anticipate teleportation'', ''bedevil'', ''bestow curse'', ''bite of the werewolf'', ''blacklight'', ''blink'', ''blindsight'', ''boneblade'', ''continual flame'', ''corpse candle'', ''curse of the putrid husk'', ''darksight'', ''decoy image'', ''deep slumber'', ''deeper darkness'', ''dispel magic'', ''displacement'', ''foil tracer'', ''grasping wall'', ''haunting tune'', ''illusory script'', ''improved arcane lock'', ''legion of sentinels'', ''major image'', ''mass curse of impending blade'', ''nondetection'', ''phantasmal decoy'', ''phantom guardians'',''regroup'', ''reveille'', ''sculpt sound'', ''sensory deprivation'', ''shadow binding'', ''skull watch'', ''speak with dead'', ''spiderskin'', ''sticks and stones'', ''suspended silence'', ''veil of shadow'', ''vertigo field'', ''vine mine'', ''winding alleys''.<br />
<br />
4th&mdash; ''assassin's darkness'', ''burning blood'', ''burrowing bony digits'', ''create fetch'', ''crushing despair'', ''dancing chains'', ''darkfire'', ''deeper darkness'', ''defenestrating sphere'', ''doom scarabs'', ''early twilight'', ''ebon ray of doom'', ''ethereal mount'', ''fear'', ''find the gaps'', ''freedom of movement'', ''ghost knight'', ''greater floating disk'', ''greater invisibility'',''hallucinatory terrain'', ''illusory wall'', ''mirror image, greater'', ''phantasmal killer'', ''phantom battle'', ''serpent arrows'', ''shadow conjuration'', ''shadow phase'', ''shadow well'', ''skull of secrets'', ''sphere of terror'', ''zone of silence''.<br />
<br />
5th&mdash;''bleed'', ''blindness/deafness'', ''break enchantement'', ''crawling darkness'', ''dream'', ''false sending'', ''false vision'', ''fiendform'', ''ghost storm'', ''haunt shift'', ''imbue with spell ability'', ''inescapable swarm'', ''mirage arcana'', ''necrotic skull bomb'', ''nightmare'', ''nighstalker's transformation'', ''persistent image'', ''scyllan scream'', ''shadow evocation'', ''shadow form'', ''spirit self'', ''spirit wall'', ''teleport block'', ''teleport redirect'', ''touch of the pharaoh''.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Pumpkinhead Spells Known}}<br />
|-<br />
! rowspan="2" | Level !! colspan="10" | Spells Known<br />
|-<br />
!1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 2 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 3 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4 || 4 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 4 || 4 || 3 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 4 || 4 || 4 || 2 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 4 || 4 || 4 || 3 || 3<br />
|}<br />
<br />
====Ex-Pumpkinheads====<br />
<br />
A pumpkinhead cannot use its class abilities or continue in the class if it becomes immune to fear. To inflict dread you must first feel it.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Pumpkinhead====<br />
<br />
'''Combat:''' Pumpkinhead are second line combatant, filling a similar role to rogue or weaker spellcasters with a roster of other abilities to help. It's primarily a debuffer and a scout, preferring to hit while flanking or hidden or, even better, while the enemy is fleeing in panic. Your combat style may change based on the spells and feats you have, and the class you belonged in the first place.<br />
<br />
'''Advancement:''' This class has few levels so it may be acceptable take them all. Anyway even few levels should make the job for what you are searching.<br />
<br />
'''Resources:''' Pumpkinhead have no formal organization but they are usually friendly with one another, often pairing or teaming up with one another to wreak havoc among people.<br />
<br />
====Pumpkinheads in the World====<br />
<br />
{{quote|I'm the specter of the night, the laughing thing under your bed, th-EEEEK! A MOUSE!|4=Petara Gingerfan, human pumpkinhead}}<br />
<br />
They are reclusive and usually go unnoticed, often considered as ghosts or other supernatural phenomena. When captured they are usually punished, as harshly as noisy people are treated in that community. When they don't wear pumpkin and cape they are usually similar to their former class.<br />
<br />
'''NPC Reactions:''' NPCs reacts first with fear and dread and then with anger, when they hear laughter under their window. Kids are peculiar: they may be terrified or amused by pumpkinheads, depending on how they react to their shenanigans.<br />
<br />
====Pumpkinhead Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research pumpkinheads 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(local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | They are noisy pranksters that love to scare people, their giggling accompanies them everywhere.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Maybe you should fear, literally, these madmen: their actions have lead more than one person to the grave.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | They gather in particular nights to scare citizens. Could it have a particular meaning?<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Some rumor that they worship some kind of god of fear that lends them powers and their annual "missions" are really cerimonies.<br />
|}<br />
<br />
====Pumpkinheads in the Game====<br />
<br />
Pumpkinheads should fill the same role of the class they came from: they are basically skill-monkeys and pranksters.<br />
<br />
'''Adaptation:''' This class prefers an urban setting but it's not bound in any way to it. If you don't mind a bit of humorism this class is very adaptable in any campaign.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Stormsoul_Adept_(3.5e_Alternate_Class_Feature)&diff=1423838Stormsoul Adept (3.5e Alternate Class Feature)2021-01-06T10:39:30Z<p>The bluez in the dungeon: </p>
<hr />
<div>====Stormsoul Adept====<br />
<br />
This is a variant class for the prestige class [[Stormtamer_(3.5e_Prestige_Class)|stormtamer]], better suited for a [[Monk_In_The_Dungeon_(3.5e_Class)|monk]] (if you want to use the standard monk you may simply drop any requirement or feature not compatible).<br />
<br />
You have conquered the Storm Dragon and gained dominion over the Storm within you.<br />
<br />
If you have monk levels, you may opt to choose this variant. Your flurry of blows may substitute Two-Weapon Fighting as a prerequisite.<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 chaotic.<br />
|-<br />
! Base Attack Bonus:<br />
| +5.<br />
|-<br />
! Skills:<br />
| [[SRD:Knowledge (Skill)|Knowledge(nature)]] 4 ranks or [[SRD:Knowledge (Skill)|Knowledge(arcana)]] 6 ranks.<br />
|-<br />
! Feats:<br />
| [[Improved Unarmed Strike]] or Unarmed strike class feature,<br />
[[Point Blank Shot]] or<br />
[[Two-Weapon Fighting]] or<br />
any feat that has one of the previous ones as a prerequisite (such as per the ranger's Combat style feature)<br />
or Flurry of blows class feature.<br />
|-<br />
! Special:<br />
| Must visit the Altar of Storms in pilgrimage and/or partake of the power of the Storm Dragon.<br />
|} <br />
<br />
'''Replaces''': You do not gain any kind of spellcasting progression and your ''Combat technique'', ''Rainstorm of blows'', ''Stormblade'' and ''Thundering blade'' features change.<br />
<br />
'''Benefit''': You add these skills to the stormtamer's class skills: [[SRD:Autohypnosis_Skill|Autohypnosis (Wis)]], [[SRD:Escape_Artist_Skill|Escape Artist (Dex)]], [[SRD:Heal_Skill|Heal (Wis)]], [[SRD:Sense_Motive_Skill|Sense Motive (Wis)]], [[SRD:Sleight_of_Hand_Skill|Sleight of Hand (Dex)]].<br />
<br />
Your monk and stormater levels stack for your advancement in the ''monk's unarmed damage'', ''AC bonus'', ''flurry of blows'', ''ki techniques'', ''slow fall'', ''unarmored speed bonus'' and ''wrestling sensei'' features, at the appropriate levels, adding stormtamer levels to monk levels.<br />
<br />
Your ''slow fall'' feature improves as you may slow down your fall even when you aren't near any wall and you may not take fall damage within a storm while conscious.<br />
<br />
You gain ''ki points'' at any even level of the stormtamer class, as you would if you'd gain a level in the monk class.<br />
<br />
Your ''Thundering blade'' and ''Stormblade'' features now may apply to your unarmed strike.<br />
<br />
Your ''Combat technique'' feature, in addition to the normal effect, may give +1 use of ''Stunning Fist'' every time you gain the feature. For every one of this particular uses of ''Stunning Fist'' you may decide to use a ''Paralyzing fist'' instead. It works as ''Stunning Fist'' but it paralyzes the target that fails the save and the DC is increased by 2 when there's a storm or Storm within is active (these two bonuses stack with each other).<br />
<br />
Your ''Rainstorm of blows'' feature gives you 2 more extra attack with your flurry of blows at your highest bonus. This works as described only if you didn't enter this class using the Two-Weapon Fighting as prerequisite, in which case ''Rainstorm of blows'' works as normal.<br />
<br />
----<br />
{{3.5e Alternate Class Features Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Character Option]]<br />
[[Category:Alternate Class Feature]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Sciencemeld_(3.5e_Divinemeld)&diff=1422711Sciencemeld (3.5e Divinemeld)2021-01-02T20:51:22Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Sciencemeld<br />
|-<br />
| colspan="2" | Divinemeld of knowledge deities<br />
|} <br />
<br />
'''Prerequisite''': Knowledge Domain.<br />
<br />
You gain a bonus on all Knowledge checks equal to half your class level (rounded down) and you treat all Knowledge skills as class skills in which you are trained.<br />
<br />
'''Essentia''': Every point of essentia you invest in your ''sciencemeld'' increases the bonus by 2.<br />
<br />
<br />
'''<big>Chakra bind (Divine Soul)</big>'''<br />
<br />
You gain the use of the [https://molivero.com/dndtools/USRD/srd/classes/baseHoh/archivist.html archivist's] class feature ''Dark knowledge'' as an archivist of half your favored soul level. In addition you gain the benefit of the feats ''Archivist of nature'' and ''Draconic archivist''. The same effects apply to monsters with the incarnum subtype.<br />
<br />
----<br />
{{3.5e Soulmelds Breadcrumb}}<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Complex Special Ability Components]]<br />
[[Category:Soulmeld]]<br />
[[Category:Divinemeld]]<br />
[[Category:Sapphire Soul]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Salubermeld_(3.5e_Divinemeld)&diff=1422699Salubermeld (3.5e Divinemeld)2021-01-02T19:50:07Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Salubermeld<br />
|-<br />
| colspan="2" | Divinemeld of healing deities<br />
|} <br />
<br />
'''Prerequisite''': Healing Domain.<br />
<br />
You gain [[SRD:Fast Healing|fast healing]] 3.<br />
<br />
<br />
'''Essentia''': Every 1 point of essentia you invest in your ''salubermeld'' increases the fast healing by 1, up to maximum 7.<br />
<br />
<br />
'''<big>Chakra bind (Divine Soul)</big>'''<br />
<br />
You may discharge this divinemeld, unshaping it, as a standard action to replicate the ''[[SRD:Heal (Spell)|heal]]'' spell on yourself or others. Your meldshaper level is your caster level.<br />
<br />
----<br />
{{3.5e Soulmelds Breadcrumb}}<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Complex Special Ability Components]]<br />
[[Category:Soulmeld]]<br />
[[Category:Divinemeld]]<br />
[[Category:Healing Effect]]<br />
[[Category:Sapphire Soul]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Anointed_Vindicator_(3.5e_Alternate_Class_Feature)&diff=1420734Anointed Vindicator (3.5e Alternate Class Feature)2020-12-26T14:04:12Z<p>The bluez in the dungeon: </p>
<hr />
<div>====Anointed Vindicator====<br />
<br />
This is a variant for the prestige class [[Erinys_(3.5e_Prestige_Class)|erinys]], better suited for a [[Paladin_In_The_Dungeon_(3.5e_Class)|paladin]] (if you want to use the standard paladin you may simply drop any requirement or feature not compatible).<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! [[SRD:Alignment|Alignment]]:<br />
| Any lawful<br />
|-<br />
! [[SRD:Base Attack Bonus|Base Attack Bonus]]:<br />
| +6.<br />
|-<br />
! [[SRD:Feats Overview (Rules)|Feats]]:<br />
| [https://www.realmshelps.net/charbuild/feat/Law_Devotion Law Devotion].<br />
|-<br />
! [[SRD:Skills|Skills]]:<br />
| [[SRD:Knowledge (Skill)|Knowledge (religion)]] 6 ranks, [[SRD:Sense Motive (Skill)|Sense Motive]] 4 ranks.<br />
|-<br />
! Patron:<br />
| Any deity of law, justice, retribution or death.<br />
|-<br />
! Special:<br />
| [[Paladin_In_The_Dungeon_(3.5e_Class)#Smite_evil|''Smite'']] feature and [[Paladin_In_The_Dungeon_(3.5e_Class)#Zeal|''Zeal'']] feature.<br />
Female only.<br />
|}<br />
<br />
You may remain [[SRD:Lawful Good|lawful good]] or change into [[SRD:Lawful Neutral|lawful neutral]] without losing your paladin's features.<br />
<br />
'''Replaces''': You do not gain the feature [[Erinys_(3.5e_Prestige_Class)#Channel_justice|''Channel justice'']] nor [[Erinys_(3.5e_Prestige_Class)#Focused_domain|''Focused domain'']] and [[Erinys_(3.5e_Prestige_Class)#Wings_of_Nemesis|''Wings of Nemesis'']] changes.<br />
<br />
'''Benefit''': Your paladin and erinys levels stack for the purpose of the [[Paladin_In_The_Dungeon_(3.5e_Class)#Critical_smite|''Critical smite'']], [[Paladin_In_The_Dungeon_(3.5e_Class)#Extra_smiting|''Extra smite'']], [[Paladin_In_The_Dungeon_(3.5e_Class)#Smite_evil|''Smite'']], [[Paladin_In_The_Dungeon_(3.5e_Class)#Zeal|''Zeal'']] and [[Paladin_In_The_Dungeon_(3.5e_Class)#Zealous_critical_smite|''Zealous critical smite'']] features. <br />
<br />
All these features and [[Paladin_In_The_Dungeon_(3.5e_Class)#Sacred_resistance|''Sacred resistance'']] apply even against your designed target.<br />
<br />
At 1st level you gain one of the eligible domains for an erinys ([[SRD:Death Domain (Cleric Domain)|Death]] or [[SRD:Law Domain (Cleric Domain)|Law]] or [http://srd.dndtools.org/srd/magic/spells/classSpellLists/domains.html#purification Purification] or [[SRD:Repose Domain (Cleric Domain)|Repose]] or [https://www.realmshelps.net/deities/domain/Retribution Retribution] or [http://srd.dndtools.org/srd/magic/spells/classSpellLists/domains.html#wrath Wrath]). Any spell beyond your maximum [[SRD:Spell|spell]] level is a [[SRD:Spell-Like Ability|spell-like ability]] for you that you may use once per day (you may use them only if your paladin and erinys level is the same as a full caster should be to cast that level of spell).<br />
<br />
At 5th level you may use [[Erinys_(3.5e_Prestige_Class)#Wings_of_Nemesis|''Wings of Nemesis'']] like this: for one minute per [[SRD:Charisma|Charisma]] modifier per day, as a standard action you may sprout wings that let you [[SRD:Fly (Rules)|fly]] with a speed of 60 feet (18 meters) and good maneuverability. You may split the minutes each day.<br />
<br />
----<br />
{{3.5e Alternate Class Features Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Character Option]]<br />
[[Category:Alternate Class Feature]]<br />
[[Category:Substitution Level]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Erinys_(3.5e_Prestige_Class)&diff=1420732Erinys (3.5e Prestige Class)2020-12-26T13:47:09Z<p>The bluez in the dungeon: </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 />
|type=Combat-Focused, Divine Spellcasting, Spontaneous Spellcasting<br />
|desc=Sometimes called Furies, Erinyes (plural of Erinys) are heralds of justice and death, bringing righteous vengeance to those who deserve it.<br />
<br />
They are relentless in their chase, hunting down evildoers of any kind, flying miles to reach them and exempt swift justice. They are similar to the inevitables in their doing.<br />
<br />
This class is intended for the favored soul variant: [[Favored_Soul_In_The_Dungeon_(3.5e_Class)|Favored Soul In The Dungeon]], but with little adaptation should be fit for the paladin, ranger and cleric class. <br />
|len=10<br />
|minlvl=8<br />
}}<br />
<br />
==Erinys==<br />
<br />
{{quote<br />
|<-Some quote from a character of this class-><br />
|orig=<-NPC name->, <-race-> <-class-><br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
<-fluff about this prestige class-><br />
<br />
===Becoming a Erinys===<br />
<br />
<-why characters pursue this class, what other classes they typically have, and what abilities are important-><br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! [[SRD:Alignment|Alignment]]:<br />
| [[SRD:Lawful Neutral|Lawful neutral]] or [[SRD:Lawful Evil|lawful evil]].<br />
|-<br />
! [[SRD:Base Attack Bonus|Base Attack Bonus]]:<br />
| +6.<br />
|-<br />
! [[SRD:Feats Overview (Rules)|Feats]]:<br />
| [https://www.realmshelps.net/charbuild/feat/Law_Devotion Law Devotion].<br />
|-<br />
! [[SRD:Skills|Skills]]:<br />
| [[SRD:Knowledge (Skill)|Knowledge (religion)]] 6 ranks, [[SRD:Sense Motive (Skill)|Sense Motive]] 4 ranks.<br />
|-<br />
! Patron:<br />
| Any deity of law, justice, retribution or death.<br />
|-<br />
! Domains:<br />
| [[SRD:Death Domain (Cleric Domain)|Death]] or [[SRD:Law Domain (Cleric Domain)|Law]] or [http://srd.dndtools.org/srd/magic/spells/classSpellLists/domains.html#purification Purification] or [[SRD:Repose Domain (Cleric Domain)|Repose]] or [https://www.realmshelps.net/deities/domain/Retribution Retribution] or [http://srd.dndtools.org/srd/magic/spells/classSpellLists/domains.html#wrath Wrath].<br />
|-<br />
! Special:<br />
| [[Favored_Soul_In_The_Dungeon_(3.5e_Class)#Channel_divinity_I|''Channel divinity'']] class feature and [[Favored_Soul_In_The_Dungeon_(3.5e_Class)#Spiritual_wings|''Spiritual wings'']] class feature.<br />
Female only.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Erinys}}</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 />
! 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 || +2 || +2<br />
| class="left" | [[#Focused domain|Focused domain]], [[#Relentless chase|Relentless chase]]<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +3 || +3<br />
| class="left" | [[#Trial of Justice|Trial of Justice]]<br />
| class="left" | +1 level of existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +3 || +3<br />
| class="left" | [[#Aura of dreadful order|Aura of dreadful order]]<br />
| class="left" | +1 level of existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +4 || +4<br />
| class="left" | [[#Channel justice|Channel justice]]<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +4 || +4<br />
| class="left" | [[#Wings of Nemesis|Wings of Nemesis]]<br />
| class="left" | +1 level of existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +5 || +5 || +5<br />
| class="left" | [[#Weapon of vengeance|Weapon of vengeance]]<br />
| class="left" | +1 level of existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +5 || +5 || +5<br />
| class="left" | [[#Shield of law|''Shield of law'']]<br />
| class="left" | +1 level of existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +6 || +6 || +6<br />
| class="left" | [[#Channel justice|Channel justice]]<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +6 || +6 || +6<br />
| class="left" | [[#Damage reduction|Damage reduction]]<br />
| class="left" | +1 level of existing divine spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +7 || +7 || +7<br />
| class="left" | [[#Essence of Justice|Essence of Justice]]<br />
| class="left" | +1 level of existing divine spellcasting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class [[SRD:Skills|Skills]] (2 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Concentration (Skill)|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft (Skill)|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy (Skill)|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Gather Information (Skill)|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Heal (Skill)|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Intimidate (Skill)|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump (Skill)|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge (Skill)|Knowledge(arcana)]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge (Skill)|Knowledge(religion)]] ([[SRD:Intelligence|Int]]), [[SRD:Profession (Skill)|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search (Skill)|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive (Skill)|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft (Skill)|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot (Skill)|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Use Rope (Skill)|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|}<br />
<br />
====Class Features====<br />
<br />
<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the erinys.<br />
<br />
'''{{#anc:[[SRD:Weapons|Weapons]] and [[SRD:Armor|Armors]] proficiency}}:''' An erinys gains no proficiency with weapons or armors.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, except the 4th and 8th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a [[SRD:Divine_Spells|divine 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.<br />
<br />
'''{{#anc:Focused domain}} ([[Su]]):''' Your domain power improves. Your domain determines the exact improvement:<br />
<br />
-[[SRD:Death Domain (Cleric Domain)|Death]] and [[SRD:Repose Domain (Cleric Domain)|Repose]] domain: you may use your ''death touch'' three times per day and your erinys and favored soul levels stack to determine the d6s you may roll.<br />
<br />
-[[SRD:Law Domain (Cleric Domain)|Law]] and [http://srd.dndtools.org/srd/magic/spells/classSpellLists/domains.html#purification Purification]: your increased caster level for law or abjuration spells is +2.<br />
<br />
-[https://www.realmshelps.net/deities/domain/Retribution Retribution]: you may use strike of vengeance three times per day.<br />
<br />
-[http://srd.dndtools.org/srd/magic/spells/classSpellLists/domains.html#wrath Wrath]: You may exchange 1 point of Wisdom for 1 point of Strength, instead of 2 for 1, and your erinys and favored soul levels stack to determine your cleric level for this power. You may interrupt this power whenever you want and regain its effect up until you daily limit.<br />
<br />
'''{{#anc:Relentless chase}} ([[Ex]]):''' You may follow tracks as if you had the [[SRD:Track (Feat)|''Track'']] or [https://realmshelps.net/charbuild/feat/Urban_Tracking ''Urban Tracking''] feat. You may use [[SRD:Search (Skill)|Search]] checks to follow tracks instead of [[SRD:Survival (Skill)|Survival]] or [[SRD:Gather Information (Skill)|Gather Information]] checks and you may use your [[SRD:Wisdom|Wisdom]] modifier instead of your [[SRD:Intelligence|Intelligence]] modifier as a bonus on all Gather information and Search checks. You may follow tracks in natural areas as well as urban ones (this feature supersedes the ''Urban tracking'' feat as well as ''Track'') using Gather Information, Search or Survival checks, as appropriate.<br />
<br />
If you already have one of the two feats you gain a +4 to skill check to follow tracks and you may take another feat.<br />
<br />
'''{{#anc:Trial of justice}} ([[Su]]):''' Starting at 2nd level you may use the power from [https://www.realmshelps.net/charbuild/feat/Law_Devotion ''Law Devotion''] one time more per half your class level. In addition, you gain your [[SRD:Charisma|Charisma]] modifier as bonus damage with weapons or spells against the specific target or targets you are hunting.<br />
<br />
'''{{#anc:Aura of dreadful order}} ([[Su]]):''' At 3rd level you gain a menacing aura of lawfulness. Enemies of the erinys within 10 feet (3 meters) suffer a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Chaotic creatures in combat with the erinys take double the penalty, even if beyond 10 feet (3 meters). This enhanced penalty applies even to your designed target. <br />
<br />
When chaotic creatures or your target are present, and you know where they are, at least approximately, you gain the effect of the spell [[SRD:Protection from Chaos (Spell)|''protection from chaos'']] until the encounter it's over. The spell's effects apply against your designed target as well.<br />
<br />
'''{{#anc:Channel justice}} ([[Su]]):''' Starting at 4th level you may channel righteous fury through your body and soul to empower yourself. This class feature stacks with the [[Favored_Soul_In_The_Dungeon_(3.5e_Class)|favored soul]]'s [[Favored_Soul_In_The_Dungeon_(3.5e_Class)#Channel_divinity_I|''Channel divinity'']] class feature and works the same. You gain the next level of ''Channel justice'' at 8th level.<br />
<br />
'''{{#anc:Wings of Nemesis}} ([[Ex]]):''' At 5th level you gain a [[SRD:Fly (Rules)|fly speed]] of 60 feet (18 meters) with good maneuverability. You may dismiss and return the wings as a free action. Otherwise it's always in use. This substitutes [[Favored_Soul_In_The_Dungeon_(3.5e_Class)#Spiritual_wings|''Spiritual wings'']].<br />
<br />
You also gain the [[SRD:Flyby Attack (Feat)|''Flyby Attack'']] feat for free. If you already have, it your maneuverability increases by one step.<br />
<br />
'''{{#anc:Weapon of vengeance}} ([[Su]]):''' From 6th level your [[SRD:Weapons|weapons]] and [[SRD:Natural Weapons (Rules)|natural weapons]] gain the [[SRD:Axiomatic (Weapon Enhancement)|axiomatic special quality]] for free. They lose it if they drop the weapon. This effect applies even to non-chaotic enemies that the erinys has been tasked to punish. If the target is chaotic the weapon inflicts +4d6 instead of +2d6 of damage. This bonus stacks with the [[SRD:Bane (Weapon Enhancement)|bane special quality]] or similar effects.<br />
<br />
'''''{{#anc:Shield of law}}'' ([[Sp]]):''' At 7th level you may use the spell ''[[SRD:Shield of Law|shield of law]]'' as a spell-like ability once per day. Caster level is your caster level or your class level, if higher. The effect of ''shield of law'' applies even against your prescribed target.<br />
<br />
'''{{#anc:Damage reduction}} ([[Su]]):''' At 9th level you gain [[SRD:Damage Reduction (Special Ability)|damage reduction]] 10/chaos.<br />
<br />
'''{{#anc:Essence of Justice}}:''' At 20th you become a magical creature. You gain the [[SRD:Outsider|outsider]] type with the [[SRD:Lawful Subtype (Creature Subtype)|lawful subtype]] (though beneficial magical effects still affect you, as if you were a humanoid or what you were before). You gain [[SRD:Darkvision (Special Ability)|darkvision]] 60 feet-18 meters-(if you didn't already had it), but no other benefits from the outsider type, unless here described. Additionally, you gain a +6 to saves against chaotic effects (spells, similar magical effects or other abilities from any source) or used by chaotic creatures or by your target and you add your [[SRD:Charisma|Charisma]] modifier as a sacred (or profane) bonus to your [[SRD:AC|AC]] against chaotic creatures or your designed target's attacks (this bonus stacks with other sacred bonuses from your spells, feats or class features). Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.<br />
<br />
<br />
<br />
'''{{#anc:Bonus Feats}}:''' <- any bonus feats gained in pre-epic levels->.<br />
<br />
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->. <br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats-><br />
<br />
====Variants====<br />
<br />
These are erinys variants for the [[Paladin_In_The_Dungeon_(3.5e_Class)|paladin]] and [[Ranger_In_The_Dungeon_(3.5e_Class)|ranger]] class:<br />
<br />
* [[Anointed_Vindicator_(3.5e_Alternate_Class_Feature)|'''''Anointed Vindicator''''']]<br />
<br />
* [[Pursuer_of_Vengeance_(3.5e_Alternate_Class_Feature)|'''''Pursuer of Vengeance''''']]<br />
<br />
====Ex-Erinyes====<br />
<br />
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class-><br />
<br />
===Campaign Information===<br />
<br />
====Playing a Erinys====<br />
<br />
'''Combat:''' <-Typical role in combat-><br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options-><br />
<br />
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations-><br />
<br />
====Erinyes in the World====<br />
<br />
{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world-><br />
<br />
'''NPC Reactions:''' <-How NPCs react to characters of this class-><br />
<br />
====Erinys Lore====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research erinys 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 />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | <-very rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.<br />
|}<br />
<br />
====Erinyes 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:''' You may drop the female only requirement and open this class to male characters too. In this case they should be called '''Alastor'''.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-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 />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Ranger_In_The_Dungeon_(3.5e_Class)&diff=1415792Ranger In The Dungeon (3.5e Class)2020-12-11T20:48:19Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<!--name of image file--><br />
|imgsize=<!--width in pixels--><br />
|imgcaption=<!--Image caption--><br />
|type=[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
|desc=This is a remade version of the ranger base class. It's part of the [[User:The_bluez_in_the_dungeon#In_the_Dungeon_series|In The Dungeon series]].<br />
It is a lot more skilled and versatile with spells and its animal companion becomes a force to be reckoned with.<br />
}}<br />
<br />
== Ranger ==<br />
<br />
<-general description->.<br />
<br />
=== Making a Ranger ===<br />
<br />
<-Strong points and weak points, and effectiveness with party members.->.<br />
<br />
'''Abilities:''' <-description of most important attributes for this class->.<br />
<br />
'''Races:''' <-description of relative likelihood of various races to join this class->.<br />
<br />
'''Alignment:''' <-alignments allowed for this class, or write "Any"->.<br />
<br />
'''Starting Gold:''' <-starting gold; YdZ->&times;10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' <-Select "Simple" or "As [[rogue]]", "Moderate" or "As [[fighter]]", or "Complex" or "As [[wizard]]", to let players know which starting age category to use for 1st-level characters->.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Ranger}}</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 />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | [[#Favored enemy|1st favored enemy]], [[#Track|Track]], Wild empathy<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +1<br />
| class="left" | Combat style<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | [[#Favored environment|1st favored environment]], Endurance<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | [[#Animal companion|Animal companion]]<br />
|0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +2<br />
| class="left" | [[#Bonded|Bonded]], [[#Favored enemy|2nd favored enemy]]<br />
|0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Improved combat style<br />
|1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | [[#Favored environment|2nd favored environment]], [[#Woodland stride|Woodland stride]]<br />
|1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +3<br />
| class="left" | [[#Predator beast|Predator beast]], [[#Swift tracker|Swift tracker]]<br />
|1||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Evasion, Hunter's art<br />
|1||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | [[#Favored enemy|3rd favored enemy]]<br />
|1||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +4<br />
| class="left" | Combat style mastery<br />
|1||1||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | [[#Favored environment|3rd favored environment]]<br />
|1||1||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | [[#Camouflage|Camouflage]]<br />
|1||1||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | [[#Double Team|Double Team]]<br />
|2||1||1||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | [[#Favored enemy|4th favored enemy]]<br />
|2||1||1||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | [[#Favored environment|4th favored environment]]<br />
|2||2||1||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | [[#Hide in plain sight|Hide in plain sight]]<br />
|2||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | [[#Apex predator|Apex predator]]<br />
|3||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | [[#Favored environment|5th favored environment]]<br />
|3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | [[#Favored enemy|5th favored enemy]]<br />
|3||3||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Balance (dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<-fluff about class features->. All of the following are class features of the ranger.<br />
<br />
'''Weapon and Armor Proficiency:''' A ranger is proficient with all simple and martial weapons, and with light and medium armor and shields (except tower shields).<br />
<br />
'''{{#anc:Favored enemy}} ([[Ex]]):''' At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, it gets a +2 bonus on weapon damage rolls against such creatures. You also gain a +1 bonus on saves against your favorite enemies' abilities and a +1 dodge bonus to AC against attacks from your favored enemy. If you lose your Dexterity bonus to AC you lose this bonus.<br />
<br />
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. Your AC bonus and save bonus increase by 1 at 5th, 10th, 15th and 20th level.<br />
<br />
If the ranger chooses humanoids or outsiders as a favored enemy, it must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; it simply uses whichever bonus is higher.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Ranger Favored Enemies}}<br />
|-<br />
!'''Type (Subtype)'''||'''Type (Subtype)'''<br />
|-<br />
|[[SRD:Aberration Type|Aberration]]||[[SRD:Humanoid (reptilian)|Humanoid (reptilian)]]<br />
|- class="even"<br />
|[[SRD:Animal Type|Animal]]||[[SRD:Magical Beast Type|Magical beast]] <br />
|-<br />
|[[SRD:Construct Type|Construct]]||[[SRD:Monstrous Humanoid Type|Monstrous humanoid]]<br />
|- class="even"<br />
|[[SRD:Dragon Type|Dragon]] ||[[SRD:Ooze Type|Ooze]] <br />
|-<br />
|[[SRD:Elemental Type|Elemental]]||[[SRD:Outsider (air)|Outsider (air)]] <br />
|- class="even"<br />
|[[SRD:Fey Type|Fey]]||[[SRD:Outsider (chaotic)|Outsider (chaotic)]] <br />
|-<br />
|[[SRD:Giant Type|Giant]]||[[SRD:Outsider (earth)|Outsider (earth)]] <br />
|- class="even"<br />
|[[SRD:Humanoid (aquatic)|Humanoid (aquatic)]]||[[SRD:Outsider (evil)|Outsider (evil)]]<br />
|-<br />
|[[SRD:Humanoid (dwarf)|Humanoid (dwarf)]] ||[[SRD:Outsider (fire)|Outsider (fire)]] <br />
|- class="even"<br />
|[[SRD:Humanoid (elf)|Humanoid (elf)]] ||[[SRD:Outsider (good)|Outsider (good)]]<br />
|-<br />
|[[SRD:Humanoid (goblinoid)|Humanoid (goblinoid)]] ||[[SRD:Outsider (lawful)|Outsider (lawful)]]<br />
|- class="even"<br />
|[[SRD:Humanoid (gnoll)|Humanoid (gnoll)]] ||[[SRD:Outsider (native)|Outsider (native)]]<br />
|-<br />
|[[SRD:Humanoid (gnome)|Humanoid (gnome)]]||[[SRD:Outsider (water)|Outsider (water)]]<br />
|- class="even"<br />
|[[SRD:Humanoid (halfling)|Humanoid (halfling)]]||[[SRD:Plant Type|Plant]] <br />
|-<br />
|[[SRD:Humanoid (human)|Humanoid (human)]]||[[SRD:Undead Type|Undead]] <br />
|- class="even"<br />
|[[SRD:Humanoid (orc)|Humanoid (orc)]] ||[[SRD:Vermin Type|Vermin]] <br />
|-<br />
|} <br />
<br />
'''{{#anc:Track}}:''' A ranger gains Track as a bonus feat.<br />
<br />
'''{{#anc:Wild empathy}} ([[Ex]]):''' A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds its ranger level and its Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<br />
<br />
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.<br />
<br />
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but it takes a -4 penalty on the check.<br />
<br />
'''{{#anc:Favored environment}} ([[Ex]]):''' At 3rd level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger's experience in that environment, it gains a +2 bonus on Climb, Gather Information, Hide, Jump, Listen, Move Silently, Spot, Survival and Swim checks when using these skills in that environment. It also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment, or on Knowledge (local) checks made in association with urban environments, if the ranger has selected cities as a favored environment).<br />
<br />
At 7th, 12th, 16th and 19th level the ranger may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 1.<br />
<br />
In addition, at 3rd level the ranger gains a +10 feet (3 meters) to every movement speed it has while in its favored environment and wearing light armor or no armor. It increases to +20 feet (6 meters) at 12th level. It's a flat bonus that stacks with any bonus.<br />
<br />
The DM may rule that a ranger can't select an environment that it has never visited. The bonuses do not stack with each other: the higher one applies.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Ranger Favored Environments}}<br />
|-<br />
!'''Type (Subtype)'''<br />
|-<br />
|[[SRD:Artic_Terrain|Permafrost and Tundra]]<br />
|- class="even"<br />
|[[SRD:Aquatic_Terrain|Aquatic]]<br />
|-<br />
|[[SRD:Desert_Terrain|Desert Terrain]]<br />
|- class="even"<br />
|[[SRD:Dungeons|Underground]]<br />
|- <br />
|[[SRD:Forest_Terrain|Forests]]<br />
|- class="even"<br />
|[[SRD:Hills_Terrain|Hills]]<br />
|- <br />
|[[SRD:Jungle_Terrain|Jungles]]<br />
|- class="even"<br />
|[[SRD:Marsh_Terrain|Marshes and Swamps]]<br />
|- <br />
|[[SRD:Mountain_Terrain|Mountains]]<br />
|- class="even"<br />
|[[SRD:Plains_Terrain|Plains]]<br />
|- <br />
|[[SRD:Urban_Adventures|Cities]]<br />
|- class="even"<br />
|-<br />
|}<br />
<br />
'''{{#anc:Combat style}} ([[Ex]]):''' At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict its selection of feats or special abilities in any way.<br />
<br />
If the ranger selects archery, it is treated as having the Rapid Shot feat, even if it does not have the normal prerequisites for that feat.<br />
<br />
If the ranger selects two-weapon combat, it is treated as having the Two-Weapon Fighting feat, even if it does not have the normal prerequisites for that feat.<br />
<br />
The benefits of the ranger's chosen style apply only when It wears medium, light or no armor. It loses all benefits of his combat style when wearing heavy armor.<br />
<br />
'''{{#anc:Endurance}}:''' A ranger gains Endurance as a bonus feat at 3rd level.<br />
<br />
'''{{#anc:Animal companion}} ([[Ex]]):''' At 4th level, a ranger gains an animal companion selected from the following list: [[SRD:Badger|badger]], [[SRD:Camel|camel]], [[SRD:Dire rat|dire rat]], [[SRD:Dog|dog]], [[SRD:Riding Dog|riding dog]], [[SRD:Eagle|eagle]], [[SRD:Hawk|hawk]], [[SRD:Horse|horse (light or heavy)]], [[SRD:Owl|owl]], [[SRD:Pony|pony]], [[SRD:Snake|snake (Small or Medium viper)]], or [[SRD:Wolf|wolf]]. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: [[SRD:Crocodile|crocodile]], [[SRD:Porpoise|porpoise]], [[SRD:Medium_Shark|Medium shark]], and [[SRD:Squid|squid]]. This animal is a loyal companion that accompanies the ranger on its adventures as appropriate for its kind.<br />
<br />
This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again its effective druid level is half its ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce its effective druid level below 1st.<br />
<br />
'''{{#anc:Spells}}:''' Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare its spells in advance (see below).<br />
<br />
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.<br />
<br />
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. Its base daily spell allotment is given on Table: The Ranger. In addition, it receives bonus spells per day if it has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, it gains only the bonus spells it would be entitled to based on its Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.<br />
<br />
A ranger prepares and casts spells the way a cleric does, though it cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that it can cast spells of that level, but it must choose which spells to prepare during its daily meditation.<br />
<br />
Through 3rd level, a ranger has no caster level. At 4th level and higher, its caster level is one-half its ranger level.<br />
<br />
'''{{#anc:Bonded}}:''' At 5th level you gain the Bonded feat from Dragon Magazine 357 for free but it works only with your animal companion(s). <br />
<br />
Whenever you and your pet attack the same target in the same round you both gain a +1 bonus on attack and damage rolls. In addition, when you attack your foe with a ranged weapon you do not take the normal -4 penalty for firing into melee if your pet is the only ally currently in combat with it. Penalties due to cover still apply, unless you have the Precise shot feat.<br />
<br />
If you already have this feat you may take a different one of your choosing.<br />
<br />
'''{{#anc:Improved combat style}} ([[Ex]]):''' At 6th level, a ranger's aptitude in its chosen combat style (archery or two-weapon combat) improves. If it selected archery at 2nd level, it is treated as having the Manyshot feat, even if it does not have the normal prerequisites for that feat.<br />
<br />
If the ranger selected two-weapon combat at 2nd level, it is treated as having the Improved Two-Weapon Fighting feat, even if it does not have the normal prerequisites for that feat.<br />
<br />
As before, the benefits of the ranger's chosen style apply only when it wears light, medium or no armor. It loses all benefits of its combat style when wearing heavy armor.<br />
<br />
'''{{#anc:Woodland stride}} ([[Ex]]):''' Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect it.<br />
<br />
'''{{#anc:Predator beast}} ([[Ex]]):''' At 8th level your animal companion strenghtens: it gains two hit points per HD (and it gains other hit points as it gains bonus HD) and gains your favored enemy and favored environment bonuses as well (but not the speed bonus). It gains also a +4 to all saving throws. All of its forms of movement gain a +10 feet (3 meters) flat bonus.<br />
<br />
'''{{#anc:Swift tracker}} ([[Ex]]):''' Beginning at 8th level, a ranger can move at its normal speed while following tracks without taking the normal -5 penalty. It takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.<br />
<br />
'''{{#anc:Evasion}} ([[Ex]]):''' At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the ranger is wearing light or no armor. A helpless ranger does not gain the benefit of evasion. If you already have this feature or you later should gain it again you gain improved evasion intead.<br />
<br />
'''{{#anc:Hunter's art}}:''' Beginning at 9th level you can cast most of your ranger spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this ability.<br />
<br />
'''{{#anc:Combat style mastery}} ([[Ex]]):''' At 11th level, a ranger's aptitude in its chosen combat style (archery or two-weapon combat) improves again. If it selected archery at 2nd level, it is treated as having the Improved Precise Shot feat, even if it does not have the normal prerequisites for that feat.<br />
<br />
If the ranger selected two-weapon combat at 2nd level, it is treated as having the Greater Two-Weapon Fighting feat, even if it does not have the normal prerequisites for that feat.<br />
<br />
As before, the benefits of the ranger's chosen style apply only when it wears light, medium or no armor. It loses all benefits of its combat style when wearing heavy armor.<br />
<br />
'''{{#anc:Camouflage}} ([[Ex]]):''' A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.<br />
<br />
'''{{#anc:Double Team}} ([[Ex]]):''' At 14th level you gain the Double team feat from Dragon Magazine 358 for free, but it works only with your animal companion.<br />
<br />
Once per round, after your pet successfully strikes an opponent, you can make an attack of opportunity against the same opponent. This feat does not allow you to make more attacks of opportunity than you normally could in a single round. <br />
<br />
If you already have this feat you may take a different one of your choosing.<br />
<br />
'''{{#anc:Hide in plain sight}} ([[Ex]]):''' While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.<br />
<br />
'''{{#anc:Apex predator}} ([[Ex]]):''' At 18th level your animal companion becomes stronger than ever: it gains a +4 to Strength, Dexterity and Constitution. Its bonus to saving throws raises to +8 and it gains damage reduction 10/adamantine. Its speed bonus increases to a +20 feet (6 meters) bonus.<br />
<br />
====The [[SRD:Ranger|Ranger]]'s [[SRD:Animal Type|Animal]] Companion====<br />
<br />
A [[SRD:Ranger|ranger]]’s [[SRD:Animal Type|animal]] companion is different from a [[SRD:Animal Type|normal animal]] of its kind in many ways. A [[SRD:Ranger|ranger]]’s [[SRD:Animal Type|animal]] companion is superior to a normal [[SRD:Animal Type|animal]] of its kind and has special [[SRD:Powers|powers]], as described below.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! [[#Class Level|Class<br/>Level]] || [[#Bonus HD|Bonus<br/>HD]] || [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] || [[#Str/Dex Adj.|Str/Dex<br/>Adj.]] || [[#Bonus Tricks|Bonus<br/>Tricks]] || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1st–2nd ||+0||+0||+0||1|| class="left" | [[#Link|Link]], [[#Share Spells|Share Spells]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3rd–5th ||+2||+2||+1||2|| class="left" | [[#Evasion|Evasion]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 6th–8th ||+4||+4||+2||3|| class="left" | [[#Devotion|Devotion]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 9th–11th ||+6||+6||+3||4|| class="left" | [[#Multiattack|Multiattack]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 12th–14th ||+8||+8||+4||5|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 15th–17th ||+10||+10||+5||6|| class="left" | [[#Improved Evasion|Improved Evasion]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 18th–20th ||+12||+12||+6||7|| class="left" |<br />
|}<br />
<br />
'''{{#anc:Animal Companion Basics}}:''' Use the base statistics for a creature of the companion’s kind, but make the following changes.<br />
<br />
''{{#anc:Class Level}}:'' The character’s effective [[SRD:Druid|druid]] level. The [[SRD:Ranger|ranger]]’s effective [[SRD:Druid|druid]]'s [[SRD:Classes|class levels]] stack with levels of any other [[SRD:Classes|classes]] that are entitled to an [[SRD:Animal Type|animal]] companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.<br />
<br />
''{{#anc:Bonus [[SRD:Hit Dice|HD]]}}:'' Extra eight-sided (d8) [[SRD:Hit Dice|Hit Dice]], each of which gains a [[SRD:Constitution|Constitution]] modifier, as normal. Remember that extra [[SRD:Hit Dice|Hit Dice]] improve the [[SRD:Animal Type|animal]] companion’s base attack and base save bonuses. An [[SRD:Animal Type|animal]] companion’s [[SRD:Base Attack Bonus|base attack bonus]] is the same as that of a [[SRD:Druid|druid]] of a level equal to the [[SRD:Animal Type|animal]]’s [[SRD:Hit Dice|HD]]. An [[SRD:Animal Type|animal]] companion has good [[SRD:Fortitude Save|Fortitude]] and [[SRD:Reflex Save|Reflex saves]] (treat it as a character whose level equals the [[SRD:Animal Type|animal]]’s [[SRD:Hit Dice|HD]]). An [[SRD:Animal Type|animal]] companion gains additional [[SRD:Skill Points|skill points]] and [[SRD:Feats|feats]] for bonus [[SRD:Hit Dice|HD]] as normal for advancing a monster’s [[SRD:Hit Dice|Hit Dice]].<br />
<br />
''{{#anc:Natural Armor Adj.}}:'' The number noted here is an improvement to the [[SRD:Animal Type|animal]] companion’s existing [[SRD:Natural Armor Bonus|natural armor bonus]].<br />
<br />
''{{#anc:[[SRD:Strength|Str]]/[[SRD:Dexterity|Dex]] Adj.}}:'' Add this value to the [[SRD:Animal Type|animal]] companion’s [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] scores.<br />
<br />
''{{#anc:Bonus Tricks}}:'' The value given in this column is the total number of “bonus” tricks that the [[SRD:Animal Type|animal]] knows in addition to any that the [[SRD:Ranger|ranger]] might choose to teach it (see the [[SRD:Handle Animal Skill|Handle Animal]] skill). These bonus tricks don’t require any training time or [[SRD:Handle Animal Skill|Handle Animal]] checks, and they don’t count against the normal limit of tricks known by the [[SRD:Animal Type|animal]]. The [[SRD:Ranger|ranger]] selects these bonus tricks, and once selected, they can’t be changed.<br />
<br />
''{{#anc:Link}} ([[SRD:Ex#Extraordinary|Ex]]):'' A [[SRD:Ranger|ranger]] can handle its [[SRD:Animal Type|animal]] companion as a [[SRD:Free Actions|free action]], or push it as a [[SRD:Move Actions|move action]], even if it doesn’t have any ranks in the [[SRD:Handle Animal Skill|Handle Animal]] skill. The [[SRD:Ranger|ranger]] gains a +4 circumstance bonus on all wild empathy checks and [[SRD:Handle Animal Skill|Handle Animal]] checks made regarding an [[SRD:Animal Type|animal]] companion.<br />
<br />
''{{#anc:Share Spells}} ([[SRD:Ex#Extraordinary|Ex]]):'' At the [[SRD:Ranger|ranger]]’s option, it may have any spell (but not any [[SRD:Spell-Like Ability|spell-like ability]]) it casts upon herself also affect its [[SRD:Animal Type|animal]] companion. The [[SRD:Animal Type|animal]] companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the [[SRD:Animal Type|animal]] companion if the companion moves farther than 5 feet away and will not affect the [[SRD:Animal Type|animal]] again, even if it returns to the [[SRD:Ranger|ranger]] before the duration expires.<br />
<br />
Additionally, the [[SRD:Ranger|ranger]] may cast a spell with a target of “You” on its [[SRD:Animal Type|animal]] companion (as a touch range spell) instead of on herself. A [[SRD:Ranger|ranger]] and its [[SRD:Animal Type|animal]] companion can share spells even if the spells normally do not affect creatures of the companion’s type ([[SRD:Animal Type|animal]]).<br />
<br />
''{{#anc:[[SRD:Evasion and Improved Evasion|Evasion]]}} ([[SRD:Ex#Extraordinary|Ex]]):'' If an [[SRD:Animal Type|animal]] companion is subjected to an attack that normally allows a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] for half damage, it takes no damage if it makes a successful [[SRD:Saving Throw|saving throw]].<br />
<br />
''{{#anc:Devotion}} ([[SRD:Ex#Extraordinary|Ex]]):'' An [[SRD:Animal Type|animal]] companion gains a +4 morale bonus on [[SRD:Will Save|Will saves]] against enchantment spells and effects.<br />
<br />
''{{#anc:[[SRD:Multiattack|Multiattack]]}}:'' An [[SRD:Animal Type|animal]] companion gains [[SRD:Multiattack|Multiattack]] as a bonus [[SRD:Feats|feat]] if it has three or more natural attacks and does not already have that [[SRD:Feats|feat]]. If it does not have the requisite three or more natural attacks, the [[SRD:Animal Type|animal]] companion instead gains a second attack with its primary [[SRD:Natural Weapon|natural weapon]], albeit at a –5 penalty.<br />
<br />
''{{#anc:[[SRD:Evasion and Improved Evasion#Improved Evasion|Improved Evasion]]}} ([[SRD:Ex#Extraordinary|Ex]]):'' When subjected to an attack that normally allows a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] for half damage, an [[SRD:Animal Type|animal]] companion takes no damage if it makes a successful [[SRD:Saving Throw|saving throw]] and only half damage if the [[SRD:Saving Throw|saving throw]] fails.<br />
<br />
'''{{#anc:Alternative [[SRD:Animal Type|Animal]] Companions}}:''' A [[SRD:Ranger|ranger]] of sufficiently high level can select its [[SRD:Animal Type|animal]] companion from one of the following lists, applying the indicated adjustment to the [[SRD:Druid|druid]]’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.<br />
<br />
{| class="column"<br />
|-<br />
|<br />
;4th Level or Higher (Level –3):<br />
: [[SRD:Ape|Ape]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Black Bear|Bear, black]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Bison|Bison]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Boar|Boar]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Cheetah|Cheetah]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Crocodile|Crocodile]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
: [[SRD:Dire Badger|Dire badger]]<br />
: [[SRD:Dire Bat|Dire bat]]<br />
: [[SRD:Dire Weasel|Dire weasel]]<br />
: [[SRD:Leopard|Leopard]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Monitor Lizard|Lizard, monitor]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Large Shark|Shark, Large]]<sup>1</sup> ([[SRD:Animal Type|animal]])<br />
: [[SRD:Constrictor Snake|Snake, constrictor]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Large Viper|Snake, Large viper]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Wolverine|Wolverine]] ([[SRD:Animal Type|animal]])<br />
|<br />
;7th Level or Higher (Level –6):<br />
: [[SRD:Brown Bear|Bear, brown]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Dire Wolverine|Dire wolverine]]<br />
: [[SRD:Giant Crocodile|Crocodile, giant]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Deinonychus|Deinonychus]] (dinosaur)<br />
: [[SRD:Dire Ape|Dire ape]]<br />
: [[SRD:Dire Boar|Dire boar]]<br />
: [[SRD:Dire Wolf|Dire wolf]]<br />
: [[SRD:Elasmosaurus|Elasmosaurus]] (dinosaur)<sup>1</sup><br />
: [[SRD:Lion|Lion]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Rhinoceros|Rhinoceros]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Huge Viper|Snake, Huge viper]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Tiger|Tiger]] ([[SRD:Animal Type|animal]])<br />
|<br />
;10th Level or Higher (Level –9):<br />
: [[SRD:Polar Bear|Bear, polar]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Dire Lion|Dire lion]]<br />
: [[SRD:Megaraptor|Megaraptor]] (dinosaur)<br />
: [[SRD:Huge Shark|Shark, Huge]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
: [[SRD:Giant Constrictor Snake|Snake, giant constrictor]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Orca|Whale, orca]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
<br />
;13th Level or Higher (Level –12):<br />
: [[SRD:Dire Bear|Dire bear]]<br />
: [[SRD:Elephant|Elephant]] ([[SRD:Animal Type|animal]])<br />
: [[SRD:Giant Octopus|Octopus, giant]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
<br />
;16th Level or Higher (Level –15):<br />
: [[SRD:Dire Shark|Dire shark]]<sup>1</sup><br />
: [[SRD:Dire Tiger|Dire tiger]]<br />
: [[SRD:Giant Squid|Squid, giant]] ([[SRD:Animal Type|animal]])<sup>1</sup><br />
: [[SRD:Triceratops|Triceratops]] (dinosaur)<br />
: [[SRD:Tyrannosaurus|Tyrannosaurus]] (dinosaur)<br />
|-<br />
| colspan="3" class="foot" |<br />
# Available only in an aquatic environment.<br />
<br />
==== Ex-Rangers ====<br />
<br />
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.<br />
<br />
==== Epic <-class name-> ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<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" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Ranger ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== Rangers in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== Ranger Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> 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 />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== Rangers 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 <!-- EL Number -->:'' <-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 />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{3.5e 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: REMOVE THIS ENTIRE LINE<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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Paladin_In_The_Dungeon_(3.5e_Class)&diff=1415290Paladin In The Dungeon (3.5e Class)2020-12-10T20:07:23Z<p>The bluez in the dungeon: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<!--name of image file--><br />
|imgsize=<!--width in pixels--><br />
|imgcaption=<!--Image caption--><br />
|type=[[Category:Good Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
|desc=This is a remade version of the paladin base class. It's a class part of the [[User:The_bluez_in_the_dungeon#In_the_Dungeon_series|In The Dungeon series]].<br />
The paladin redeems itself by gaining new class features and improving its precedent ones.<br />
<br />
The two great changes are a better version of the smite ability and the new feature: zeal.<br />
}}<br />
<br />
== Paladin ==<br />
<br />
A paladin is the champion of the weak, bulwark of justice, purity and loyalty. It's a warrior of high ideals, often religious, that wields its weapon and its integrity against the forces of evil and corruption. More than a holy fighter, though often one, a paladin is the embodiment of zeal and dedication to a cause or an oath. If you choose the paladin class you will be granted the righteous tools to smite and banish evil, to resist fear and fight against any odds, no matter how much overwhelming.<br />
<br />
=== Making a Paladin ===<br />
<br />
You are a martial class at the core but with a narrower scope: fight evil and defend the oppressed. Your class grants you the necessary features to fulfill your duty or die honourably while trying. You excel with good and lawful clerics, fighters, rangers, other paladins and sometimes monks. You are the most uncomfortable with classes that prefere falseness over forwardness such as rogues, cruelty over compassion as the barbarian or that outright dwell with occult forces such as warlocks or evil clerics. Your relationship with bards, sorcerers and wizards it's determinated by your personal attitude towards arcane magic and levity.<br />
<br />
'''[[SRD:Abilities (Creature Statistic)|Abilities]]:''' [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] are your key abilities, if you wish to fulfill your martial role (or [[SRD:Dexterity|Dexterity]] if you prefer ranged combat). Beside that, [[SRD:Charisma|Charisma]] is fundamental to increase your offensive and defensive features as well as strenghtening your spells, for which you also need a good [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''Races:''' Every race that feels the call of justice answers it with paladins, so they are not much limited to single races, so long the individual is strong and pure in its beliefs.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' [[SRD:Lawful Good|Lawful good]].<br />
<br />
'''Starting Gold:''' 6d4 x 10 (150 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Paladin}}</div><br />
Hit Die: d10<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 />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +0<br />
| class="left" | [[#Aura of good|Aura of good]], [[#Detect evil|''Detect evil'']], [[#Smite evil|Smite evil]]<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +0<br />
| class="left" | Divine grace, Lay on hands<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +1<br />
| class="left" | Aura of courage, Divine health<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +1<br />
| class="left" | Turn undead, [[#Zeal|Zeal +4/+2]]<br />
|0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +1<br />
| class="left" | [[#Critical smite|Critical smite]], [[#Special Mount|''Special Mount'']]<br />
|0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +2<br />
| class="left" | ''Remove disease'' 1/week<br />
|1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +2<br />
| class="left" | Battle blessing<br />
|1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +2<br />
| class="left" | [[#Sacred resistance|Sacred resistance]], [[#Zeal|Zeal +5/+3]]<br />
|1||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +3<br />
| class="left" | ''Remove disease'' 2/week<br />
|1||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +3<br />
| class="left" | [[#Zealous smite|Zealous smite]]<br />
|1||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3<br />
| class="left" | [[#Extra smiting|Extra smiting]]<br />
|1||1||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4<br />
| class="left" | ''Remove disease'' 3/week, [[#Zeal|Zeal +6/+4]]<br />
|1||1||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4<br />
| class="left" | Improved aura of courage<br />
|1||1||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +4<br />
| class="left" | Innocents' champion<br />
|2||1||1||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5<br />
| class="left" | ''Remove disease'' 4/week<br />
|2||1||1||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5<br />
| class="left" | [[#Improved sacred resistance|Improved sacred resistance]], [[#Zeal|Zeal +7/+5]]<br />
|2||2||1||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Holy champion<br />
|2||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ''Remove disease'' 5/week, Unweary zealot<br />
|3||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6<br />
| class="left" | Aura of heroism<br />
|3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6<br />
| class="left" | [[#Greater zeal|Greater zeal]], [[#Zeal|Zeal +8/+6]]<br />
|3||3||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<-fluff about class features->. All of the following are class features of the paladin.<br />
<br />
'''Weapon and Armor Proficiency:''' Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<br />
<br />
'''{{#anc:Aura of good}} ([[Ex]]):''' The power of a paladin's aura of good (see the ''[[SRD:Detect_Good|detect good]]'' spell) is equal to its paladin level.<br />
<br />
'''''{{#anc:Detect evil}}'' ([[Sp]]):''' At will, a paladin can use ''[[SRD:Detect_Evil|detect evil]]'', as the spell.<br />
<br />
'''{{#anc:Smite evil}} ([[Su]]):''' One time per Charisma modifier + 1 (minimum 1) per day, a paladin may attempt to smite evil with one normal melee attack or a ranged attack (within 30 feet-9 meters). It adds its Charisma bonus (if any) to its attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up. <br />
<br />
A paladin may not smite an unaware oppontent as administring justice must be an honourable act.<br />
<br />
'''{{#anc:Divine grace}} ([[Su]]):''' At 2nd level, a paladin gains a bonus equal to its Charisma bonus (if any) on all saving throws.<br />
<br />
'''{{#anc:Lay on hands}} ([[Su]]):''' Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (its own or those of others) by touch. Each day it can heal a total number of hit points of damage equal to its paladin level x its Charisma bonus. A paladin may choose to divide its healing among multiple recipients, and it doesn't have to use it all at once. Using lay on hands is a standard action.<br />
<br />
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of its daily allotment of points to use as damage after successfully touching an undead creature.<br />
<br />
'''{{#anc:Aura of courage}} ([[Su]]):''' Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of it gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if it is unconscious or dead.<br />
<br />
'''{{#anc:Divine health}} ([[Ex]]):''' At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.<br />
<br />
'''{{#anc:Spells}}:''' Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.<br />
<br />
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Wisdom modifier.<br />
<br />
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Its base daily spell allotment is given on Table: The Paladin. In addition, it receives bonus spells per day if it has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, it gains only the bonus spells it would be entitled to based on its Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.<br />
<br />
A paladin prepares and casts spells the way a cleric does, though it cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that it can cast spells of that level, but it must choose which spells to prepare during its daily meditation.<br />
<br />
Through 3rd level, a paladin has no caster level. At 4th level and higher, its caster level is one-half its paladin level.<br />
<br />
'''{{#anc:Turn undead}} ([[Su]]):''' When a paladin reaches 4th level, it gains the supernatural ability to turn undead. It may use this ability a number of times per day equal to 3 + its Charisma modifier. It turns undead as a cleric of three levels lower would.<br />
<br />
'''{{#anc:Zeal}} ([[Su]]):''' Starting at 4th level, a paladin enters a state of righteous might when confronted with an enemy that clearly opposes the paladin's moral code, its religion or the group it belongs to or clearly does or will do or has done something against the paladin's ethics (during combat or outside). <br />
<br />
In combat, it lasts one round per Charisma modifier + 1 (minimum 1) and the paladin gains a +4 to attacks and damage and +2 to Charisma. These bonuses increase by one at 8th, 12th, 16th and 20th level. At 8th level it gains also a +1 to AC as a sacred bonus. It increases by one at 12th level and at 20th level (+2/+3). <br />
<br />
When the effect fades the paladin is fatigued for the rest of the encounter.<br />
<br />
The DM and the player should agree whether zeal starts automatically or if the paladin may control it. A paladin may not enter zeal while hiding as it requires a certain dignity.<br />
<br />
'''{{#anc:Critical smite}} ([[Ex]]):''' At 5th level whenever the paladin smites and threatens a critical it, it may add its Charisma bonus to the roll to confirm.<br />
<br />
'''''{{#anc:[[#Special Mount|Special Mount]]}}'' ([[Sp]]):''' Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve in its crusade against evil ([[Paladin_In_The_Dungeon_(3.5e_Class)#The_Paladin.27s_Mount|see below]]). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).<br />
<br />
Once per day, as a full-round action, a paladin may magically call its mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.<br />
<br />
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.<br />
<br />
Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until it gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.<br />
<br />
'''''{{#anc:Remove disease}}'' ([[Sp]]):''' At 6th level, a paladin can produce a [[SRD:Remove Disease (Spell)|''remove disease'']] effect, as the spell, once per week. It can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).<br />
<br />
'''{{#anc:Battle blessing}}:''' At 7th level the paladin gains the Battle Blessing<ref>Complete Champion</ref> feat for free.<br />
<br />
'''{{#anc:Sacred resistance}} ([[Su]]):''' At 8th level, while zeal is active, the paladin gains spell resistance 10 + its Charisma modifier, but only against spells and spell-like abilities with the evil, chaotic or vile descriptor or if used by evil or chaotic enemies.<br />
<br />
'''{{#anc:Zealous smite}} ([[Ex]]):''' At 10th level, while zeal is active, any critical hit it confirms against a proper adversary activates the smite feature, as if it had successfully smitten the enemy. This effect doesn't waste any of the smite feature uses.<br />
<br />
'''{{#anc:Extra smiting}}:''' At 11th level the paladin may smite 3 + Charisma modifier (minimum 3) times per day instead of 1 + Charisma modifier.<br />
<br />
'''{{#anc:Improved aura of courage}} ([[Su]]):''' Beginning at 13th level your aura of courage doubles its range and the bonus it gives (now it's 20 feet-6 meters-and allies gain a +8 bonus against fear).<br />
<br />
'''{{#anc:Innocents' champion}} ([[Ex]]):''' Beginning at 14th level if the paladin has 0 hit points or lower, it remains conscious and acts as if it had hit points above 0. Zeal immediatly becomes active. Until the paladin reaches -10 hit points and dies or it regains enough hit points to raise above 0 the zeal feature remains active, even beyond its normal duration. When the paladin regains hit points above 0 zeal persists but only for its normal duration.<br />
<br />
If the paladin has the [[SRD:Diehard|Diehard]] feat it may remain alive in this state until -20 hit points.<br />
<br />
'''{{#anc:Improved sacred resistance}} ([[Su]]):''' At 16th level your spell resistance while zeal is active becomes 15 + Charisma modifier.<br />
<br />
'''{{#anc:Holy Champion}} ([[Ex]]):''' At 17th level when the paladin reaches its negative limit of hit points (-10 or -20) its countdown for zeal begins. It may remain alive until zeal continues. If it's under its normal limit of negative hit points when zeal is over it dies. If hit points raise above the negative limit zeal remains active indefinitely as normal.<br />
<br />
'''{{#anc:Unweary zealot}} ([[Ex]]):''' At 18th level a paladin does not suffer fatigue after zeal ends.<br />
<br />
'''{{#anc:Aura of heroism}} ([[Su]]):''' From 19th level aura of courage improves drastically: allies in the area are immune to fear effects. Anyone immune to fear inside the aura (including the paladin and its allies) that is subject to a fear effect is instead affected by the spell ''greater heroism'' except that bonuses increase to +8 and temporary hit points are equal to double the paladin's class level (up to a maximum of 40). It lasts one round per Charisma modifier. This bonuses stacks with the bonuses given by zeal.<br />
<br />
'''{{#anc:Greater zeal}} ([[Su]]):''' At 20th level the zeal feature lasts 3+Charisma modifier rounds and spell resistance increases to 20 + Charisma modifier.<br />
<br />
====[[#Special Mount|The Paladin's Mount]]====<br />
<br />
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a [[SRD:Heavy Warhorse|heavy warhorse]], and the standard mount for a Small paladin is a [[SRD:War Pony|warpony]]. Another kind of mount, such as a [[SRD:Riding Dog|riding dog]] (for a [[SRD:Halflings (Race)|halfling]] paladin) or a [[SRD:Shark|Large shark]] (for a paladin in an aquatic campaign) may be allowed as well.<br />
<br />
A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|-<br />
!Paladin<br/>Level || [[#Bonus HD|Bonus<br/>HD]] || [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] || [[#Str Adj.|Str<br/>Adj.]] || [[#Int|Int]] || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th–7th || +2 || +4 || +1 || 6 || class="left" | [[#Empathic Link|Empathic Link]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Share Saving Throws|Share Saving Throws]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th–10th || +4 || +6 || +2 || 7 || class="left" | [[#Improved Speed|Improved Speed]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th–14th || +6 || +8 || +3 || 8 || class="left" | ''[[#Command|Command]]'' Creatures of Its Kind<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th–20th || +8 || +10 || +4 || 9 || class="left" | [[#Spell Resistance|Spell Resistance]]<br />
|}<br />
<br />
'''Paladin’s Mount Basics:''' Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.<br />
<br />
''{{#anc:Bonus HD}}:'' Extra eight-sided (d8) Hit Dice, each of which gains a [[SRD:Constitution|Constitution]] modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.<br />
<br />
''{{#anc:Natural Armor Adj.}}:'' The number on the table is an improvement to the mount’s existing natural armor bonus.<br />
<br />
''{{#anc:Str Adj.}}:'' Add this figure to the mount’s [[SRD:Strength|Strength]] score.<br />
<br />
''{{#anc:Int}}:'' The mount’s [[SRD:Intelligence|Intelligence]] score.<br />
<br />
''{{#anc:Empathic Link}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.<br />
<br />
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.<br />
<br />
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see [[SRD:Familiars|Familiars]]).<br />
<br />
''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.<br />
<br />
''{{#anc:Share Spells}}:'' At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.<br />
<br />
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).<br />
<br />
''{{#anc:Share Saving Throws}}:'' For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.<br />
<br />
''{{#anc:Improved Speed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The mount’s speed increases by 10 feet.<br />
<br />
''{{#anc:Command}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 [[SRD:Concentration Skill|Concentration]] check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.<br />
<br />
''{{#anc:Spell Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.<br />
<br />
==== Ex-Paladins ====<br />
<br />
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.<br />
<br />
==== Epic Paladin ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Paladin}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<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" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Paladin ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== Paladins in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== Paladin Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> 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 />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== Paladins 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 <!-- EL Number -->:'' <-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 />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{3.5e 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: REMOVE THIS ENTIRE LINE<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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Paladin_In_The_Dungeon_(3.5e_Class)&diff=1415280Paladin In The Dungeon (3.5e Class)2020-12-10T19:53:15Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<!--name of image file--><br />
|imgsize=<!--width in pixels--><br />
|imgcaption=<!--Image caption--><br />
|type=[[Category:Good Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
|desc=This is a remade version of the paladin base class. It's a class part of the [[User:The_bluez_in_the_dungeon#In_the_Dungeon_series|In The Dungeon series]].<br />
The paladin redeems itself by gaining new class features and improving its precedent ones.<br />
<br />
The two great changes are a better version of the smite ability and the new feature: zeal.<br />
}}<br />
<br />
== Paladin ==<br />
<br />
A paladin is the champion of the weak, bulwark of justice, purity and loyalty. It's a warrior of high ideals, often religious, that wields its weapon and its integrity against the forces of evil and corruption. More than a holy fighter, though often one, a paladin is the embodiment of zeal and dedication to a cause or an oath. If you choose the paladin class you will be granted the righteous tools to smite and banish evil, to resist fear and fight against any odds, no matter how much overwhelming.<br />
<br />
=== Making a Paladin ===<br />
<br />
You are a martial class at the core but with a narrower scope: fight evil and defend the oppressed. Your class grants you the necessary features to fulfill your duty or die honourably while trying. You excel with good and lawful clerics, fighters, rangers, other paladins and sometimes monks. You are the most uncomfortable with classes that prefere falseness over forwardness such as rogues, cruelty over compassion as the barbarian or that outright dwell with occult forces such as warlocks or evil clerics. Your relationship with bards, sorcerers and wizards it's determinated by your personal attitude towards arcane magic and levity.<br />
<br />
'''[[SRD:Abilities (Creature Statistic)|Abilities]]:''' [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] are your key abilities, if you wish to fulfill your martial role (or [[SRD:Dexterity|Dexterity]] if you prefer ranged combat). Beside that, [[SRD:Charisma|Charisma]] is fundamental to increase your offensive and defensive features as well as strenghtening your spells, for which you also need a good [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''Races:''' Every race that feels the call of justice answers it with paladins, so they are not much limited to single races, so long the individual is strong and pure in its beliefs.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' [[SRD:Lawful Good|Lawful good]].<br />
<br />
'''Starting Gold:''' 6d4 x 10 (150 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Paladin}}</div><br />
Hit Die: d10<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 />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +0<br />
| class="left" | [[#Aura of good|Aura of good]], [[#Detect evil|''Detect evil'']], [[#Smite evil|Smite evil]]<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +0<br />
| class="left" | Divine grace, Lay on hands<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +1<br />
| class="left" | Aura of courage, Divine health<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +1<br />
| class="left" | Turn undead, [[#Zeal|Zeal +4/+2]]<br />
|0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +1<br />
| class="left" | [[#Critical smite|Critical smite]], [[#Special Mount|''Special Mount'']]<br />
|0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +2<br />
| class="left" | ''Remove disease'' 1/week<br />
|1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +2<br />
| class="left" | Battle blessing<br />
|1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +2<br />
| class="left" | [[#Sacred resistance|Sacred resistance]], [[#Zeal|Zeal +5/+3]]<br />
|1||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +3<br />
| class="left" | ''Remove disease'' 2/week<br />
|1||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +3<br />
| class="left" | [[#Zealous smite|Zealous smite]]<br />
|1||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3<br />
| class="left" | [[#Extra smiting|Extra smiting]]<br />
|1||1||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4<br />
| class="left" | ''Remove disease'' 3/week, [[#Zeal|Zeal +6/+4]]<br />
|1||1||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4<br />
| class="left" | Improved aura of courage<br />
|1||1||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +4<br />
| class="left" | Innocents' champion<br />
|2||1||1||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5<br />
| class="left" | ''Remove disease'' 4/week<br />
|2||1||1||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5<br />
| class="left" | [[#Improved sacred resistance|Improved sacred resistance]], [[#Zeal|Zeal +7/+5]]<br />
|2||2||1||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Holy champion<br />
|2||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ''Remove disease'' 5/week, Unweary zealot<br />
|3||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6<br />
| class="left" | Aura of heroism<br />
|3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6<br />
| class="left" | [[#Greater zeal|Greater zeal]], [[#Zeal|Zeal +8/+6]]<br />
|3||3||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<-fluff about class features->. All of the following are class features of the paladin.<br />
<br />
'''Weapon and Armor Proficiency:''' Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<br />
<br />
'''{{#anc:Aura of good}} ([[Ex]]):''' The power of a paladin's aura of good (see the ''[[SRD:Detect_Good|detect good]]'' spell) is equal to its paladin level<br />
<br />
'''''{{#anc:Detect evil}}'' ([[Sp]]):''' At will, a paladin can use ''[[SRD:Detect_Evil|detect evil]]'', as the spell.<br />
<br />
'''{{#anc:Smite evil}} ([[Su]]):''' One time per Charisma modifier + 1 (minimum 1) per day, a paladin may attempt to smite evil with one normal melee attack or a ranged attack (within 30 feet-9 meters). It adds its Charisma bonus (if any) to its attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up. <br />
<br />
A paladin may not smite an unaware oppontent as administring justice must be an honourable act.<br />
<br />
'''{{#anc:Divine grace}} ([[Su]]):''' At 2nd level, a paladin gains a bonus equal to its Charisma bonus (if any) on all saving throws.<br />
<br />
'''{{#anc:Lay on hands}} ([[Su]]):''' Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (its own or those of others) by touch. Each day it can heal a total number of hit points of damage equal to its paladin level x its Charisma bonus. A paladin may choose to divide its healing among multiple recipients, and it doesn't have to use it all at once. Using lay on hands is a standard action.<br />
<br />
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of its daily allotment of points to use as damage after successfully touching an undead creature.<br />
<br />
'''{{#anc:Aura of courage}} ([[Su]]):''' Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of it gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if it is unconscious or dead.<br />
<br />
'''{{#anc:Divine health}} ([[Ex]]):''' At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.<br />
<br />
'''{{#anc:Spells}}:''' Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.<br />
<br />
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Wisdom modifier.<br />
<br />
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Its base daily spell allotment is given on Table: The Paladin. In addition, it receives bonus spells per day if it has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, it gains only the bonus spells it would be entitled to based on its Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.<br />
<br />
A paladin prepares and casts spells the way a cleric does, though it cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that it can cast spells of that level, but it must choose which spells to prepare during its daily meditation.<br />
<br />
Through 3rd level, a paladin has no caster level. At 4th level and higher, its caster level is one-half its paladin level.<br />
<br />
'''{{#anc:Turn undead}} ([[Su]]):''' When a paladin reaches 4th level, it gains the supernatural ability to turn undead. It may use this ability a number of times per day equal to 3 + its Charisma modifier. It turns undead as a cleric of three levels lower would.<br />
<br />
'''{{#anc:Zeal}} ([[Su]]):''' Starting at 4th level, a paladin enters a state of righteous might when confronted with an enemy that clearly opposes the paladin's moral code, its religion or the group it belongs to or clearly does or will do or has done something against the paladin's ethics (during combat or outside). <br />
<br />
In combat, it lasts one round per Charisma modifier + 1 (minimum 1) and the paladin gains a +4 to attacks and damage and +2 to Charisma. These bonuses increase by one at 8th, 12th, 16th and 20th level. At 8th level it gains also a +1 to AC as a sacred bonus. It increases by one at 12th level and at 20th level (+2/+3). <br />
<br />
When the effect fades the paladin is fatigued for the rest of the encounter.<br />
<br />
The DM and the player should agree whether zeal starts automatically or if the paladin may control it. A paladin may not enter zeal while hiding as it requires a certain dignity.<br />
<br />
'''{{#anc:Critical smite}} ([[Ex]]):''' At 5th level whenever the paladin smites and threatens a critical it, it may add its Charisma bonus to the roll to confirm.<br />
<br />
'''''{{#anc:[[#Special Mount|Special Mount]]}}'' ([[Sp]]):''' Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve in its crusade against evil ([[Paladin_In_The_Dungeon_(3.5e_Class)#The_Paladin.27s_Mount|see below]]). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).<br />
<br />
Once per day, as a full-round action, a paladin may magically call its mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.<br />
<br />
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.<br />
<br />
Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until it gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.<br />
<br />
'''''{{#anc:Remove disease}}'' ([[Sp]]):''' At 6th level, a paladin can produce a [[SRD:Remove Disease (Spell)|''remove disease'']] effect, as the spell, once per week. It can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).<br />
<br />
'''{{#anc:Battle blessing}}:''' At 7th level the paladin gains the Battle Blessing<ref>Complete Champion</ref> feat for free.<br />
<br />
'''{{#anc:Sacred resistance}} ([[Su]]):''' At 8th level, while zeal is active, the paladin gains spell resistance 10 + its Charisma modifier, but only against spells and spell-like abilities with the evil, chaotic or vile descriptor or if used by evil or chaotic enemies.<br />
<br />
'''{{#anc:Zealous smite}} ([[Ex]]):''' At 10th level, while zeal is active, any critical hit it confirms against a proper adversary activates the smite feature, as if it had successfully smitten the enemy. This effect doesn't waste any of the smite feature uses.<br />
<br />
'''{{#anc:Extra smiting}}:''' At 11th level the paladin may smite 3 + Charisma modifier (minimum 3) times per day instead of 1 + Charisma modifier.<br />
<br />
'''{{#anc:Improved aura of courage}} ([[Su]]):''' Beginning at 13th level your aura of courage doubles its range and the bonus it gives (now it's 20 feet-6 meters-and allies gain a +8 bonus against fear).<br />
<br />
'''{{#anc:Innocents' champion}} ([[Ex]]):''' Beginning at 14th level if the paladin has 0 hit points or lower, it remains conscious and acts as if it had hit points above 0. Zeal immediatly becomes active. Until the paladin reaches -10 hit points and dies or it regains enough hit points to raise above 0 the zeal feature remains active, even beyond its normal duration. When the paladin regains hit points above 0 zeal persists but only for its normal duration.<br />
<br />
If the paladin has the [[SRD:Diehard|Diehard]] feat it may remain alive in this state until -20 hit points.<br />
<br />
'''{{#anc:Improved sacred resistance}} ([[Su]]):''' At 16th level your spell resistance while zeal is active becomes 15 + Charisma modifier.<br />
<br />
'''{{#anc:Holy Champion}} ([[Ex]]):''' At 17th level when the paladin reaches its negative limit of hit points (-10 or -20) its countdown for zeal begins. It may remain alive until zeal continues. If it's under its normal limit of negative hit points when zeal is over it dies. If hit points raise above the negative limit zeal remains active indefinitely as normal.<br />
<br />
'''{{#anc:Unweary zealot}} ([[Ex]]):''' At 18th level a paladin does not suffer fatigue after zeal ends.<br />
<br />
'''{{#anc:Aura of heroism}} ([[Su]]):''' From 19th level aura of courage improves drastically: allies in the area are immune to fear effects. Anyone immune to fear inside the aura (including the paladin and its allies) that is subject to a fear effect is instead affected by the spell ''greater heroism'' except that bonuses increase to +8 and temporary hit points are equal to double the paladin's class level (up to a maximum of 40). It lasts one round per Charisma modifier. This bonuses stacks with the bonuses given by zeal.<br />
<br />
'''{{#anc:Greater zeal}} ([[Su]]):''' At 20th level the zeal feature lasts 3+Charisma modifier rounds and spell resistance increases to 20 + Charisma modifier.<br />
<br />
====[[#Special Mount|The Paladin's Mount]]====<br />
<br />
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a [[SRD:Heavy Warhorse|heavy warhorse]], and the standard mount for a Small paladin is a [[SRD:War Pony|warpony]]. Another kind of mount, such as a [[SRD:Riding Dog|riding dog]] (for a [[SRD:Halflings (Race)|halfling]] paladin) or a [[SRD:Shark|Large shark]] (for a paladin in an aquatic campaign) may be allowed as well.<br />
<br />
A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|-<br />
!Paladin<br/>Level || [[#Bonus HD|Bonus<br/>HD]] || [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] || [[#Str Adj.|Str<br/>Adj.]] || [[#Int|Int]] || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th–7th || +2 || +4 || +1 || 6 || class="left" | [[#Empathic Link|Empathic Link]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Share Saving Throws|Share Saving Throws]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th–10th || +4 || +6 || +2 || 7 || class="left" | [[#Improved Speed|Improved Speed]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th–14th || +6 || +8 || +3 || 8 || class="left" | ''[[#Command|Command]]'' Creatures of Its Kind<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th–20th || +8 || +10 || +4 || 9 || class="left" | [[#Spell Resistance|Spell Resistance]]<br />
|}<br />
<br />
'''Paladin’s Mount Basics:''' Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.<br />
<br />
''{{#anc:Bonus HD}}:'' Extra eight-sided (d8) Hit Dice, each of which gains a [[SRD:Constitution|Constitution]] modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.<br />
<br />
''{{#anc:Natural Armor Adj.}}:'' The number on the table is an improvement to the mount’s existing natural armor bonus.<br />
<br />
''{{#anc:Str Adj.}}:'' Add this figure to the mount’s [[SRD:Strength|Strength]] score.<br />
<br />
''{{#anc:Int}}:'' The mount’s [[SRD:Intelligence|Intelligence]] score.<br />
<br />
''{{#anc:Empathic Link}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.<br />
<br />
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.<br />
<br />
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see [[SRD:Familiars|Familiars]]).<br />
<br />
''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.<br />
<br />
''{{#anc:Share Spells}}:'' At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.<br />
<br />
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).<br />
<br />
''{{#anc:Share Saving Throws}}:'' For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.<br />
<br />
''{{#anc:Improved Speed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The mount’s speed increases by 10 feet.<br />
<br />
''{{#anc:Command}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 [[SRD:Concentration Skill|Concentration]] check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.<br />
<br />
''{{#anc:Spell Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.<br />
<br />
==== Ex-Paladins ====<br />
<br />
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.<br />
<br />
==== Epic Paladin ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Paladin}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<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" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Paladin ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== Paladins in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== Paladin Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> 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 />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== Paladins 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 <!-- EL Number -->:'' <-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 />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{3.5e 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: REMOVE THIS ENTIRE LINE<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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Warlock_In_The_Dungeon_(3.5e_Class)&diff=1415095Warlock In The Dungeon (3.5e Class)2020-12-10T10:42:28Z<p>The bluez in the dungeon: /* Campaign Information */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<!--name of image file--><br />
|imgsize=<!--width in pixels--><br />
|imgcaption=<!--Image caption--><br />
|type=[[Category:Bad Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
|desc=This a remade version of the warlock base class. It's part of the [[User:The_bluez_in_the_dungeon#In_the_Dungeon_series|In The Dungeon series]].<br />
It gains more invocations, more damaging eldritch blast and better and new defenses.<br />
}}<br />
<br />
== Warlock ==<br />
<br />
Warlocks are arcanists and scholars that dwell with eldritch and occult powers, gaining their abilities either by trade with otherworldly or supernatural entities, by occult rituals or by their bloodline, if they have mysterious and magical ancestors. In fact they resemble sorcerer more than wizards when talking about the source of their abilities.<br />
<br />
In any case, regardless of the origin of their powers, be it a curse or a voluntary pact, they gain magical abilities, called invocations, that are generally weaker than arcane spells but they are not bound to a daily limit to use them, and a mystical weapon, the eldritch blast, that they may use to inflict damage and channel some of their invocations.<br />
<br />
=== Making a Warlock ===<br />
<br />
The main ability of the warlock are its invocations and your choices define what kind of warlock you are and what you are capable of (from flying to beguiling to field-control). Beside those your eldritch blast gives you, more or less, the same damage output of any other warlocks. You gain some defenses in the form of damage reduction, spell and energy resistance and fast healing. At last, you gain some useful abilities that let you manipulate magical items as and better than a traditional arcanist and you may even create magic items, even without spells.<br />
<br />
'''Abilities:''' Your main statistics is likely to be Charisma as it synergizes best with a lot of invocations and class skills. But you may also forgo Charisma altogether and focus on Dexterity and Constitution to become a glass-cannon without so much glass, choosing invocations that don't need saving throws to work. At last Intelligence may be a nice choice to capitalize your list of class skills and your role as a scholar.<br />
<br />
'''Races:''' Altough any race may be tainted with occult forces or just with lust for power, humans and half-orcs are the most common races. Tieflings and half-fiends follow, their origin granting only a complement to the mark in the soul of a warlock. Halflings and gnomes may also be attracted to this rapid way of gaining magical powers. In any case any individual that searches for power or is unlucky enough to have had ancestors that did, may become a warlock, regardless of its race.<br />
<br />
'''Alignment:''' Any evil, neutral or chaotic (but even lawful warlocks may be a reality, although rare).<br />
<br />
'''Starting Gold:''' 4d4 x 10 (100 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple or Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Warlock}}</div><br />
Hit Die: d6<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" | [[#Invocations|Invocations<br/>Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st||class="left" | +0 || +0 || +0 || +2<br />
| class="left" | ''Eldritch blast 1d6'', Invocations (least)<br />
| 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd||class="left" | +1 || +0 || +0 || +3<br />
| class="left" | ''Detect magic''<br />
| 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd||class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Damage reduction 1/cold iron, ''Eldritch blast 2d6''<br />
| 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Deceive item, Eldritch grace<br />
| 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | ''Eldritch blast 3d6''<br />
| 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | Eldritch resonance 10, New invocation (least or lesser)<br />
| 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Damage reduction 2/cold iron, ''Eldritch blast 4d6''<br />
| 7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Bonus feat, Fiendish resilience 1<br />
| 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | ''Eldritch blast 5d6''<br />
| 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Energy resistance 5<br />
| 9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | Damage reduction 4/cold iron, ''Eldritch blast 6d6'', New invocation (least, lesser, or greater)<br />
| 11<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Eldritch resonance 15, Imbue item<br />
| 11<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | ''Eldritch blast 7d6'', Fiendish resilience 2<br />
| 12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | Bonus feat, Occult soul<br />
| 12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" | Damage reduction 6/cold iron, ''Eldritch blast 8d6''<br />
| 13<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Eldritch resonance 20, New invocation (least, lesser, greater, or dark)<br />
| 15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | ''Eldritch blast 9d6'', Eldritch mind<br />
| 15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | Bonus feat, Fiendish resilience 5<br />
| 16<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | Damage reduction 10/cold iron, ''Eldritch blast 10d6<br />
| 16<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | Energy resistance 10, Supernatural power<br />
| 17<br />
|- class="noalt"<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(arcana) (Int), Knowledge(the planes) (Int), Knowledge(religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
As previously stated your main strength is your eldritch blast and the array of invocations you have. This variant of the warlock tries to give enough reason to take all the twenty levels by increasing the number of invocations you gain, readjusting the eldritch blast damage to make it more competitive, adding some features and some fitting feats. All of the following are class features of the warlock.<br />
<br />
'''Weapon and Armor Proficiency:''' Warlocks are proficient with all simple weapons. They are proficient with light armor but not with shields.<br />
<br />
Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of its invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component). A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.<br />
<br />
'''{{#anc:Invocations}}:''' A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, it possesses a repertoire of attacks, defenses, and abilities known as invocations that require it to focus the wild energy that suffuses its soul. A warlock can use any invocation it knows at will, with the following qualifications:<br />
<br />
A warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if it is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A warlock's caster level with its invocations is equal to its warlock level.<br />
<br />
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. It can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.<br />
<br />
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of two invocations, which must be of the lowest grade (least). As a warlock gains levels, it learns new invocations, as summarized on Table: The Warlock and described below.<br />
<br />
At any level when a warlock learns a new invocation, it can also replace an invocation it already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation it knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation it knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation it knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).<br />
<br />
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters; see below.<br />
<br />
Invocations are like rapid rituals, embedded into your soul, that is where your mystic power comes from. Any time you learn a new one you have grown in the understanding of the power that dweel within you and on how to harness it.<br />
<br />
Official invocations: [https://molivero.com/dndtools/USRD/srd/magic/invocations/classInvocationLists/warlockInvocations.html Warlock invocations list]<br />
<br />
Homebrew invocations: [[3.5e_Warlock_Invocations|3.5e Warlock invocations]]<br />
<br />
'''''{{#anc:Eldritch blast}}'' ([[Sp]]):''' The first ability a warlock learns is eldritch blast. A warlock attacks its foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.<br />
<br />
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence.<br />
<br />
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.<br />
<br />
A warlock can use eldritch blast at will.<br />
<br />
The eldritch blast is the simplest and most direct invocation that you need to protect yourself in this dangerous world.<br />
<br />
'''''{{#anc:Detect magic}}'' ([[Sp]]):''' Beginning at 2nd level, a warlock can use ''[[SRD:Detect_Magic|detect magic]]'' as the spell at will. Its caster level equals its class level.<br />
<br />
A basic and fundamental spell for any spellcaster, an intimate and natural ability for you.<br />
<br />
'''{{#anc:Damage reduction}} ([[Su]]):''' Fortified by the supernatural power flowing in its body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock's damage reduction improves as shown on Table: The Warlock.<br />
<br />
The eldritch power within makes you resistant to many kinds of harm.<br />
<br />
'''{{#anc:Deceive Item}} ([[Ex]]):''' At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.<br />
<br />
To beguile a person or an object it's the same thing, when magic is involved. Your special connection with all that it's eldritch gives you an head start against other spellcaster when it comes to using magic devices.<br />
<br />
'''{{#anc:Eldritch grace}} ([[Ex]]):''' Starting from 4th level a warlock adds its Charisma modifier to all of its saving throws.<br />
<br />
Through supernatural willpower you gain incredible resistance to any danger directed towards you.<br />
<br />
'''{{#anc:Eldritch resonance}} ([[Su]]):''' Starting at 6th level a warlock may resonate its inner magic with magic from the outside to protect itself. As a standard action It may gain spell resistance 10 + its Charisma modifier (maximum 15) for one minute per Charisma modifier per day. It may split the time in smaller increments, dismissing it as a move action. Its invocation are not affected by this spell resistance. <br />
<br />
At 12th level it increases to 15 + its Charisma modifier (maximum 20) and again to 20 + its Charisma modifier (maximum 25) at 16th level.<br />
<br />
You may not be as able as other spellcaster, but at least your altered spirit makes it more difficult to target you with magic, while your powers continue to operate.<br />
<br />
'''{{#anc:Bonus feat}}:''' At 8th, 14th and 18th level a warlock gains a bonus feat. It may choose it from any item creation feat or any feat that modifies, empowers or grants spell-like abilities (such as Arcane mastery, Boost spell-like ability, Corrupt spell-like ability, Maximize spell-like ability, Mortalbane, Spell hand or similar ones) or that has prerequisites that only a warlock could have (such as the Extra invocation feat or Infernal Adept).<br />
<br />
You must strive to do your best to stay at the top and being skilled is a sure way to rise up some steps.<br />
<br />
'''{{#anc:Fiendish resilience}} ([[Su]]):''' Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, it can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.<br />
<br />
At 13th level, a warlock's fiendish resilience improves. When in its fiendish resilience state, it gains fast healing 2 instead and it may enter Fiendish resilience two times per day. At 18th level, a warlock's fiendish resilience improves to fast healing 5 and it may enter Fiendish resilience three times per day.<br />
<br />
A feature that your soul gives you to maintain itself. Often hunted down by clerics rather than cared for, your individualism is being pushed by necessity alone to preserve you.<br />
<br />
'''{{#anc:Energy resistance}} ([[Su]]):''' At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.<br />
<br />
The wild forces inside of you confer a special resistance to bodily harm.<br />
<br />
'''{{#anc:Imbue item}} ([[Su]]):''' A warlock of 12th level or higher can use its supernatural power to create magic items, even if it does not know the spells required to make an item (although it must know the appropriate item creation feat). It can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell it doesn't know or can't cast.<br />
<br />
If the check succeeds, the warlock can create the item as if it had cast the required spell. If it fails, it cannot complete the item. It does not expend the XP or gp costs for making the item; its progress is simply arrested. It cannot retry this Use Magic Device check for that spell until it gains a new level.<br />
<br />
The trick of persuasion and imitation of magic grants you an ability usually reserved to spellcasters.<br />
<br />
'''{{#anc:Occult soul}} ([[Su]]):''' At 14th level a warlock eldritch powers improve. It gains a +1 to the DC of all its invocations and a +2 to caster check to overcome spell resistance with its invocations (this bonus stacks with any similar bonus). Its eldritch blast may overcome lawful or good damage reduction. It must choose one and it may never change it.<br />
<br />
Your soul is completely fused with mystical powers and it strengthen your invocations.<br />
<br />
'''{{#anc:Eldritch mind}} ([[Su]]):''' From 17th you gain a special resistance to effects that target your mind. You become immune to one kind of mind-affecting effects (such as sleep, charm, compulsion, fear or hallucination). In addition you negate any effect of a succesful Will save and you are subject to the partial effect of a Will save if you fail it (similar to Improved evasion).<br />
<br />
Your nerves become irradiated with mystic forces so much that mind-affecting abilities have a weaker effect on you.<br />
<br />
'''{{#anc:Supernatural power}} ([[Su]]):''' At 20th level a warlock may add a +1 damage per die of damage of its eldritch blast when hitting with it. If it has more dices of damage than normal the bonus damage applies to them too (such as from the Mortalbane feat or from magic items). From now on its eldritch blast overcomes lawful and good damage reduction, regardless of its previous choice.<br />
<br />
Even if you are not evil your entire being is infused with strange and arcane powers that escape the grasp of reality, tranforming you in a supernatural being.<br />
<br />
==== Warlocks and prestige classes ====<br />
<br />
Warlocks benefit in a specific way from prestige classes that have "+1 level of existing arcane spellcasting class" or "+1 level of existing spellcasting class" as a level advancement benefit. A warlock taking levels in such a prestige class does not gain any of its class abilities, but it does gain an increased caster level when using its invocations and increased damage with its eldritch blast. Levels of prestige classes that provide +1 level of spellcasting effectively stack with the warlock's level to determine its eldritch blast damage (treat its combined caster level as its warlock class level when looking at Table: The Warlock to determine eldritch blast damage) and its eldritch blast caster level (half its total caster level from its warlock levels and its levels in the prestige class that grant it an increased spellcasting level). A warlock also gains new invocations known at these prestige class levels as though it had gained a level in the warlock class.<br />
<br />
A warlock cannot qualify for prestige classes with spellcasting level requirements, as it never actually learns to cast spells. However, prestige classes with caster level requirements, such as the acolyte of the skin, are well suited to the warlock. A warlock's caster level for its invocations fulfills this requirement.<br />
<br />
For some warlock's only prestige classes check my profile page: [[User:The_bluez_in_the_dungeon|The bluez in the dungeon]]<br />
<br />
==== Ex-Warlocks ====<br />
<br />
If you take the alignment restriction strictly a warlock may not become legal, or it will lose its powers (except detect magic and deceive item). But, given the variety of the warlock's power sources, this rule may be abandoned or softened (maybe not all its powers are gone). If you play with the idea that a warlock receives its power by some kind of patron maybe breaking express orders or guidelines of the patron may result in some form punishment, such as revoking the warlock's features.<br />
<br />
==== Epic Warlock ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<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" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Warlock ====<br />
<br />
'''Religion:''' Religion and warlocks have usually strange, if not hostile, relationships. Warlocks are often considered heretics and evil cultist by most of the good major religions so their attitude is tense at best. Sometimes though a warlock may be related to a god, more often an evil or chaotic one, or revere its patron as a god. Sometimes warlocks substitute clerics in organized religion, especially in small cults or primitive cultures.<br />
<br />
'''Other Classes:''' Paladin and good clerics have the most difficult relationship with companions warlocks. Sorcerers and wizards may look at them as rivals, or as poor imitations of an arcanist. Other classes should be a lot more neutral towards them, if no other motives occur.<br />
<br />
'''Combat:''' Given that your specific role is determined by your invocations, generally you should be a long range blaster with magical abilities that may help with general or combat utilities. You are too fragile to be a front line combatant although the ''eldritch glaive'' invocation may make you an eldritch warrior.<br />
<br />
'''Advancement:''' Your class features don't integrate with any others from other classes so, unless you desire a particular build or a specific prestige classes, you benefit the most by continuing in the warlock class.<br />
<br />
==== Warlocks in the World ====<br />
<br />
{{quote|Idiot! Prepare to feel the wrath of Nanpligh'Nyobaagg!|orig=Andator Bloodtooth, half-orc warlock}}<br />
<br />
Warlocks are usually loners and estranged from society, as they usually don't fit in most of civilitations. Despite this, with diplomacy and some bluff, they may actually become well received members of society, especially where their powers are, if not praised, not frowned upon.<br />
<br />
'''Daily Life:''' A warlock may be a cultist, a scholar or a cursed and borderline crazy person. Your background should determine your life not as much as being a warlock.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' They are often solitary individuals, as not a lot of formal organizations exist, but they may have pupils or masters or live together in small companies or cabals. Sometimes they become leaders or notable figures in their respective society.<br />
<br />
'''NPC Reactions:''' Normal people and authorities react to the presence of a warlock as their society tells them to treat occult adepts: either with fear and hate or with more reverence.<br />
<br />
==== Warlock Lore ====<br />
<br />
Characters with ranks in Knowledge (arcana), Knowledge (the planes) or Knowledge (religion) can research warlocks 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 />
|+ Knowledge (arcana), Knowledge (the planes), Knowledge (religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Those arcanists dwell with evil powers.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Warlocks are a varied and diverse group, with no common purpose and often treated as a threat.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Their power usually comes from some pact or taint in their soul, not always voluntarily obtained.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Some say that sorcerers are just warlocks that weren't mistreated as much and developed more powerful powers.<br />
|}<br />
<br />
==== Warlocks 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:''' As previously stated, you may forgo the alignment restriction and you have a lot of flexibility with the origin of your powers (maybe they are divine or celestial?). <br />
You may look for other warlock variants on this site as the excellent [[Warlock,_Baatorian_(3.5e_Class)|Warlock, Baatorian]] or [[Celestial_Warlock_(3.5e_Class)|Celestial Warlock]] or [[Warlock_(Keran)|Warlock (Keran)]] or any other (simply type "warlock" in the research bar).<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-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 />
{{3.5e Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Category_talk:Heart_of_Darkness&diff=1414895Category talk:Heart of Darkness2020-12-09T20:25:16Z<p>The bluez in the dungeon: /* Congratulations */</p>
<hr />
<div>===Congratulations===<br />
This martial discipline is fantastic, I love it. May I add some adjustments, as internal links to conditions and similar terms?<br />
--[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 05:22, 5 December 2020 (MST)</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Shirrec,_the_bluez%27s_variant_(3.5e_Race)&diff=1414870Shirrec, the bluez's variant (3.5e Race)2020-12-09T18:49:48Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{x0<br />
|la=0<br />
|ecl=0<br />
|type=Humanoid<br />
|ability_adjust=+2 Dex, -2 Cha<br />
|size=Medium<br />
|favored_class=Ninja/If not in an oriental setting: [[SRD:Rogue (Class)|Rogue]]<br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
== '''Shirrec''' ==<br />
<br />
Shirreci (plural of shirrec) are a race made from transmuted humanoid that are changed, with a magical process, into mantis-like creature. They are usually criminal or deprecable members of society that are punished by magical means: their bodies and minds are changed to better accomodate their new lives and tasks.<br />
<br />
They are reintroduced into their original society as artisans, artists, consultants, attendants and even higher servants and ministers of nobles and institutions. They are appreciated for their unbound loyalty, reserve and dedition to work, as well as for their incredible manual skills and analytic minds.<br />
<br />
Some of them are conscript in spies' ranks, as their natural talents aid them in espionage, scouting and assassination.<br />
<br />
=== Personality ===<br />
<br />
Shirrechi are impassible workaholic, that take their tasks very seriously and are indifferent to provocation and distraction. They are collected and calm, but attentive and relentless in the pursue of their objectives. They are not immune to comedy and humor or any emotions coming from artistic works, but they are often visually unresponsive to those, keeping their enjoyment on the inside.<br />
<br />
They are easily startled when caught off guard, as they are very observant of their surroundings.<br />
<br />
They learn quickly any skill that needs high craftmanship and they are silent and loyal on their place of work. They enjoy simple pleasures, without any excess.<br />
<br />
=== Physical Description ===<br />
<br />
Shirrechi resemble humanoid mantis, with a skin complexion going from light green to dull yellow, to plain brown. Rare are deep green shirrechi, and even rarer are white shirrechi.<br />
<br />
Their bodies display small chitinous plaques on elbows, knees, shoulders and on their back. They have an insect-like abdomens, not much prominent, but clearly visible. <br />
<br />
They have long and thin legs, similar to those of mantis, with small and soft barbs. Their hands are delicate, with slim and deft fingers. Their body is slender, as it's the neck, with a flat head, sporting two wide and bulging, semi-compound eyes. These are orange, yellow and red in color.<br />
<br />
Their most notable, yet hidden, peculiarity are the two talon-like blades, inserted into the lower part of their forearms, that may be quickly extended to function as dangerous weapons.<br />
<br />
Females are a bit higher and heavier than males.<br />
<br />
=== Relations ===<br />
<br />
Shirrechi were created by humans of the Storm Empire, in Roshar, to repurpose criminals into functioning members of society. They are completely aware of this, but, as they forget their previous life and because of their transformation, they are very receptive to their new condition and do not hold any grudge. <br />
<br />
They are respected by everyone, but not so much loved, given their cold disposition and monotone voice. They are usually high rank servants, but still servants.<br />
<br />
They are infertile, but, being male and female, they often live together for all their lives, in a relationship-like status. They usually follow the customs of their region, but as their unions are quiet, many combinations are possible.<br />
<br />
=== Alignment ===<br />
<br />
Usually lawful and neutral (often in combination), as their mind and instruction teach them to be detached and loyal, but any alignment is possible for a shirrec, although extremes are rare.<br />
<br />
=== Lands ===<br />
<br />
Shirrechi live mainly in Roshar, in the Storm Empire. They have very few reasons to travel abroad, and those who are, are usually on a mission or lost.<br />
<br />
They live in a moderately temperate environment, so they are not adapted to hot or cold climates.<br />
<br />
=== Religion ===<br />
<br />
They are not very religious, but respect traditions and rituals without complaints. <br />
<br />
Their spirituality is mostly directed towards the self and the inner side, as they engage often in meditation or artistic contemplation in their free time.<br />
<br />
=== Language ===<br />
<br />
They speak the common language of the land, but ninja shirrechi have invented a "language" made by clicks and wirrs, simply called "Clickspeak", that is useful to report simple and rapid messages during missions. There's no written alphabet for Clickspeak and only shirrechi may learn it, because of their particular, insect-like, mouth.<br />
<br />
=== Names ===<br />
<br />
Shirrechi adopt the naming convention of Roshar, with simple names made up by two or three short words (name and surname or an additional name, akin to a nickname or a word denoting some peculiar trait or condition of the person).<br />
<br />
=== Racial Traits ===<br />
<br />
* +2 [[SRD:Dexterity|Dexterity]], -2 [[SRD:Charisma|Charisma]]: Shirrechi are agile, swift and precise in their movements, but as they do not rely on complex social interactions, and their faces are always unreadable, they pass as cold and asocial.<br />
<br />
* [[SRD:Humanoid|Humanoid]]. You may instead treat them as [[SRD:Monstrous Humanoid Type|monstrous humanoid]]. In this case the shirrec's LA is +1.<br />
<br />
* [[SRD:Medium|Medium Size]]: No size related bonuses.<br />
<br />
* Shirrec [[base land speed]] is 40 feet (12 meters).<br />
<br />
* +1 [[SRD:Natural Armor Bonus|Natural Armor]] to [[SRD:Armor Class|AC]]: Shirrechi have some chitinous small placques on their bodies.<br />
<br />
* [[SRD:Natural Weapons|Natural Weapons]]: Shirrechi have two hidden barbed blades granting them 2 claws attack, that deal 1d6 of piercing damage each. They are located along their forearm, and remain hidden until "unsheated". <br />
<br />
When disclosed, they extend down from the wrist. Usually a shirrec closes its finger in a fist when the blade is visible, sometimes grasping it with its hand. Disclosing the blades is a free action for a shirrec (if you do not like it, a shirrec character needs to use a move action to draw them and may need the feat [[SRD:Quick Draw (Feat)|Quick Draw]] to draw the blades as a free action). <br />
<br />
If a shirrec has a the [[SRD:Improved Unarmed Strike (Feat)|Improved Unarmed Strike]] feat, its blades count as the unarmed attack (the base damage is still 1d6 of piercing damage). If a shirrec has the [[SRD:Monk#Table:_The_Monk|unarmed damage progression]] of a monk, or anything similar, it substitutes its blades' damage. Shirrechi have very thin fingers and delicate hands, not suited for combat. They get over their weakness by learning to use their blades for martial arts.<br />
<br />
A shirrec may not use any item or weapon while fighting with its blades.<br />
<br />
* Serrated blades: Anytime a shirrec succeeds on a grapple check to inflict damage it deals 2d4 extra piercing damage, if both of its blades are grappling the opponent. It has a +2 to [[SRD:Grapple|grapple]] checks and grapple checks to inflict damage.<br />
<br />
* +4 on [[SRD:Hide (Skill)|Hide]] checks: They have a natural predisposition to stand completely still.<br />
<br />
* +2 on [[SRD:Jump (Skill)|Jump]] checks: Shirrechi are agile creatures, very lightweight.<br />
<br />
* +2 on [[SRD:Spot (Skill)|Spot]] checks: Their partially compound eyes grant them enhanced vision.<br />
<br />
* +2 on [[SRD:Craft (Skill)|Craft]], [[SRD:Disable Device (Skill)|Disable Device]] and [[SRD:Open Lock (Skill)|Open Lock]] checks: Shirrechi are very competent artisans and their nimble fingers are unchalleged in operating small items.<br />
<br />
* -2 on [[SRD:Bluff (Skill)|Bluff]] checks: Shirreci are not very sociable and often have a hard time changing their expression.<br />
<br />
* -2 on [[SRD:Climb (Skill)|Climb]] checks: Although their bodies are very light, their hands are not strong enough to efficiently help in climbing.<br />
<br />
* -2 on save checks against [[SRD:Cold Effect|cold]], [[SRD:Fire Effect|fire]] and [[Heat|heat]] effects: Shirrechi prefer temperate climates to extreme ones.<br />
<br />
* -2 on checks to resist being [[SRD:Bull Rush|bull rushed]] and any effect that tries to move them forcibly: Being very lightweight is not beneficial in resisting assaults.<br />
<br />
* Shirrechi gain the [[SRD:Improved Initiative (Feat)|Improved Initiative]] feat as a free feat: Given their mantis-like behaviour, shirrechi prefer to strike fast and strike first, and train to become as rapid as possible.<br />
<br />
* [[Automatic Languages]]: Common and Clickspeak. [[Bonus Languages]]: Any, except Druidic: the shirreci are often highly educated.<br />
<br />
* [[Favored Class]]: Ninja<ref>Complete Adventurer</ref>/[[SRD:Rogue (Class)|Rogue]] (If not in an oriental setting).<br />
<br />
* [[Level Adjustment]]: 0<br />
<br />
=== Shirrec Feats ===<br />
<br />
* [[Furtive Assault (3.5e Feat)|Furtive Assault]]<br />
<br />
* [[Lethal Accuracy (3.5e Feat)|Lethal Accuracy]]<br />
<br />
=== Vital Statistics ===<br />
{{Random Starting Ages<br />
|race=Shirrec<br />
|base=15-40<br />
|simp=1d4<br />
|moder=1d6<br />
|comp=2d6<br />
}}<br />
<br />
Shirrechi vary a lot their starting age, depending on their past. They learn quickly most careers.<br />
<br />
{{Aging Effects<br />
|race=Shirrec<br />
|mid=70 years<br />
|old=90 years<br />
|vene=100 years<br />
|max=110 years<br />
}}<br />
<br />
{{Random Heights and Weights<br />
|race=Shirrec<br />
|mbaseft=5<br />
|mbasein=5<br />
|mmodin=1d6<br />
|mbaselb=100<br />
|mmodlb=1d4-1<br />
|fbaseft=6<br />
|fbasein=2<br />
|fmodin=1d8<br />
|fbaselb=120<br />
|fmodlb=1d6-2<br />
}}<br />
<br />
=== Notes ===<br />
<br />
Check out the [[Shirrec (3.5e Race)|original race]]. I made this variant as I needed a mantis race for my campaign. I found the original but I wasn't completely satisfied with it, so here we are.<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL0]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Allegiance_to_Patron_(3.5e_Feat)&diff=1414800Allegiance to Patron (3.5e Feat)2020-12-09T14:54:42Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Allegiance to Patron<br />
|types=General, Warlock<br />
|summary=You may pledge allegiance to an eldritch patron to gain additional powers.<br />
|prereqs=Ability to use ''eldritch blast''.<br />
|benefit=You may become a servant to an eldritch patron and gain the chance to learn special [[User:The_bluez_in_the_dungeon#By_Patron|invocations]].<br />
|normal=You may not gain specific invocations that are granted by a patron.<br />
|special=If you use [[Warlock In The Dungeon (3.5e Class)|my warlock]] you may take this feat as a bonus feat.<br />
<br />
You may change your allegiance, losing access to previous invocations, gaining in exchange the invocations granted by your new patron. If you choose to not follow any other patron, you lose those invocations and don't gain any new.<br />
}}<br />
<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e General Feats|General Feats]]<br />
[[3.5e Warlock Feats|Warlock Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
[[Category:Warlock Feat]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Curse_of_Transience_(3.5e_Invocation)&diff=1414796Curse of Transience (3.5e Invocation)2020-12-09T14:33:47Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; | ''Curse of Transience''<br />
|-<br />
| Lesser; 5th; Other<br />
|}<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
''This invocation disrupts the connection between the body and the soul of an enemy, making its existence flickers.''<br />
<br />
You replicate the spell ''[[SRD:Blink|blink]]'', but the effects are somewhat reversed: you must target an opponent no more than 60 feet (18 meters) from you. The opponent must make a Fortitude throw or be subjected to the following effects, for three rounds: it has a 20% chance of failling an attack, regardless of its attack roll, and a 20% chance of losing an object it holds, if it does not attack in that round. Anyone attacking it has also a 20% chance of not hitting. <br />
<br />
It can step through (but not see through) solid objects. For each 5 feet (1,5 meters) of solid material it walks through, there is a 50% chance that it becomes material. If this occurs, it is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet so traveled. It can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and it spends about half its time there and half its time material). Any other benefits from the ''[[SRD:Blink|blink]]'' spell does not apply.<br />
<br />
By class level 10 the effects become more severe: the blinking timing is more accurate and the target suffer a 40% chance of missing an attack and a 30% chance of losing an held object. Anyone attacking it has now a 10% chance of missing. The chance of returning material while inside something are now 60%. This effect, now, lasts up to 10 rounds.<br />
<br />
In any case, someone who suffered the effects may not be affected again by this invocation until the following day.<br />
<br />
----<br />
{{3.5e Warlock Invocations Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Invocation]]<br />
[[Category:Warlock]]<br />
[[Category:Warlock Lesser]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Curse_of_Transience_(3.5e_Invocation)&diff=1414795Curse of Transience (3.5e Invocation)2020-12-09T14:33:18Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; | ''Curse of Transience''<br />
|-<br />
| Lesser; 5th; Other<br />
|}<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
''This invocation disrupts the connection between the body and the soul of an enemy, making its existence flickers.''<br />
<br />
You replicate the spell ''[[SRD:Blink|blink]]'', but the effects are somewhat reversed: you must target an opponent no more than 60 feet (18 meters) from you. The opponent must make a Fortitude throw or be subjected to the following effects, for three rounds: it has a 20% chance of failling an attack, regardless of its attack roll, and a 20% chance of losing an object it holds, if it does not attack in that round. Anyone attacking it has also a 20% chance of not hitting. <br />
<br />
It can step through (but not see through) solid objects. For each 5 feet (1,5 meters) of solid material it walks through, there is a 50% chance that it becomes material. If this occurs, it is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet so traveled. It can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and it spends about half its time there and half its time material.) Any other benefits from the ''[[SRD:Blink|blink]]'' spell does not apply.<br />
<br />
By class level 10 the effects become more severe: the blinking timing is more accurate and the target suffer a 40% chance of missing an attack and a 30% chance of losing an held object. Anyone attacking it has now a 10% chance of missing. The chance of returning material while inside something are now 60%. This effect, now, lasts up to 10 rounds.<br />
<br />
In any case, someone who suffered the effects may not be affected again by this invocation until the following day.<br />
<br />
----<br />
{{3.5e Warlock Invocations Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Invocation]]<br />
[[Category:Warlock]]<br />
[[Category:Warlock Lesser]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Pale_Blade_(3.5e_Invocation)&diff=1414791Pale Blade (3.5e Invocation)2020-12-09T13:54:38Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; | ''Pale Blade''<br />
|-<br />
| Lesser; 5th; Other<br />
|}<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
''Using the shadows from the Plane of Shadows, laced with ethereal force and negative energy, you create a semi-solid mystic weapon that follows all of your commands.''<br />
<br />
You replicate the spell ''[[SRD:Spiritual Weapon|spiritual weapon]]''. <br />
<br />
You create a pale blade (it can be similar to any kind of bladed weapon you wish, but it has the characteristics and damage of a [[SRD:Longsword (Weapon)|longsword]] for a Medium-sized creature).<br />
<br />
The blade adds a bonus to hits and to damage equal to your Charisma modifier, instead of Wisdom and of the flat bonus, bound by your caster level. The blade remains in existence for three rounds, after which it disappears. It may confer [[SRD:Flanking (Rules)|flanking]] bonus to other allies but not to you. In addition, each successful hit provides a -2 penalty on the target's next saving throw roll (-4 on a successful critical hit). This penalty is cumulative (to a maximum of -5 on a single creature) and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a [[SRD:Remove Curse (Spell)|''remove curse'']] spell.<br />
<br />
At 14th level it resembles a [[SRD:Mage's Sword|''mage's sword'']]: it lasts 1 round per class level, up to 10 rounds, it deals 3d8 + your Charisma modifier of [[SRD:Force Effect|force]] damage, it threatens critical hits with a range of 18-20 and it bestows one [[SRD:Negative Level|negative level]] for each successful [[SRD:Critical Hit|critical hit]] it scores. It may flank enemies for you as well for your allies.<br />
<br />
All of the previous effects also apply, if possible.<br />
<br />
You may have only one blade present at any given time.<br />
<br />
This invocation is also similar to the spells '' sword of deception'' and ''sword of darkness''<ref>Spell Compendium</ref>.<br />
<br />
----<br />
{{3.5e Warlock Invocations Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Invocation]]<br />
[[Category:Warlock]]<br />
[[Category:Warlock Lesser]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Leeching_Blast_(3.5e_Invocation)&diff=1414790Leeching Blast (3.5e Invocation)2020-12-09T13:53:25Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | ''Leeching Blast''<br />
|-<br />
| colspan="2" | Least; 2nd; Eldritch Essence<br />
|}<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
''You convert the blast power to be a conduit of energy from your target to you.''<br />
<br />
Your target must make a Fortitude save. If it fails, in addition to suffering the ''eldritch blast'' damage, you are healed by one hit point per each damage die you inflict. If the healing exceeds your maximum hit points you gain them as temporary hit points for one round.<br />
<br />
----<br />
{{3.5e Warlock Invocations Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Invocation]]<br />
[[Category:Warlock]]<br />
[[Category:Warlock Least]]<br />
[[Category:Eldritch Essence]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Crown_of_Crows_(3.5e_Invocation)&diff=1414789Crown of Crows (3.5e Invocation)2020-12-09T13:49:44Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | ''Crown of Crows''<br />
|-<br />
| colspan="2" | Least; 2nd; Other<br />
|}<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
''You invoke the aid of crows, as they are tied to dark magic.''<br />
<br />
When you use this invocation you summon a murder of crows<ref>Tome of Magic</ref>, as per the spell [[SRD:Summon Swarm|''summon swarm'']].<br />
<br />
In alternative you may summon one [[SRD:Raven|crow]], and an additional one at level three. These crows are loyal companions that serve you, similarly to a familiar.<br />
<br />
They use your saves and your skill points for checks (if better than theirs), adding your Charisma bonus to these last. You may talk with them using a mysterious language.<br />
<br />
These crows last one hour per class level.<br />
<br />
----<br />
{{3.5e Warlock Invocations Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Invocation]]<br />
[[Category:Warlock]]<br />
[[Category:Warlock Least]]<br />
[[Category:Invocation]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Shadow_Cover_(3.5e_Invocation)&diff=1414788Shadow Cover (3.5e Invocation)2020-12-09T13:35:44Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | ''Shadow Cover''<br />
|-<br />
| colspan="2" | Least; 2nd; Other<br />
|}<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
''Shadowstuff is faintly grasping your body, partially covering you.''<br />
<br />
When you call upon this invocation your footing becomes muffled, your figure blurred. <br />
<br />
You gain a +6 bonus on [[SRD:Hide (Skill)|Hide]] and [[SRD:Move Silently (Skill)|Move Silently]] checks for a period of 24 hours. <br />
<br />
In shadowy areas these bonuses increase to +8.<br />
<br />
----<br />
{{3.5e Warlock Invocations Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Invocation]]<br />
[[Category:Warlock]]<br />
[[Category:Warlock Least]]<br />
[[Category:Invocation]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Weapon_Focus_Improved_(3.5e_Feat)&diff=1414777Weapon Focus Improved (3.5e Feat)2020-12-09T13:02:27Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Weapon Focus Improved<br />
|types=General, Fighter<br />
|summary= You are especially good at using a weapon.<br />
|prereqs= Proficiency with selected weapon, base attack bonus +1<br />
|benefit= Choose one type of weapon, such as greataxe. You can also choose unarmed strike or grapple (or touch spell or ray, if you are a spellcaster) as your weapon for the purpose of this feat. <br />
<br />
You gain a +1 bonus on all attack rolls you make using the selected weapon. At character level 8th you gain a +2 to damage rolls made with the selected weapon (this effect substitutes [[SRD:Weapon Specialization (Feat)|Weapon Specialization]] for all purposes).<br />
|special=You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.<br />
<br />
|special=A [[SRD:Fighter (Class)|fighter]] may choose this feat as one of its [[SRD:Fighter Bonus Feats|bonus feats]].<br />
<br />
A [[SRD:Fighter (Class)|fighter]] gains additional benefits when taking this feat: at level 4th it gains a +2 bonus on damage roll with the weapon, at 8th level its bonus to attack rolls improves to a +2 and at 12th level its bonus to damage increases to a +4 with that weapon.<br />
This feat effectively substitutes [[SRD:Weapon Specialization (Feat)|Weapon Specialization]], [[SRD:Greater Weapon Focus (Feat)|Greater Weapon Focus]] and [[SRD:Greater Weapon Specialization (Feat)|Greater Weapon Specialization]] for all purposes, given that you have enough levels to replicate their effects.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e Fighter Feats|Fighter Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
[[Category:Fighter Bonus Feat]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Supernatural_Homunculus_(3.5e_Feat)&diff=1414776Supernatural Homunculus (3.5e Feat)2020-12-09T12:58:25Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Supernatural Homunculus<br />
|types=Multiclass<br />
|summary=You infuse your most accomplished creation with eldritch and occult forces.<br />
|prereqs=Craft Homunculus<ref>Eberron Campaign Setting</ref>, [[Supernatural Maker (3.5e Feat)|Supernatural Maker]].<br />
|benefit=You add your warlock levels to your artificer levels to determine the maximum HD your homunculus may have.<br />
<br />
The homunculus you craft gains one of the following templates, as you choose: [[SRD:Fiendish_Creature|fiendish]], anarchic<ref>Planar Handbook</ref> or pseudonatural<ref>Complete Arcane</ref>.<br />
<br />
|special=An artificer may choose this feat as a bonus feat. If you use my [[Warlock In The Dungeon (3.5e Class)|warlock's variant]], you may choose it as a warlock bonus feat.<br />
<br />
If thematically appropriated, you may choose the [[SRD:Celestial_Creature|celestial]] template.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e Multiclass Feats|Multiclass Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Sandman_(3.5e_Vestige)&diff=1414607Sandman (3.5e Vestige)2020-12-08T22:37:00Z<p>The bluez in the dungeon: </p>
<hr />
<div><span style="display:none">[[3e Summary:: Gain the mastery of dreams and sleep with the help of this vestige]]</span><br />
<br />
=Sandman, the Guardian of Somnium=<br />
<br />
Level: 5th<br />
<br />
Binding DC: 25<br />
<br />
Special requirement: Yes<br />
<br />
==Legend==<br />
<br />
The Sandman, as it's currently most know, is not just matter of bed-time stories and fairy tales: it's an ancient and powerful entity, created almost at dawn of life, spawn of the night and sibling to death. It represents sleep time and dreams, guarding over the Plane of Dreams (also called Dreamscape or Dal Quor). It's role is very important, as it provides rest to the fatigued, and is nature is mystic, as it is the keeper of dreams and oneiromancy (divination through dreams). It is said to resemble a small gnome, flying in a gold cloud of dust, but it's true form is unknown, as it is clear that it's not a mere mortal, not even a simple magical creature. Sometimes it's been considered a god (under the name of Hypnos or Somnus) but it is clearly not, as it doesn't answer to prayers (or if it is a god, it's uncaring of prayers). Sometimes is considered a quori, albeit much more powerful, maybe even a superiori kind of quori.<br />
<br />
Whatever it is, it's powers are not unreachable, as it is a diffused entity, not clearly localized, maybe not even qualifiable as something or someone, more like a force or a concept than a physical being. Because of this a long forgotten binder has been able to dream of an unknown binding circle, to hear a title while in its sleep and then to bind the Sandman through the binding ritual. As for now, this vestige is quite known, although much remains a mystery.<br />
<br />
A frequent question is: why did sleep itself have let us link to it?<br />
<br />
<br />
This vestige is inspired by the legende of the [https://en.wikipedia.org/wiki/Sandman Sandman].<br />
<br />
==Manifestation==<br />
<br />
The binding circle is lighted up by a golden light, that raises up. The noises around you begin to soften, becoming distant and a soft lullaby plays in your ears. As you succumb to temporary sleepyness and close briefly your eyes, a cloud of golden dust appears above the circle, slowly swirling. It does not speak, but you know that you may advance your request now.<br />
<br />
==Special Requirement==<br />
<br />
You must be able to sleep normally or be able to dream in some way.<br />
<br />
==Sign==<br />
<br />
Your clothes and hair release a fine golden dust when you move, that disappears almost immediately.<br />
<br />
==Influence==<br />
<br />
You speak softly, as if you don't want to disturb, and feel always ready to take a nap.<br />
<br />
==Granted abilities==<br />
<br />
With the power of the sand of dreams, you gain mastery over sleeping creature and the dreamscape.<br />
<br />
''Dreaming Guardian'': While you sleep, you may conjure a semblance of yourself as a spirit that may guard the nearby area for you (up to 100 feet-30 meters-), until you wake up. If it detect any danger it wakes you up, rapidly returning to you. It use your skill check bonus for any skill check that it must do, adding half of your effective binder level as a bonus. You do not know what it perceived, if not approximately.<br />
<br />
''Golden Dreams'': When you go to sleep you emit a restful aura in 60 feet (18 meters), affecting anyone else sleeping in the area, and yourself, with the effects of the spell ''restful slumber''<ref>Heroes of Horror</ref>. They are unaffected by normal nightmares and you may use this power to remove nightmares of magical origin from anyone affected by the aura, with a caster check (use your effective binder level as caster level). In addition they, and you, may sleep half the time needeed to regain spells and refreshment, as well as sleep in any armor without waking up [[SRD:Fatigued|fatigued]]. You must show Sandman's sign to use this ability.<br />
<br />
''Hypnos' Dream'': As a standard action you may replicate the spell ''dream lock''<ref>Secrets of Sarlona</ref>, by moving fine golden dust around your target: one creature in 50 feet (15 meters) must make a Will save. If it fails it's [[SRD:Dazed|dazed]] for one round and [[SRD:Shaken|shaken]] for one minute. You may affect creatures that don't sleep nor dreams but not those immune to [[SRD:Mind-Affecting Effect|mind-affecting effects]]. You may not target the same enemy before the effect's duration expires. You may use a full round action to affect any opponent in the area, no more then 30 feet (9 meters) apart from each other (similar to ''mass dream lock''<ref>Secrets of Sarlona</ref>). Doing so prevents you to use this ability again for 5 rounds (in any form).<br />
<br />
''Sand of Sleep'': You may release a cone of sand (10 feet-3 meters-large plus 5 feet-1,5 meters-per five binder level) as a standard action. Everyone in the area must make a Reflex save to close their eyes. If they fail they are subjected to an effect similar to the ''[[SRD:Deep Slumber (Spell)|deep slumber]]'' spell, but the limit is 15 HD instead of 10 and it lasts one round per binder level. Subjects that pass the save or are immune to magical sleep or are beyond the HD limit are still [[SRD:Fatigued|fatigued]] for one round per Charisma modifier, or [[SRD:Exhausted|exhausted]], if they were already fatigued. You may use this power again after 5 rounds. You must manifest Sandman's sign to use this power.<br />
<br />
''Slumber Master'': All your abilities involving enchantments or illusions are augmented in power. Increase their DC by 2. You have a +6 bonus on saving throws against sleep effects and effects that involve dreams and nightmares.<br />
<br />
''Traveller of Somnius'': You may use the ''dream walk''<ref>Heroes of Horror</ref> spell once per day, though you may only affect yourself. It works as ''[[SRD:Plane Shift (Spell)|plane shift]]'' but you reach the Plane of Dreams, and you must touch a sleeping target or be no more than 30 feet (9 meters) from it.<br />
<br />
<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
----<br />
{{3.5e Vestiges Breadcrumb}}<br />
[[Category: Vestige 5]]<br />
[[Category: Vestige]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=The_Rake_(3.5e_Vestige)&diff=1414601The Rake (3.5e Vestige)2020-12-08T22:21:13Z<p>The bluez in the dungeon: </p>
<hr />
<div><span style="display:none">[[3e Summary:: You summon the dreadful protagonist of a legend]]</span><br />
<br />
=The Rake, Crawling Nightmare=<br />
<br />
Level: 3rd<br />
<br />
Binding DC: 23<br />
<br />
Special requirement: No<br />
<br />
==Legend==<br />
<br />
Ancient tales narrate of a dreadful being of the night, that stalked preys, animals and mortals, following them every step, for days and weeks, until it drove them to insanity, when it would strike them down. <br />
<br />
This creature, long forgotten and now disbelieved, was called the Rake, as it was said that its victims where shred apart, torn to pieces by vicious claws. A collection of stories exist, allegedly reporting real accounts of encounters with the creature, but to this day they are not proved or disproved, nor sightings of the creature are now reported. For this reason many thinks the creature may not exist anymore, or maybe it didn't exist in the first place. <br />
<br />
Anyway some scholars believe a trace of the creature could be still present up to this days, in the disembodied whispers some claim to sense or in the haunting cries that some hear in the dead of night, not clearly ascribable to any animal.<br />
<br />
<br />
This vestige is inspired by the creepypasta [https://creepypasta.fandom.com/wiki/The_Rake "The Rake"].<br />
<br />
==Manifestation==<br />
<br />
You hear a faint whisper coming from the sign, saying to come closer. As you lean in an horrible and gaunt face appears, screaming before you. The pale humanoid creature slowly retreats, crouching down like an animal. It's human-like but is almost skeletal, with long claws and no hair. Its eyes are big and fixated on you, reflecting any light directly pointed towards them.<br />
<br />
==Sign==<br />
<br />
You body appears emaciated and pale and you grow long claws on your fingers. Your eyes become big and glassy.<br />
<br />
==Influence==<br />
<br />
You have an attitude to stalk your victims. If you have to approach someone make sure to do it unseen.<br />
<br />
==Granted abilities==<br />
<br />
You are granted the power to shred to pieces your enemies and make them flee in fear.<br />
<br />
''Claws of Fear'': You gain two claws attack that deal damage as a short sword of your size. You gain the [[SRD:Multiattack (Feat)|Multiattack]] feat for these claws.<br />
<br />
''Nightstalker'': You gain the [[SRD:Scent (Special Ability)|scent]] ability and a +4 bonus on [[SRD:Hide (Skill)|Hide]] and [[SRD:Move Silently (Skill)|Move Silently]] checks.<br />
<br />
''Pounce of Terror'': You may make a [[SRD:Pounce (Special Ability)|pounce]], with your claws, against an enemy afflicted by fear in any way.<br />
<br />
''Quarter'': When you grapple an enemy you may attack with each claw, as per the [[SRD:Rake (Special Ability)|rake]] ability. At the 9th effective binder level you deal an extra 2d4 + 1 per four effective binder levels, if you hit with each claw in the round, even if you don't grapple.<br />
<br />
''Whispers of Dread'': As a standard action you may target a single enemy in 60 feet (18 meters). It must be able to hear you and if so, it must make a Will save. If it fails it's [[SRD:Shaken|shaken]] for the entire encounter. By the 9th binder level, an affected target is [[SRD:Frightened|frightened]] for one round and [[SRD:Shaken|shaken]] for the rest of the encounter. You must wait 5 rounds before using this ability again.<br />
<br />
<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
----<br />
{{3.5e Vestiges Breadcrumb}}<br />
[[Category: Vestige 3]]<br />
[[Category: Vestige]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Bathroom_Troll_(3.5e_Vestige)&diff=1414055Bathroom Troll (3.5e Vestige)2020-12-06T23:32:03Z<p>The bluez in the dungeon: </p>
<hr />
<div><span style="display:none">[[3e Summary:: <!-- Write a short description of what the vestige does, here. -->]]</span><br />
<br />
=Bathroom Troll, the Filth-Licker=<br />
<br />
Level: 1<br />
<br />
Binding DC: 15<br />
<br />
Special requirement: Yes<br />
<br />
==Legend==<br />
<br />
This vestige is born from the filth of dirty bathrooms, universally used throughout the ages by all people. It is a combination of odors, grime, disgust and of tales about creatures that live in dirty rooms and eat the filth that accumulates. Sometimes people swear they have seen a shadow in nasty corners of toilet rooms and baths, a creature accompanied by a foul smell. Others say they have felt something brushing against their bare back, while taking a bath, leaving them shivering in disgust and aversion. <br />
<br />
Whatever it is, binders of all the world speak about a binding circle that you may find in dirty and smelly bathrooms, left unkept for a long time, where mold grows and dust mixes with humidity.<br />
<br />
==Manifestation==<br />
<br />
When you complete the ritual dirty water accumulates in the circle, seemingly coming from nowhere. The circle appears to be wet, and rapidly a green mold grows out of it, emitting a strong smell. As the mold keeps rising you realise it's the back of a creature of a pale brown, emerging from the terrain. The creature smells horribly and appears as a small, crooked humanoid, with an hideous face and an annoying voice. It looks like a tiny troll or an horrible goblin. Slime oozes from its body while it asks you how it can serve you, its long tongue reaching the ground.<br />
<br />
==Special Requirement==<br />
<br />
You must draw the binding circle in a filthy bathroom. You may "carry" this vestige away from a bathroom by binding it again and again each subsequent day.<br />
<br />
==Sign==<br />
<br />
You smell, as if you were sweaty and dirty, and your tongue is elongated and often slips out of your mouth when you talk.<br />
<br />
==Influence==<br />
<br />
You are not afraid of disgusting things and odors, and don't suffer them. Instead you are uncomfortable with cleanlines.<br />
<br />
==Granted abilities==<br />
<br />
You are granted resistance to disgust and the capacity to make others shiver with sickness.<br />
<br />
''Filth Dweller'': You gain a +3 bonus to Fortitude throws. You may not be [[SRD:Sickened|sickened]]. From the 8th level also you may not be [[SRD:Nauseated|nauseated]].<br />
<br />
''Foul Odor'': As a standard action you may exude a strong and stinky odor, targeting one creature up to 40 feet (12 meters) away. It must make a Fortitude throw, if it fails it's [[SRD:Sickened|sickened]] for one round per three binder level (minimum 1). By the 8th level any affected creature is [[SRD:Nauseated|nauseated]] for the first round. You may use this power again after 5 rounds, when you use it. You must show this vestige's sign to use this power.<br />
<br />
''Quick Lap'': You grow a long tongue, that you may use as a natural weapon. You may make an attack, up to 15 feet (4,5 meters) away, dealing 1d4 of damage in the process. You must show this vestige's sign to use this power.<br />
<br />
''Tongue of Disgust'': You may partially hinder your opponents with your saliva. When using your tongue to attack or making a touch attack that doesn't deal damage (as a standard action). The opponent must make a Fortitude throw. If it fails you impose a -2 to any Dexterity check or Dexterity-based skill check, -1 to AC and reduce its speed by one quarter. This effect lasts one round per Charisma modifier and multiple uses don't stack. You must wait 5 rounds to use this power again.<br />
<br />
<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
----<br />
{{3.5e Vestiges Breadcrumb}}<br />
[[Category: Vestige 1]]<br />
[[Category: Vestige]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Father_Krampus_(3.5e_Vestige)&diff=1413979Father Krampus (3.5e Vestige)2020-12-06T18:55:11Z<p>The bluez in the dungeon: /* Granted abilities */</p>
<hr />
<div><span style="display:none">[[3e Summary:: A vestige related to the lost festivity of Mid Winter, when people came together to share presents.]]</span><br />
<br />
=Father Krampus, the Shadow of Nikolaus=<br />
<br />
Level: 7th<br />
<br />
Binding DC: 30<br />
<br />
Special requirement: Yes<br />
<br />
==Legend==<br />
<br />
In ancient times, the people of the North celebrated a festivity during the winter season, called the Mid Winter Feast, that marked the beginning of the New Year. This festivity originated from the feats of a mythical figure, called Father Nikolaus, that travelled in the North and freed the land from the Eternal Winter, that was created by an unnamed horned demon. The two battled each other for some months and Father Nikolaus won the day of Mid Winter. This way, he trapped the demon with his chains, binding him into his service and limiting its powers. After that, winter became a memory and Father Nikolaus came back each year to guard over this period, ordering the people of the North to celebrate this time of the year by doing good deeds and share presents with each other to keep the demon at bay. The people happily obliged for years.<br />
<br />
Over time, the inhabitants began to forget the rule of Father Nikolaus, not understanding the reason for the annual coming of this old man. Because of this Father Nikolaus became depressed and angered with them, as his powers dwindled. In that moment the demon intervened, offering its help to the hero, in exchange for some more freedom. The weakened Nikolaus refused for years, but, as its influence became even less, it yielded to the insistent demon. Thus, Krampus was born.<br />
<br />
He was the counterpart of Father Nikolaus, allowed to bring back the frost of winter for a limited time of the year, to convince the people of the North to behave and be kind to each other, as hard times are always near. This act renewed the interest in the works of Father Nikolaus, that regained its influence. To Krampus was given rule over bad people, particularly children, and he punished those judged evil, with presents of coal, and even kidnapping particularly malicious people. He had a small force of lesser demon-like creatures, that some claimed were the kidnapped children transformed in monsters, to enforce his rule.<br />
<br />
This new balance lasted centuries, but as time erodes all things, people trivialized the festivity and focused only on the gifts, becoming greedy. Again the power of Nikolaus decreased, as he grew disgusted and tired. His visits became far less frequent, to the point which only Krampus showed up during winter. Not being a deity, Father Nikolaus was eventually forgotten and erased from existence. Krampus, being intimately bound to him, resisted as long as it could, but even he succumbed to forgetfulness. Before disappering, he left a trace of himself with a piece of coal, becoming a shadow, a remainder of Father Nikolaus and of the unnamed demon. This sign was collected by some scholars and only few people know its meaning to this day.<br />
<br />
This vestige is inspired by the stories of the [https://en.wikipedia.org/wiki/Krampus Krampus] and [https://en.wikipedia.org/wiki/Saint_Nicholas Saint Nicholas].<br />
<br />
==Manifestation==<br />
<br />
As you correctly utter the name, a snow storm erupts inside the summoning sign. Far you hear a distant "Ho-Ho-Ho" and the faint chiming of bells. When the storm mitigates, the sounds cease and a shadowy figure has appeared. The figure is tall and big, looming over you, its body is covered with fur and it sports large horns from its forehead. You see tiny eyes that glow as alight coal stones. The figure tries to jump on you, raising its enormous, clawed hands into the air. As it does this, frost chains appear out of thin hair and bind it. The creature is suspended above the sign by the chains and it looks towards you, grinning widely and asking you what do you desire for, in a mellous voice.<br />
<br />
==Special Requirement==<br />
<br />
To effectively call this vestige you have to draw the sign with a piece of coal and you must have done some kind of mischief in the previous year or it won't appear at all, and you would summon instead a packaged gift with your name on it.<br />
<br />
==Sign==<br />
<br />
When you bind with Father Krampus, a thick, gray and brown fur grows all over your body. It's coarse and smells of burnt coal but it keeps you warm.<br />
<br />
==Influence==<br />
<br />
Under the influence of Krampus you are particularly mean to impolite children, always needing to torment them. At the same time, you are nervous around children who are obedient and behave well.<br />
<br />
==Granted abilities==<br />
<br />
Father Krampus makes you similar to its servants, granting you resistance to cold and the tools necessary to punish those who misbehave.<br />
<br />
''Coal Present'': You must bring any kind of empty, leather or cloth bag along yourself to use this power. As a standard action, you may retrieve a big lump of incandescent coal from the bag. It does not harm you and you may immediatly, as part of the standard action, throw it with a range of 40 feet (12 meters) as a thrown weapon. You add a +1 bonus to the attack and +1 for each four effective binder level. The coal deals 3d6 of damage (2d6 of bludgeoning damage and 1d6 of fire damage). Evil creatures suffer additional 2d6 of untyped damage (so it overcomes any damage reduction). This fire damage overcomes fire reduction for evil creatures and those with fire immunity still suffer half the damage.<br />
<br />
''Frosty Chains'': As a standard action, you may target one creature in 30 feet (9 meters). This creature must make a [[SRD:Reflex Save|Reflex]] save to avoid being bound by chains of frost. If the creature pass the save it's [[SRD:Entangled|entangled]] for one round. If it fails the save it's bound and [[SRD:Helpless|helpless]]. It must make a [[SRD:Strength Check|Strength]] check or a [[SRD:Escape Artist (Skill)|Escape Artist]] check to escape the bindings. The DC is equal to the Reflex save DC. For each round, including the first, in which the creature is entangled or bound it suffers 2d6 of frost damage. Against evil creatures this damage increases to 3d6 and overcomes cold resistance and even evil creatures with cold immunity suffer half the damage. You may bind creatures up to two sizes larger than you. Once you have used this ability, you cannot do so again for 5 rounds.<br />
<br />
''Fur of the Goat'': You gain fire and cold resistance equal to 5 + your Charisma modifier and you are under the effect of [[SRD:Endure Elements (Spell)|''endure elements'']] in cold climates. You cannot use this ability if you do not show Krampus' sign.<br />
<br />
''Sacking the Rascal'': You must bring any kind of empty, leather or cloth bag along yourself to use this power. As a standard action, you may put a bound, [[SRD:Entangled|entangled]] or [[SRD:Helpless|helpless]] evil target inside the bag. When inside, the creature suffers 6d6 of untyped damage (so it overcomes any damage reduction) each round. The creature may free itself with a [[SRD:Strength Check|Strength]] check or a [[SRD:Escape Artist (Skill)|Escape Artist]] check to escape the sack. The DC is equal to the Reflex save DC for ''frosty chains''. Only a single creature may be inside the bag at any given time. After three rounds inside the bag the creature is, anyway, immediately freed. You may trap creatures up to two sizes larger than you, but for each higher size category they gain a +4 to the skill check, while smaller creatures have a -4 to the check for each size category lower than you. You may release the creature as a move action. Once the creature is free, you cannot use this ability again for 5 rounds.<br />
<br />
<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
----<br />
{{3.5e Vestiges Breadcrumb}}<br />
[[Category: Vestige 7]]<br />
[[Category: Vestige]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Category_talk:Heart_of_Darkness&diff=1413566Category talk:Heart of Darkness2020-12-05T12:22:05Z<p>The bluez in the dungeon: Created page with "===Congratulations=== This martial disciplines is fantastic, I love it. May I add some adjustments, as internal links to conditions and similar terms? --~~~~"</p>
<hr />
<div>===Congratulations===<br />
This martial disciplines is fantastic, I love it. May I add some adjustments, as internal links to conditions and similar terms?<br />
--[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 05:22, 5 December 2020 (MST)</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Obliterate_Masses_(3.5e_Maneuver)&diff=1413564Obliterate Masses (3.5e Maneuver)2020-12-05T12:15:50Z<p>The bluez in the dungeon: /* Obliterate Masses */</p>
<hr />
<div><span style="display:none">[[3e Summary::]]</span><br />
====Obliterate Masses====<br />
<br />
''Terrible is your wrath. It devastates the bodies of all those who stand before you.''<br />
<br />
Heart of Darkness<br/><br />
'''Level:''' Crusader 6, Swordsage 6, Warblade 6<br/><br />
'''Type:''' Strike<br/><br />
'''Action:''' 1 standard action<br/><br />
'''Prerequisite:''' 2 Heart of Darkness maneuvers<br/><br />
'''Description:''' As part of this maneuver you make a single melee attack against all creatures within a 15ft cone measured from your square. Your one melee attack applies to all creatures within the cone. On a successful melee hit, the target takes an extra 4d6 damage and must make a Fort save (DC16 + your Str modifier) or take a -2 penalty to strength and dexterity based attack rolls, saves, skill checks and ability checks. This effect lasts until the target's hit points are restored to their full normal total. A successful save negates the penalty but not the extra damage.<br />
<br />
----<br />
{{3.5e Complex Special Ability Components Breadcrumb}} &rarr; [[3.5e Maneuvers|Maneuvers]] &rarr; [[Martial Adept Maneuvers]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Martial Adept Maneuver]]<br />
[[Category:Martial Adept 6]]<br />
[[Category:Heart of Darkness]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Lacerate_(3.5e_Maneuver)&diff=1413563Lacerate (3.5e Maneuver)2020-12-05T12:13:24Z<p>The bluez in the dungeon: /* Lacerate */</p>
<hr />
<div><span style="display:none">[[3e Summary:]]</span><br />
====Lacerate====<br />
<br />
''Your dreadful knowledge empowers you, strengthening your blows and bleeding your enemy dry.''<br />
<br />
Heart of Darkness<br/><br />
'''Level:''' Crusader 5, Swordsage 5, Warblade 5<br/><br />
'''Type:''' Strike<br/><br />
'''Action:''' 1 standard action<br/><br />
'''Prerequisite:''' 2 Heart of Darkness maneuvers<br/><br />
'''Description:''' You attempt a Knowledge (religion) check as part of this maneuver, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Knowledge (religion) check succeeds, the target takes 2d4 points of bleed damage at the end their turn. This bleeding persists each turn until the victim receives the benefit of a DC 15 Heal check or any healing magic. Bleeding wounds inflicted in this manner are difficult to heal. Casters attempting to use healing magic on a creature suffering from bleed caused by this maneuver must succeed on a caster level check (DC 10 + your Str modifier). On a success, the creature is healed and the bleed stops as normal. On a failed check, the spell still heals the target but fails to stop the bleeding. <br/><br />
Wounds from multiple strikes result in cumulative bleeding loss. Creatures immune to sneak attacks are not subject to bleeding wounds. If your check fails, your attack is made normally and you take a -1 AC penalty until the beginning of your next turn. <br />
<br />
----<br />
{{3.5e Complex Special Ability Components Breadcrumb}} &rarr; [[3.5e Maneuvers|Maneuvers]] &rarr; [[Martial Adept Maneuvers]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Martial Adept Maneuver]]<br />
[[Category:Martial Adept 5]]<br />
[[Category:Heart of Darkness]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Fate%27s_Pull_(3.5e_Maneuver)&diff=1413562Fate's Pull (3.5e Maneuver)2020-12-05T12:11:41Z<p>The bluez in the dungeon: /* Fate's Pull */</p>
<hr />
<div><span style="display:none">[[3e Summary::]]</span><br />
====Fate's Pull====<br />
<br />
''Invoking the power of your patron, you summon the arm of an eldritch monstrosity to crush your enemy and drag him within reach of your blade.''<br />
<br />
Heart of Darkness<br/><br />
'''Level:''' Crusader 5, Swordsage 5, Warblade 5<br/><br />
'''Type:''' Strike<br/><br />
'''Action:''' 1 standard action<br/><br />
'''Prerequisite:''' 2 Heart of Darkness maneuvers<br/><br />
'''Description:''' As part of this maneuver, you make a bull rush, with a +4 bonus, against a creature within 30ft of you but not within melee range. You do not provoke an attack of opportunity or move with your enemy as part of this maneuver. The targeted creature is bull rushed directly towards you instead of away from you. If the target is forced into your melee range, you may make an attack as a swift action with a +4 bonus. Targets successfully bull rushed must also make a will save (DC15 + your Int modifier) or be stunned for 1 round and shaken for 1 minute. A successful save negates the stun and reduces the shaken effect to 1 round.<br />
<br />
----<br />
{{3.5e Complex Special Ability Components Breadcrumb}} &rarr; [[3.5e Maneuvers|Maneuvers]] &rarr; [[Martial Adept Maneuvers]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Martial Adept Maneuver]]<br />
[[Category:Martial Adept 5]]<br />
[[Category:Heart of Darkness]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Paladin_In_The_Dungeon_(3.5e_Class)&diff=1413296Paladin In The Dungeon (3.5e Class)2020-12-04T13:33:36Z<p>The bluez in the dungeon: /* Making a Paladin */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<!--name of image file--><br />
|imgsize=<!--width in pixels--><br />
|imgcaption=<!--Image caption--><br />
|type=[[Category:Good Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
|desc=This is a remade version of the paladin base class. It's a class part of the [[User:The_bluez_in_the_dungeon#In_the_Dungeon_series|In The Dungeon series]].<br />
The paladin redeems itself by gaining new class features and improving its precedent ones.<br />
<br />
The two great changes are a better version of the smite ability and the new feature: zeal.<br />
}}<br />
<br />
== Paladin ==<br />
<br />
A paladin is the champion of the weak, bulwark of justice, purity and loyalty. It's a warrior of high ideals, often religious, that wields its weapon and its integrity against the forces of evil and corruption. More than a holy fighter, though often one, a paladin is the embodiment of zeal and dedication to a cause or an oath. If you choose the paladin class you will be granted the righteous tools to smite and banish evil, to resist fear and fight against any odds, no matter how much overwhelming.<br />
<br />
=== Making a Paladin ===<br />
<br />
You are a martial class at the core but with a narrower scope: fight evil and defend the oppressed. Your class grants you the necessary features to fulfill your duty or die honourably while trying. You excel with good and lawful clerics, fighters, rangers, other paladins and sometimes monks. You are the most uncomfortable with classes that prefere falseness over forwardness such as rogues, cruelty over compassion as the barbarian or that outright dwell with occult forces such as warlocks or evil clerics. Your relationship with bards, sorcerers and wizards it's determinated by your personal attitude towards arcane magic and levity.<br />
<br />
'''[[SRD:Abilities (Creature Statistic)|Abilities]]:''' [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] are your key abilities, if you wish to fulfill your martial role (or [[SRD:Dexterity|Dexterity]] if you prefer ranged combat). Beside that, [[SRD:Charisma|Charisma]] is fundamental to increase your offensive and defensive features as well as strenghtening your spells, for which you also need a good [[SRD:Wisdom|Wisdom]] score.<br />
<br />
'''Races:''' Every race that feels the call of justice answers it with paladins, so they are not much limited to single races, so long the individual is strong and pure in its beliefs.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' [[SRD:Lawful Good|Lawful good]].<br />
<br />
'''Starting Gold:''' 6d4 x 10 (150 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Paladin}}</div><br />
Hit Die: d10<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 />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +0<br />
| class="left" | [[#Aura of good|Aura of good]], [[#Detect evil|''Detect evil'']], [[#Smite evil|Smite evil]]<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +0<br />
| class="left" | Divine grace, Lay on hands<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +1<br />
| class="left" | Aura of courage, Divine health<br />
|—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +1<br />
| class="left" | Turn undead, [[#Zeal|Zeal +4/+2]]<br />
|0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +1<br />
| class="left" | [[#Critical smite|Critical smite]], [[#Special Mount|''Special Mount'']]<br />
|0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +2<br />
| class="left" | ''Remove disease'' 1/week<br />
|1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +2<br />
| class="left" | Battle blessing<br />
|1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +2<br />
| class="left" | [[#Sacred resistance|Sacred resistance]], [[#Zeal|Zeal +5/+3]]<br />
|1||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +3<br />
| class="left" | ''Remove disease'' 2/week<br />
|1||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +3<br />
| class="left" | [[#Zealous smite|Zealous smite]]<br />
|1||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3<br />
| class="left" | [[#Extra smiting|Extra smiting]]<br />
|1||1||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4<br />
| class="left" | ''Remove disease'' 3/week, [[#Zeal|Zeal +6/+4]]<br />
|1||1||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4<br />
| class="left" | Improved aura of courage<br />
|1||1||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +4<br />
| class="left" | Innocents' champion<br />
|2||1||1||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5<br />
| class="left" | ''Remove disease'' 4/week<br />
|2||1||1||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5<br />
| class="left" | [[#Improved sacred resistance|Improved sacred resistance]], [[#Zeal|Zeal +7/+5]]<br />
|2||2||1||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Holy champion<br />
|2||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ''Remove disease'' 5/week, Unweary zealot<br />
|3||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6<br />
| class="left" | Aura of heroism<br />
|3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6<br />
| class="left" | [[#Greater zeal|Greater zeal]], [[#Zeal|Zeal +8/+6]]<br />
|3||3||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<-fluff about class features->. All of the following are class features of the paladin.<br />
<br />
'''Weapon and Armor Proficiency:''' Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<br />
<br />
'''{{#anc:Aura of good}} ([[Ex]]):''' The power of a paladin's aura of good (see the ''[[SRD:Detect_Good|detect good]]'' spell) is equal to its paladin level<br />
<br />
'''''{{#anc:Detect evil}}'' ([[Sp]]):''' At will, a paladin can use ''[[SRD:Detect_Evil|detect evil]]'', as the spell.<br />
<br />
'''{{#anc:Smite evil}} ([[Su]]):''' One time per Charisma modifier + 1 (minimum 1) per day, a paladin may attempt to smite evil with one normal melee attack or a ranged attack (within 30 feet-9 meters). It adds its Charisma bonus (if any) to its attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up. <br />
<br />
A paladin may not smite an unaware oppontent as administring justice must be an honourable act.<br />
<br />
'''{{#anc:Divine grace}} ([[Su]]):''' At 2nd level, a paladin gains a bonus equal to its Charisma bonus (if any) on all saving throws.<br />
<br />
'''{{#anc:Lay on hands}} ([[Su]]):''' Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (its own or those of others) by touch. Each day it can heal a total number of hit points of damage equal to its paladin level x its Charisma bonus. A paladin may choose to divide its healing among multiple recipients, and it doesn't have to use it all at once. Using lay on hands is a standard action.<br />
<br />
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of its daily allotment of points to use as damage after successfully touching an undead creature.<br />
<br />
'''{{#anc:Aura of courage}} ([[Su]]):''' Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of it gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if it is unconscious or dead.<br />
<br />
'''{{#anc:Divine health}} ([[Ex]]):''' At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.<br />
<br />
'''{{#anc:Spells}}:''' Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.<br />
<br />
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Wisdom modifier.<br />
<br />
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Its base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if it has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, it gains only the bonus spells it would be entitled to based on its Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.<br />
<br />
A paladin prepares and casts spells the way a cleric does, though it cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that it can cast spells of that level, but it must choose which spells to prepare during its daily meditation.<br />
<br />
Through 3rd level, a paladin has no caster level. At 4th level and higher, its caster level is one-half its paladin level.<br />
<br />
'''{{#anc:Turn undead}} ([[Su]]):''' When a paladin reaches 4th level, it gains the supernatural ability to turn undead. It may use this ability a number of times per day equal to 3 + its Charisma modifier. It turns undead as a cleric of three levels lower would.<br />
<br />
'''{{#anc:Zeal}} ([[Su]]):''' Starting at 4th level, a paladin enters a state of righteous might when confronted with an enemy that clearly opposes the paladin's moral code, its religion or the group it belongs to or clearly does or will do or has done something against the paladin's ethics (during combat or outside). <br />
<br />
In combat, it lasts one round per Charisma modifier + 1 (minimum 1) and the paladin gains a +4 to attacks and damage and +2 to Charisma. These bonuses increase by one at 8th, 12th, 16th and 20th level. At 8th level it gains also a +1 to AC as a sacred bonus. It increases by one at 12th level and at 20th level (+2/+3). <br />
<br />
When the effect fades the paladin is fatigued for the rest of the encounter.<br />
<br />
The DM and the player should agree whether zeal starts automatically or if the paladin may control it. A paladin may not enter zeal while hiding as it requires a certain dignity.<br />
<br />
'''{{#anc:Critical smite}} ([[Ex]]):''' At 5th level whenever the paladin smites and threatens a critical it, it may add its Charisma bonus to the roll to confirm.<br />
<br />
'''''{{#anc:[[#Special Mount|Special Mount]]}}'' ([[Sp]]):''' Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve in its crusade against evil ([[Paladin_In_The_Dungeon_(3.5e_Class)#The_Paladin.27s_Mount|see below]]). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).<br />
<br />
Once per day, as a full-round action, a paladin may magically call its mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.<br />
<br />
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.<br />
<br />
Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until it gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.<br />
<br />
'''''{{#anc:Remove disease}}'' ([[Sp]]):''' At 6th level, a paladin can produce a [[SRD:Remove Disease (Spell)|''remove disease'']] effect, as the spell, once per week. It can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).<br />
<br />
'''{{#anc:Battle blessing}}:''' At 7th level the paladin gains the Battle Blessing<ref>Complete Champion</ref> feat for free.<br />
<br />
'''{{#anc:Sacred resistance}} ([[Su]]):''' At 8th level, while zeal is active, the paladin gains spell resistance 10 + its Charisma modifier, but only against spells and spell-like abilities with the evil, chaotic or vile descriptor or if used by evil or chaotic enemies.<br />
<br />
'''{{#anc:Zealous smite}} ([[Ex]]):''' At 10th level, while zeal is active, any critical hit it confirms against a proper adversary activates the smite feature, as if it had successfully smitten the enemy. This effect doesn't waste any of the smite feature uses.<br />
<br />
'''{{#anc:Extra smiting}}:''' At 11th level the paladin may smite 3 + Charisma modifier (minimum 3) times per day instead of 1 + Charisma modifier.<br />
<br />
'''{{#anc:Improved aura of courage}} ([[Su]]):''' Beginning at 13th level your aura of courage doubles its range and the bonus it gives (now it's 20 feet-6 meters-and allies gain a +8 bonus against fear).<br />
<br />
'''{{#anc:Innocents' champion}} ([[Ex]]):''' Beginning at 14th level if the paladin has 0 hit points or lower, it remains conscious and acts as if it had hit points above 0. Zeal immediatly becomes active. Until the paladin reaches -10 hit points and dies or it regains enough hit points to raise above 0 the zeal feature remains active, even beyond its normal duration. When the paladin regains hit points above 0 zeal persists but only for its normal duration.<br />
<br />
If the paladin has the [[SRD:Diehard|Diehard]] feat it may remain alive in this state until -20 hit points.<br />
<br />
'''{{#anc:Improved sacred resistance}} ([[Su]]):''' At 16th level your spell resistance while zeal is active becomes 15 + Charisma modifier.<br />
<br />
'''{{#anc:Holy Champion}} ([[Ex]]):''' At 17th level when the paladin reaches its negative limit of hit points (-10 or -20) its countdown for zeal begins. It may remain alive until zeal continues. If it's under its normal limit of negative hit points when zeal is over it dies. If hit points raise above the negative limit zeal remains active indefinitely as normal.<br />
<br />
'''{{#anc:Unweary zealot}} ([[Ex]]):''' At 18th level a paladin does not suffer fatigue after zeal ends.<br />
<br />
'''{{#anc:Aura of heroism}} ([[Su]]):''' From 19th level aura of courage improves drastically: allies in the area are immune to fear effects. Anyone immune to fear inside the aura (including the paladin and its allies) that is subject to a fear effect is instead affected by the spell ''greater heroism'' except that bonuses increase to +8 and temporary hit points are equal to double the paladin's class level (up to a maximum of 40). It lasts one round per Charisma modifier. This bonuses stacks with the bonuses given by zeal.<br />
<br />
'''{{#anc:Greater zeal}} ([[Su]]):''' At 20th level the zeal feature lasts 3+Charisma modifier rounds and spell resistance increases to 20 + Charisma modifier.<br />
<br />
====[[#Special Mount|The Paladin's Mount]]====<br />
<br />
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a [[SRD:Heavy Warhorse|heavy warhorse]], and the standard mount for a Small paladin is a [[SRD:War Pony|warpony]]. Another kind of mount, such as a [[SRD:Riding Dog|riding dog]] (for a [[SRD:Halflings (Race)|halfling]] paladin) or a [[SRD:Shark|Large shark]] (for a paladin in an aquatic campaign) may be allowed as well.<br />
<br />
A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).<br />
<br />
{| class="d20" {{#vardefine:odd|0}}<br />
|-<br />
!Paladin<br/>Level || [[#Bonus HD|Bonus<br/>HD]] || [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] || [[#Str Adj.|Str<br/>Adj.]] || [[#Int|Int]] || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th–7th || +2 || +4 || +1 || 6 || class="left" | [[#Empathic Link|Empathic Link]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Share Saving Throws|Share Saving Throws]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th–10th || +4 || +6 || +2 || 7 || class="left" | [[#Improved Speed|Improved Speed]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th–14th || +6 || +8 || +3 || 8 || class="left" | ''[[#Command|Command]]'' Creatures of Its Kind<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th–20th || +8 || +10 || +4 || 9 || class="left" | [[#Spell Resistance|Spell Resistance]]<br />
|}<br />
<br />
'''Paladin’s Mount Basics:''' Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.<br />
<br />
''{{#anc:Bonus HD}}:'' Extra eight-sided (d8) Hit Dice, each of which gains a [[SRD:Constitution|Constitution]] modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.<br />
<br />
''{{#anc:Natural Armor Adj.}}:'' The number on the table is an improvement to the mount’s existing natural armor bonus.<br />
<br />
''{{#anc:Str Adj.}}:'' Add this figure to the mount’s [[SRD:Strength|Strength]] score.<br />
<br />
''{{#anc:Int}}:'' The mount’s [[SRD:Intelligence|Intelligence]] score.<br />
<br />
''{{#anc:Empathic Link}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.<br />
<br />
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.<br />
<br />
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see [[SRD:Familiars|Familiars]]).<br />
<br />
''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.<br />
<br />
''{{#anc:Share Spells}}:'' At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.<br />
<br />
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).<br />
<br />
''{{#anc:Share Saving Throws}}:'' For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.<br />
<br />
''{{#anc:Improved Speed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The mount’s speed increases by 10 feet.<br />
<br />
''{{#anc:Command}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 [[SRD:Concentration Skill|Concentration]] check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.<br />
<br />
''{{#anc:Spell Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.<br />
<br />
==== Ex-Paladins ====<br />
<br />
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.<br />
<br />
==== Epic Paladin ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Paladin}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<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" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Paladin ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== Paladins in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== Paladin Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> 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 />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== Paladins 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 <!-- EL Number -->:'' <-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 />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{3.5e 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: REMOVE THIS ENTIRE LINE<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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Eldritch_Craft_(3.5e_Spell)&diff=1412861Eldritch Craft (3.5e Spell)2020-12-03T18:17:48Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | ''Eldritch Craft''<br />
|-<br />
| colspan="2" | Least; 2nd; Other<br />
|}<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
''You gain a preternatural skill in crafting and arts.''<br />
<br />
When you call upon this invocation you become more adept at any job. You gain a +6 bonus on [[SRD:Craft_Skill|Craft]] and [[SRD:Profession (Skill)|Profession]] checks for a period of 24 hours.<br />
<br />
While using these skills you are 10 times faster at doing it. If you craft magic items, instead halve the time needed for the creation.<br />
<br />
You may replicate the spell ''[[SRD:Fabricate (Spell)|fabricate]]'', starting from the 7th level.<br />
<br />
----<br />
{{3.5e Warlock Invocations Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Invocation]]<br />
[[Category:Warlock]]<br />
[[Category:Warlock Least]]<br />
[[Category:Invocation]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Eldritch_Craft_(3.5e_Spell)&diff=1412860Eldritch Craft (3.5e Spell)2020-12-03T18:17:21Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | ''Eldritch Craft''<br />
|-<br />
| colspan="2" | Least; 2nd; Other<br />
|}<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
''You gain a preternatural skill in crafting and arts.''<br />
<br />
When you call upon this invocation you become more adept at any job. You gain a +6 bonus on [[SRD:Craft_Skill|Craft]] and [[SRD:Profession (Skill)|Profession]] checks for a period of 24 hours.<br />
<br />
While using these skills you are 10 times faster at doing it. If you craft magic items, instead half the time needed for the creation.<br />
<br />
You may replicate the spell ''[[SRD:Fabricate (Spell)|fabricate]]'', starting from the 7th level.<br />
<br />
----<br />
{{3.5e Warlock Invocations Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Invocation]]<br />
[[Category:Warlock]]<br />
[[Category:Warlock Least]]<br />
[[Category:Invocation]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Eldritch_Craft_(3.5e_Spell)&diff=1412858Eldritch Craft (3.5e Spell)2020-12-03T18:16:53Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | ''Eldritch Craft''<br />
|-<br />
| colspan="2" | Least; 2nd; Other<br />
|}<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
''You gain a preternatural skill in crafting and arts.''<br />
<br />
When you call upon this invocation you become more adept at any job. You gain a +6 bonus on [[SRD:Craft_Skill|Craft]] and [[SRD:Profession (Skill)|Profession]] checks for a period of 24 hours.<br />
<br />
While using these skills you are 10 times faster at doing it. If you craft magic items half the time needed for the creation.<br />
<br />
You may replicate the spell ''[[SRD:Fabricate (Spell)|fabricate]]'', starting from the 7th level.<br />
<br />
----<br />
{{3.5e Warlock Invocations Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Invocation]]<br />
[[Category:Warlock]]<br />
[[Category:Warlock Least]]<br />
[[Category:Invocation]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=User:The_bluez_in_the_dungeon&diff=1412857User:The bluez in the dungeon2020-12-03T18:16:31Z<p>The bluez in the dungeon: /* Other */</p>
<hr />
<div>=='''Presentation'''==<br />
<br />
I'm a new user, recently registered on the wiki, and I've played D&D for a few years, mainly 3.5e (started with 4e but it wasn't for me). I created this account to post my classes, feats and other homebrew material I imagined through the years. I will try to make a collection of remade classes.<br />
<br />
I already wrote some pages (mostly complete).<br />
<br />
=='''In the Dungeon series'''==<br />
<br />
This is a set of redone existing classes from official material.<br />
<br />
====''Base Classes''====<br />
<br />
* [[Barbarian_In_The_Dungeon_(3.5e_Class)|Barbarian In The Dungeon]]<br />
<br />
* [[Favored_Soul_In_The_Dungeon_(3.5e_Class)|Favored Soul In The Dungeon]]<br />
<br />
* [[Hexblade In The Dungeon (3.5e Class)|Hexblade In The Dungeon]]<br />
<br />
* [[Monk_In_The_Dungeon_(3.5e_Class)|Monk In The Dungeon]]<br />
<br />
* [[Paladin_In_The_Dungeon_(3.5e_Class)|Paladin In The Dungeon]]<br />
<br />
* [[Ranger_In_The_Dungeon_(3.5e_Class)|Ranger In The Dungeon]]<br />
<br />
* [[Warlock_In_The_Dungeon_(3.5e_Class)|Warlock In The Dungeon]]<br />
<br />
====''Prestige Classes''====<br />
<br />
* [[Enlightened_Spirit_In_The_Dungeon_(3.5e_Prestige_Class)|Enlightened Spirit In The Dungeon]]<br />
<br />
=='''Homebrew Races'''==<br />
<br />
* [[Half-Elf_Improved_(3.5e_Race)|Half-Elf Improved]]<br />
<br />
* [[Shirrec,_the_bluez%27s_variant_(3.5e_Race)|Shirrec]]<br />
<br />
=='''Homebrew Base Classes'''==<br />
<br />
=='''Homebrew Prestige Classes'''==<br />
<br />
====''Divine''====<br />
<br />
* [[Erinys_(3.5e_Prestige_Class)|Erinys]]<br />
<br />
* [[Stormtamer_(3.5e_Prestige_Class)|Stormtamer]]<br />
<br />
====''Martial''==== <br />
<br />
* [[Erinys_(3.5e_Prestige_Class)|Erinys]]<br />
<br />
* [[Stormtamer_(3.5e_Prestige_Class)|Stormtamer]]<br />
<br />
====''Skill-monkeys''==== <br />
<br />
* [[Pumpkinhead_(3.5e_Prestige_Class)|Pumpkinhead]]<br />
<br />
====''Class specific''==== <br />
<br />
=====''Artificer''=====<br />
<br />
* [[Esoteric_Inventor_(3.5e_Prestige_Class)|Esoteric Inventor]]<br />
<br />
=====''Bard''=====<br />
<br />
* [[Choreutist (3.5e Prestige Class)|Choreutist]]<br />
<br />
=====''Favored soul''=====<br />
<br />
* [[Erinys_(3.5e_Prestige_Class)|Erinys]]<br />
<br />
=====''Monk''===== <br />
<br />
* [[Aghori_Guru_(3.5e_Prestige_Class)|Aghori Guru]]<br />
<br />
* [[Choreutist (3.5e Prestige Class)|Choreutist]]<br />
<br />
=====''Warlock''===== <br />
<br />
* [[Aghori_Guru_(3.5e_Prestige_Class)|Aghori Guru]]<br />
<br />
* [[Bloodseeker_(3.5e_Prestige_Class)|Bloodseeker]]<br />
<br />
* [[Blue_Vizier/Al-Zwuri_(3.5e_Prestige_Class)|Blue Vizier/Al-Zwuri]]<br />
<br />
* [[Crepuscular_Visage_(3.5e_Prestige_Class)|Crepuscular Visage]]<br />
<br />
* [[Dhampyr_(3.5e_Prestige_Class)|Dhampyr]]<br />
<br />
* [[Esoteric_Inventor_(3.5e_Prestige_Class)|Esoteric Inventor]]<br />
<br />
* [[Faerie_Warlock_(3.5e_Prestige_Class)|Faerie Warlock]]<br />
<br />
* [[Fell_Warrior,_the_bluez's_variant_(3.5e_Prestige_Class)|Fell Warrior]]<br />
<br />
* [[Fleshbinder_(3.5e_Prestige_Class)|Fleshbinder]]<br />
<br />
* [[Gorgon_(3.5e_Prestige_Class)|Gorgon]]<br />
<br />
* [[Gray_One_(3.5e_Prestige_Class)|Gray One]]<br />
<br />
* [[Pyromancer_of_the_Great_Swamp_(3.5e_Prestige_Class)|Pyromancer of the Great Swamp]]<br />
<br />
* [[Star_Pilgrim_(3.5e_Prestige_Class)|Star Pilgrim]]<br />
<br />
* [[Wildheart_(3.5e_Prestige_Class)|Wildheart]]<br />
<br />
* [[Windwalker_(3.5e_Prestige_Class)|Windwalker]]<br />
<br />
=='''Homebrew Complex Special Ability Components'''==<br />
<br />
===''Invocations''===<br />
<br />
====''Least Invocations''====<br />
<br />
=====Blast Shape=====<br />
<br />
<br />
<br />
=====Eldritch Essence=====<br />
<br />
* [[Leeching_Blast_(3.5e_Invocation)|Leeching Blast]]<br />
<br />
=====Other=====<br />
<br />
* [[Black_Vines_(3.5e_Invocation)|Black Vines]]<br />
<br />
* [[Crown_of_Crows_(3.5e_Invocation)|Crown of Crows]]<br />
<br />
* [[Crystalline_Cortex_(3.5e_Invocation)|Crystalline Cortex]]<br />
<br />
* [[Eldritch_Craft_(3.5e_Spell)|Eldritch Craft]]<br />
<br />
* [[Esoteric_Cognition_(3.5e_Invocation)|Esoteric Cognition]]<br />
<br />
* [[Gordian_Knot_(3.5e_Invocation)|Gordian Knot]]<br />
<br />
* [[Insidious_Allure_(3.5e_Invocation)|Insidious Allure]]<br />
<br />
* [[Land_Communion_(3.5e_Invocation)|Land Communion]]<br />
<br />
* [[Lunatic Mouth (3.5e Invocation)|Lunatic Mouth]]<br />
<br />
* [[Shadow_Cover_(3.5e_Invocation)|Shadow Cover]]<br />
<br />
* [[Sound_of_Silence_(3.5e_Invocation)|Sound of Silence]]<br />
<br />
* [[Thief's_Intent_(3.5e_Invocation)|Thief's Intent]]<br />
<br />
* [[Touch_of_Hate_(3.5e_Invocation)|Touch of Hate]]<br />
<br />
* [[Unstable_Reconstruction_(3.5e_Invocation)|Unstable Reconstruction]]<br />
<br />
* [[Voice_of_the_Antique_(3.5e_Invocation)|Voice of the Antique]]<br />
<br />
* [[Wild_Whisperer_(3.5e_Invocation)|Wild Whisperer]]<br />
<br />
====''Lesser Invocations''====<br />
<br />
=====Blast Shape=====<br />
<br />
<br />
<br />
=====Eldritch Essence=====<br />
<br />
<br />
<br />
=====Other=====<br />
<br />
* [[Curse_of_Transience_(3.5e_Invocation)|Curse of Transience]]<br />
<br />
* [[Pale_Blade_(3.5e_Invocation)|Pale Blade]]<br />
<br />
* [[Phalanx of Fury (3.5e Invocation)|Phalanx of Fury]]<br />
<br />
* [[Unearthly_Seeding_(3.5e_Invocation)|Unearthly Seeding]]<br />
<br />
====''Greater Invocations''====<br />
<br />
=====Blast Shape=====<br />
<br />
<br />
<br />
=====Eldritch Essence=====<br />
<br />
<br />
<br />
=====Other=====<br />
<br />
* [[Crown_of_Insanity_(3.5e_Invocation)|Crown of Insanity]]<br />
<br />
* [[Voidcall_(3.5e_Invocation)|Voidcall]]<br />
<br />
====''Dark Invocations''====<br />
<br />
=====Blast Shape=====<br />
<br />
<br />
<br />
=====Eldritch Essence=====<br />
<br />
<br />
<br />
=====Other=====<br />
<br />
* [[Claw_of_War_(3.5e_Invocation)|Claw of War]]<br />
<br />
* [[Horror_Vacui_(3.5e_Invocation)|Horror Vacui]]<br />
<br />
* [[Maws_of_Madness_(3.5e_Invocation)|Maws of Madness]]<br />
<br />
====By Patron====<br />
Warlocks may gain access to special invocations, from which to choose from, if they pledge allegiance to one particular eldritch patron. A warlock may have only such patron at any given time. You may roleplay the process to gain a patron or give it by virtue of a [[Allegiance_to_Patron_(3.5e_Feat)|feat]].<br />
<br />
=====Deep Void=====<br />
<br />
* [[Horror_Vacui_(3.5e_Invocation)|Horror Vacui]]<br />
<br />
* [[Voidcall_(3.5e_Invocation)|Voidcall]]<br />
<br />
=====Hand of Hate=====<br />
<br />
* [[Claw_of_War_(3.5e_Invocation)|Claw of War]]<br />
<br />
* [[Phalanx of Fury (3.5e Invocation)|Phalanx of Fury]]<br />
<br />
* [[Touch_of_Hate_(3.5e_Invocation)|Touch of Hate]]<br />
<br />
=====Mouth of Madness=====<br />
<br />
* [[Crown_of_Insanity_(3.5e_Invocation)|Crown of Insanity]]<br />
<br />
* [[Lunatic Mouth (3.5e Invocation)|Lunatic Mouth]]<br />
<br />
* [[Maws_of_Madness_(3.5e_Invocation)|Maws of Madness]]<br />
<br />
=====Seed of Evil=====<br />
<br />
* [[Black_Vines_(3.5e_Invocation)|Black Vines]]<br />
<br />
* [[Unearthly_Seeding_(3.5e_Invocation)|Unearthly Seeding]]<br />
<br />
===''Ki Techniques''===<br />
<br />
* [[3.5e Ki Techniques|Ki techniques]]<br />
<br />
====<small>Class</small>====<br />
<br />
* [[3.5e_Monk_Ki_Techniques|Monk's techniques]]<br />
<br />
====<small>School</small>====<br />
<br />
* [[3.5e Common Ki Techniques|Common techniques]]<br />
<br />
* [[Choreography of the Passions (3.5e Ki Techniques)|Choreography of the Passions]]<br />
<br />
* [[Freedom Struggle (3.5e Ki Techniques)|Freedom Struggle]]<br />
<br />
* [[Never-Ending_Path_(3.5e_Ki_Techniques)|Never-Ending Path]]<br />
<br />
* [[Theophany_of_the_Broken_Taboos_(3.5e_Ki_Techniques)|Theophany of the Broken Taboos]]<br />
<br />
* [[Way of the Storm Dragon (3.5e Ki Techniques)|Way of the Storm Dragon]]<br />
<br />
===''Spells''===<br />
<br />
====Sorcerer/Wizard Spells====<br />
<br />
=====Level-0 Spells=====<br />
<br />
* [[Witch's Warts (3.5e Spell)|''Witch's Warts'']]<br />
<br />
===''Soulmelds''===<br />
<br />
====By Class====<br />
<br />
* [[3.5e Divinemelds|Divinemelds]]<br />
<br />
===''Vestiges''===<br />
<br />
====1st-Level Vestiges====<br />
<br />
* [[Bathroom_Troll_(3.5e_Vestige)|Bathroom Troll]]<br />
<br />
* [[Sombrero_(3.5e_Vestige)|Sombrero]]<br />
<br />
====2nd-Level Vestiges====<br />
<br />
* [[Bergram_(3.5e_Vestige)|Bergram]]<br />
<br />
====3rd-Level Vestiges====<br />
<br />
* [[The Rake (3.5e Vestige)|The Rake]]<br />
<br />
====4th-Level Vestiges====<br />
<br />
* [[Jack of the Lantern (3.5e Vestige)|Jack of the Lantern]]<br />
<br />
====5th-Level Vestiges====<br />
<br />
* [[Sandman_(3.5e_Vestige)|Sandman]]<br />
<br />
====6th-Level Vestiges====<br />
<br />
====7th-Level Vestiges====<br />
<br />
* [[Father Krampus (3.5e Vestige)|Father Krampus]]<br />
<br />
====8th-Level Vestiges====<br />
<br />
=='''Homebrew Feats'''==<br />
====''Anarchic''====<br />
<br />
* [[Whimsical_Attack_(3.5e_Feat)|Whimsical Attack]]<br />
<br />
====''Axiomatic''====<br />
<br />
* [[Systematic Attack (3.5e Feat)|Systematic Attack]]<br />
<br />
====''General''====<br />
<br />
* [[Agile_Brawler_(3.5e_Feat)|Agile Brawler]]<br />
<br />
* [[Allegiance_to_Patron_(3.5e_Feat)|Allegiance to Patron]]<br />
<br />
* [[Dodge_Improved_(3.5e_Feat)|Dodge Improved]]<br />
<br />
* [[Expeditious_Dodge_Improved_(3.5e_Feat)|Expeditious Dodge Improved]]<br />
<br />
* [[Systematic Attack (3.5e Feat)|Systematic Attack]]<br />
<br />
* [[Weapon Focus Improved (3.5e Feat)|Weapon Focus Improved]]<br />
<br />
* [[Whimsical_Attack_(3.5e_Feat)|Whimsical Attack]]<br />
<br />
====''Fighter''====<br />
<br />
* [[Agile_Brawler_(3.5e_Feat)|Agile Brawler]]<br />
<br />
* [[Dodge_Improved_(3.5e_Feat)|Dodge Improved]]<br />
<br />
* [[Expeditious_Dodge_Improved_(3.5e_Feat)|Expeditious Dodge Improved]]<br />
<br />
* [[Systematic Attack (3.5e Feat)|Systematic Attack]]<br />
<br />
* [[Weapon Focus Improved (3.5e Feat)|Weapon Focus Improved]]<br />
<br />
* [[Whimsical_Attack_(3.5e_Feat)|Whimsical Attack]]<br />
<br />
====''Multiclass''====<br />
<br />
* [[Ascetic_Performer_(3.5e_Feat)|Ascetic Performer]]<br />
<br />
* [[Supernatural_Homunculus_(3.5e_Feat)|Supernatural Homunculus]]<br />
<br />
* [[Supernatural_Maker_(3.5e_Feat)|Supernatural Maker]]<br />
<br />
====''Racial''====<br />
<br />
=====''Elf''=====<br />
<br />
* [[Oberon's_Legacy_(3.5e_Feat)|Oberon's Legacy]]<br />
<br />
=====''Shirrec''=====<br />
<br />
* [[Furtive Assault (3.5e Feat)|Furtive Assault]]<br />
<br />
* [[Lethal Accuracy (3.5e Feat)|Lethal Accuracy]]<br />
<br />
====''Warlock''====<br />
<br />
* [[Allegiance_to_Patron_(3.5e_Feat)|Allegiance to Patron]]<br />
<br />
== '''Character Builds''' ==<br />
<br />
* [[Echo_Fighter_(3.5e_Optimized_Character_Build)|Echo Fighter]]<br />
<br />
* [[Ghost_Rider,_Spirit_of_Vengeance_(3.5e_Optimized_Character_Build)|Ghost Rider, Spirit of Vengeance]]<br />
<br />
==[[SRD:Skills|'''Skills''']]==<br />
<br />
{| class="wikitable"<br />
|-<br />
| [[SRD:Appraise_Skill|Appraise (Int)]] || [[SRD:Disable_Device_Skill|Disable Device (Int)]] || [[SRD:Knowledge_Skill|Knowledge (Int)]] || [[SRD:Sleight_of_Hand_Skill|Sleight of Hand (Dex)]]<br />
|-<br />
| [[SRD:Autohypnosis_Skill|Autohypnosis (Wis)]] || [[SRD:Disguise_Skill|Disguise (Cha)]] || [[SRD:Listen_Skill|Listen (Wis)]] || [[SRD:Speak_Language_Skill|Speak Language (none)]]<br />
|-<br />
| [[SRD:Balance_Skill|Balance (Dex)]] || [[SRD:Escape_Artist_Skill|Escape Artist (Dex)]] || [[SRD:Move_Silently_Skill|Move Silently (Dex)]] || [[SRD:Spellcraft_Skill|Spellcraft (Int)]]<br />
|-<br />
| [[SRD:Bluff_Skill|Bluff (Cha)]] || [[SRD:Forgery_Skill|Forgery (Int)]] || [[SRD:Open_Lock_Skill|Open Lock (Dex)]] || [[SRD:Spot_Skill|Spot (Wis)]]<br />
|-<br />
| [[SRD:Climb_Skill|Climb (Str)]] || [[SRD:Gather_Information_Skill|Gather Information (Cha)]] || [[SRD:Perform_Skill|Perform (Cha)]] || [[SRD:Survival_Skill|Survival (Wis)]]<br />
|-<br />
| [[SRD:Concentration_Skill|Concentration (Con)]] || [[SRD:Handle_Animal_Skill|Handle Animal (Cha)]] || [[SRD:Psicraft_Skill|Psicraft (Int)]] || [[SRD:Swim_Skill|Swim (Str)]]<br />
|-<br />
| [[SRD:Control_Shape_Skill|Control Shape (Wis)]] || [[SRD:Heal_Skill|Heal (Wis)]] || [[SRD:Profession_Skill|Profession (Wis)]] || [[SRD:Tumble_Skill|Tumble (Dex)]]<br />
|-<br />
| [[SRD:Craft_Skill|Craft (Int)]] || [[SRD:Hide_Skill|Hide (Dex)]] || [[SRD:Ride_Skill|Ride (Dex)]] || [[SRD:Use_Magic_Device_Skill|Use Magic Device (Cha)]]<br />
|-<br />
| [[SRD:Decipher_Script_Skill|Decipher Script (Int)]] || [[SRD:Intimidate_Skill|Intimidate (Cha)]] || [[SRD:Search_Skill|Search (Int)]] || [[SRD:Use_Psionic_Device_Skill|Use Psionic Device (Cha)]]<br />
|-<br />
| [[SRD:Diplomacy_Skill|Diplomacy (Cha)]] || [[SRD:Jump_Skill|Jump (Str)]] || [[SRD:Sense_Motive_Skill|Sense Motive (Wis)]] || [[SRD:Use_Rope_Skill|Use Rope (Dex)]]<br />
|}<br />
<br />
=====[[SRD:Knowledge (Skill)|''Knowledge (Int)'']]=====<br />
* Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)<br />
<br />
* Architecture and engineering (buildings, aqueducts, bridges, fortifications)<br />
<br />
* Dungeoneering (aberrations, caverns, oozes, spelunking)<br />
<br />
* Geography (lands, terrain, climate, people)<br />
<br />
* History (royalty, wars, colonies, migrations, founding of cities)<br />
<br />
* Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)<br />
<br />
* Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)<br />
<br />
* Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)<br />
<br />
* Psionics (ancient mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs, psionic races, and psionic monsters)<br />
<br />
* Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)<br />
<br />
* The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Eldritch_Craft_(3.5e_Spell)&diff=1412856Eldritch Craft (3.5e Spell)2020-12-03T18:15:56Z<p>The bluez in the dungeon: Created page with "{| class="d20 dragon monstats" cellspacing="0" cellpadding="0" |+ style="font-size: larger; white-space: nowrap;" | ''Eldritch Craft'' |- | colspan="2" | Least; 2nd; Other |}..."</p>
<hr />
<div>{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | ''Eldritch Craft''<br />
|-<br />
| colspan="2" | Least; 2nd; Other<br />
|}<br />
<small>'''Author''': [[User:the bluez in the dungeon|the bluez]]</small><br />
<br />
''You gain a preternatural skill in crafting and arts.''<br />
<br />
When you call upon this invocation you become more adept at any job. You gain a +6 bonus on [[SRD:Craft_Skill|Craft]] and [[SRD:Profession (Skill)|Professione]] checks for a period of 24 hours.<br />
<br />
While using these skills you are 10 times faster at doing it. If you craft magic items half the time needed for the creation.<br />
<br />
You may replicate the spell ''[[SRD:Fabricate (Spell)|fabricate]]'', starting from the 7th level.<br />
<br />
----<br />
{{3.5e Warlock Invocations Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Invocation]]<br />
[[Category:Warlock]]<br />
[[Category:Warlock Least]]<br />
[[Category:Invocation]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Incarnum_Monk_(3.5e_Alternate_Class_Feature)&diff=1412341Incarnum Monk (3.5e Alternate Class Feature)2020-12-02T15:58:36Z<p>The bluez in the dungeon: </p>
<hr />
<div>==='''''Zen Soul'''''===<br />
<br />
This is a variant for the [[Monk_In_The_Dungeon_(3.5e_Class)|monk]] base class. This class uses the incarnum rules from Magic of Incarnum.<br />
<br />
'''Class''': [[Monk_In_The_Dungeon_(3.5e_Class)|Monk In The Dungeon]]<br />
<br />
'''Level''': 1st<br />
<br />
'''Special''': You may not take any levels in the standard [[Monk_In_The_Dungeon_(3.5e_Class)|monk]] class nor in the [[Sublime Monk (3.5e Alternate Class Feature)|sublime monk]] variant if you use this alternate class feature.<br />
<br />
'''Replaces''': An incarnum monk doesn't gain the ''ki techniques'' feature nor a ki points progression. Its ''bonus feat'' feature changes.<br />
<br />
'''Benefit''': An incarnum monk gains fewer bonus feats: it gains one bonus feat at 1st, 7th and 17th level. In addition to its standard list, an incarnum monk may choose any incarnum-related feat.<br />
<br />
At first level you gain the ''Meldshaping'' feature as an [https://molivero.com/dndtools/USRD/srd/classes/baseMoi/incarnate.html incarnate] of your class level. You must choose where your soulmelds are drawn from: the incarnate and soulborn's list or the totemist's list<ref>Magic of Incarnum</ref>. You may not change your choice.<br />
<br />
You may use your Wisdom to determine the maximum number of souldmelds at any level instead of Constitution. You cannot shape soulmelds with an alignment descriptor that does not match your own. For example, if you are a lawful good monk, you cannot shape soulmelds with the chaotic or evil descriptors.<br />
<br />
The Difficulty Class for a saving throw against an incarnum monk soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your monk level.<br />
<br />
An incarnum monk can shape only a certain number of soulmelds per day. Your base daily allotment is given on [[#Monk's Meldshaping Progression|Monk's Meldshaping Progression]]. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution or Wisdom (your choice) score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution or Wisdom score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.<br />
<br />
At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on [[#Monk's Meldshaping Progression|Monk's Meldshaping Progression]]. Your character level, as noted on [[#Table: Essentia Capacity|Table: Essentia Capacity]], determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round.<br />
<br />
An incarnum monk does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape its soulmelds for the day.<br />
<br />
At 3rd level you gain the ''Chakra binds'' feature as an [https://molivero.com/dndtools/USRD/srd/classes/baseMoi/incarnate.html incarnate] of your class level and all of its enhancements, except that you unlock first the feet and hands chakra and after that the crown and brow chakra (you unlock them in inverted order). The other chakras follow the incarnate's progression, except if you chose the totemist's soulmeld list: in this case the chakra bind progression is that of the totemist's (apart from the exceptions presented above). This feature improves at 5th, 10th, 14th and 17th. <br />
<br />
Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.<br />
<br />
The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on [[#Monk's Meldshaping Progression|Monk's Meldshaping Progression]]).<br />
<br />
====[[#Monk's Meldshaping Progression|Monk's Meldshaping Progression]]====<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: Monk's Meldshaping Progression}}</div><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | Soulmelds<br />
! rowspan="2" | Essentia<br />
! rowspan="2" | Chakra Binds<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|<br />
|-<br />
|1st||class="left" | 2||1||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd||class="left" | 3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd||class="left" | 3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | 4||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | 4||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | 4||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | 5||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | 5||5||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | 5||6||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | 6||7||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | 6||8||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | 6||9||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | 7||10||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | 7||11||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | 7||12||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | 8||13||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | 8||14||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | 8||16||5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | 9||18||5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | 9||20||5<br />
|}<br />
<br />
====[[#Table: Essentia Capacity|Table: Essentia Capacity]]====<br />
<br />
{| class="{{d20}}"<br />
! rowspan="2" | Character Level<br />
! colspan="2" | Essentia Capacity<br />
|-<br />
|<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st-5th|| class="left" | 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th-11th|| class="left" | 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th-17th|| class="left" | 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th-20th|| class="left" | 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
<references/><br />
<br />
----<br />
{{3.5e Alternate Class Features Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk]]<br />
[[Category:Character Option]]<br />
[[Category:Alternate Class Feature]]<br />
[[Category:Substitution Level]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Sublime_Monk_(3.5e_Alternate_Class_Feature)&diff=1412340Sublime Monk (3.5e Alternate Class Feature)2020-12-02T15:56:35Z<p>The bluez in the dungeon: </p>
<hr />
<div>==='''''Sublime Fist'''''===<br />
<br />
This is a variant for the [[Monk_In_The_Dungeon_(3.5e_Class)|monk]] base class. This class uses the sword magic rules from Tome of Battle and it's heavily inspired by the [[Monk, Danzig Variant (3.5e Class)|monk, Danzig variant]], class, but with my take on the monk as the basis.<br />
<br />
'''Class''': [[Monk_In_The_Dungeon_(3.5e_Class)|Monk In The Dungeon]]<br />
<br />
'''Level''': 1st<br />
<br />
'''Special''': You may not take any levels in the standard [[Monk_In_The_Dungeon_(3.5e_Class)|monk]] class nor in the [[Incarnum Monk (3.5e Alternate Class Feature)|incarnum monk]] variant if you use this alternate class feature.<br />
<br />
'''Replaces''': A sublime monk doesn't gain the ''ki techniques'' feature nor a ki points progression. Its ''bonus feat'' feature changes.<br />
<br />
'''Benefit''': A sublime monk gains fewer bonus feats: it gains one bonus feat at 1st, 7th and 17th level. In addition to its standard list, a sublime monk may choose any maneuver-related or stance-related feat.<br />
<br />
A sublime monk uses maneuvers and stances. See the [[#Monk's Maneuvers Progression|table below]] for its progression. <br />
<br />
A monk can learn maneuvers from any discipline. A monk is a martial adept class, and treated as a martial adept for the purpose of determining initiator level.<br />
<br />
A monk has knowledge of 2 maneuvers when it begins its career. As it attains levels, it gains knowledge of additional maneuvers, as shown in the [[#Monk's Maneuvers Progression|table below]]. A monk must fulfill all prerequisites for whatever maneuver it wishes to learn before taking it. <br />
<br />
A monk’s maneuvers (and stances) count as [[extraordinary]] abilities unless otherwise noted. Maneuvers are not subject to [[spell resistance]] or antimagic fields (unless the maneuver is [[supernatural]]), and do not provoke [[attacks of opportunity]].<br />
<br />
In addition, when a monk reaches 2nd level, and every other even level after, it can exchange one maneuver for another. The new maneuver does not need to have the same level as the old maneuver, but he must observe the restriction on the highest-level maneuver it knows, and it must meet all other prerequisites before selecting the new maneuver.<br />
<br />
Starting at 1st level, a monk is able to ready 1 of its maneuvers. In order to ready them, it must spend 5 minutes in a meditative state. A monk can change its maneuvers during the day if it wishes, but it must must spend 5 minutes in a meditative state again in order to do so.<br />
<br />
When an encounter begins, the monk has all of its maneuvers, unexpended. These maneuvers can be initiated once per encounter, and does not regain them until the end of the encounter unless it refreshes them, which requires a move action, and recovers a number of maneuvers of a maximum of 1 + his Wisdom bonus, up to its limit of readied maneuvers, whichever is lower.<br />
<br />
At 1st level, a monk can select a 1st level stance from one of the available disciplines. At 4th, 9th, 15th and 20th level, it can select additional stances. Like with maneuvers, it must meet all prerequisites when selecting a new stance. These stances are available at all times, and it can initiate or change the stance it is currently using as a swift action. Stances count as extraordinary abilities (unless stated otherwise).<br />
<br />
In addition, when a monk reaches 2nd level, and every other even level after, it can exchange one stance for another. The new stance does not need to have the same level as the old stance, but it must observe the restriction on the highest-level stance it knows, and it must meet all other prerequisites before selecting the new stance.<br />
<br />
====[[#Monk's Maneuvers Progression|Monk's Maneuvers Progression]]====<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: Monk's Maneuvers Progression}}</div><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | Maneuvers Known<br />
! rowspan="2" | Maneuvers Readied<br />
! rowspan="2" | Stances Known<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|<br />
|-<br />
|1st||class="left" | 2||1||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd||class="left" | 3||1||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd||class="left" | 3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | 4||2||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | 4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | 5||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | 5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | 6||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | 6||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | 7||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | 7||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | 8||6||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | 8||7||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | 9||7||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | 9||8||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | 10||8||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | 10||9||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | 11||9||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | 11||10||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | 12||10||5<br />
|}<br />
<br />
----<br />
{{3.5e Alternate Class Features Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk]]<br />
[[Category:Character Option]]<br />
[[Category:Alternate Class Feature]]<br />
[[Category:Substitution Level]]</div>The bluez in the dungeonhttps://www.dandwiki.com/w/index.php?title=Monk_In_The_Dungeon_(3.5e_Class)&diff=1412339Monk In The Dungeon (3.5e Class)2020-12-02T15:50:57Z<p>The bluez in the dungeon: /* Variants */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<!--name of image file--><br />
|imgsize=<!--width in pixels--><br />
|imgcaption=<!--Image caption--><br />
|type=<!--What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")--><br />
|desc=This a remade version of the monk base class. It's a class part of the [[User:The_bluez_in_the_dungeon#In_the_Dungeon_series|In The Dungeon series]].<br />
}}<br />
<br />
== Monk ==<br />
<br />
<-general description->.<br />
<br />
=== Making a Monk ===<br />
<br />
<-Strong points and weak points, and effectiveness with party members.->.<br />
<br />
'''Abilities:''' <-description of most important attributes for this class->.<br />
<br />
'''Races:''' <-description of relative likelihood of various races to join this class->.<br />
<br />
'''Alignment:''' Any lawful.<br />
<br />
'''Starting Gold:''' <-starting gold; YdZ->&times;10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Monk}}</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 />
! rowspan="2" | [[#Flurry of Blows|Flurry of Blows]]<br/>Attack Bonus<br />
! rowspan="2" | Unarmed<br/>Damage<sup>1</sup><br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! rowspan="2" | [[#Ki Points/Day|Ki<br/>Points/Day]]<br />
! rowspan="2" | [[#Ki Techniques|Maximum Ki Techniques<br/>Level Known]]<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 || +2 || +2 || +2<br />
| class="left" | [[#Bonus feat|Bonus feat]], [[#Flurry of blows|Flurry of blows]], [[#Ki Techniques|Ki techniques]] [[#Unarmed strike|Unarmed strike]], [[#Zen armor|Zen armor]] <br />
| –2/–2||1d6||+1||+0 ft.||25||Base<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3|| +3<br />
| class="left" | [[#Bonus feat|Bonus feat]], [[#Evasion|Evasion]], [[#Wrestling sensei|Wrestling sensei]]<br />
| –1/–1||1d6||+1||+0 ft.||30||Base<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Fast movement|Fast movement]], [[#Ki strike|Ki strike (magic)]]<br />
| +0/+0||1d6||+1||+10 ft.||35||Base<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Quiet mind|Quiet mind]], [[#Slow fall|Slow fall 20 ft.]]<br />
| +1/+1||1d8||+1||+10 ft.||40||Base<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Purity of body|Purity of body]]<br />
| +2/+2||1d8||+2||+10 ft.||45||Advanced<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Ki senses|Ki senses]], [[#Slow fall|Slow fall 30 ft.]]<br />
| +3/+3||1d8||+2||+20 ft.||50||Advanced<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Bonus feat|Bonus feat]], [[#Wholeness of body|Wholeness of body]]<br />
| +4/+4||1d8||+2||+20 ft.||55||Advanced<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Ki strike|Ki strike (alignment)]], [[#Slow fall|Slow fall 40 ft.]]<br />
| +5/+5/+0||1d10||+2||+20 ft.||60||Advanced<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Improved evasion|Improved evasion]], [[#Leap of the Heavens|Leap of the Heavens]]<br />
| +6/+6/+1||1d10||+2||+30 ft.||65||Advanced<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Extended perception|Extended perception]], [[#Slow fall|Slow fall 50 ft.]]<br />
| +7/+7/+2||1d10||+3||+30 ft.||70||Advanced<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Diamond body|Diamond body]], [[#Flurry of blows|Greater flurry]], [[#Tongue of the sun and moon|Tongue of the sun and moon]]<br />
| +8/+8/+8/+3||1d10||+3||+30 ft.||75||Advanced<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Bonus feat|Bonus feat]], [[#Mettle|Mettle]], [[#Slow fall|Slow fall 60 ft.]]<br />
| +9/+9/+9/+4||2d6||+3||+40 ft.||80||Advanced<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Ki strike|Ki strike (adamantine)]], [[#Perfect soul|Perfect soul]]<br />
| +9/+9/+9/+4||2d6||+3||+40 ft.||85||Advanced<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Astral transition|Astral transition]], [[#Slow fall|Slow fall 70 ft.]]<br />
| +10/+10/+10/+5||2d6||+3||+40 ft.||90||Advanced<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | [[#Quivering palm|Quivering palm]]<br />
| +11/+11/+11/+6/+1||2d6||+4||+50 ft.||100||Master<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Slow fall|Slow fall 80 ft.]], [[#Timeless body|Timeless body]]<br />
| +12/+12/+12/+7/+2||2d8||+4||+50 ft.||110||Master<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Bonus feat|Bonus feat]]<br />
| +12/+12/+12/+7/+2||2d8||+4||+50 ft.||120|||Master<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Slow fall|Slow fall 90 ft.]], [[#Soul mirror|Soul mirror]]<br />
| +13/+13/+13/+8/+3||2d8||+4||+60 ft.||130||Master<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | [[#Empty mind|Empty mind]]<br />
| +14/+14/+14/+9/+4||2d8||+4||+60 ft.||140||Master<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Perfect self|Perfect self]], [[#Sixth sense|Sixth sense]], [[#Slow fall|Slow fall any distance]]<br />
| +15/+15/+15/+10/+5||2d10||+5||+60 ft.||150||Master<br />
|-<br />
| colspan="10" class="foot" |<br />
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Autohypnosis_Skill|Autohypnosis (Wis)]], [[SRD:Balance_Skill|Balance (Dex)]], [[SRD:Climb_Skill|Climb (Str)]], [[SRD:Concentration_Skill|Concentration (Con)]], [[SRD:Craft_Skill|Craft (Int)]], [[SRD:Diplomacy_Skill|Diplomacy (Cha)]], [[SRD:Escape_Artist_Skill|Escape Artist (Dex)]], [[SRD:Heal_Skill|Heal (Wis)]], [[SRD:Intimidate_Skill|Intimidate (Cha)]], [[SRD:Jump_Skill|Jump (Str)]], [[SRD:Knowledge_Skill|Knowledge (arcana) (Int)]], [[SRD:Knowledge_Skill|Knowledge (religion) (Int)]], [[SRD:Listen_Skill|Listen (Wis)]], [https://molivero.com/dndtools/USRD/srd/skills/skillsAll.html#martial-lore Martial Lore (Int)], [[SRD:Move_Silently_Skill|Move Silently (Dex)]], [[SRD:Perform_Skill|Perform (Cha)]], [[SRD:Profession_Skill|Profession (Wis)]], [[SRD:Search_Skill|Search (Int)]], [[SRD:Sense_Motive_Skill|Sense Motive (Wis)]], [[SRD:Sleight_of_Hand_Skill|Sleight of Hand (Dex)]], [[SRD:Spot_Skill|Spot (Wis)]], [[SRD:Swim_Skill|Swim (Str)]], [[SRD:Tumble_Skill|Tumble (Dex)]], [[SRD:Use_Rope_Skill|Use Rope (Dex)]].<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<-fluff about class features->. All of the following are class features of the monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling, and their unarmed strike. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.<br />
<br />
'''{{#anc:[[#Ki Points/Day|Ki Points/Day]]}}:''' A monk has a pool of daily ki points as shown on the table above. <br />
<br />
A monk must sleep 8 hours and meditate 1 hour to regain all of its ki points everyday.<br />
<br />
In addition to those, a monk gains extra ki points per day equal to its Wisdom modifier x its AC bonus, as shown on the table above. A monk uses its ki points for ki techniques and other abilities, such as additional uses of the [[SRD:Stunning Fist (Feat)|Stunning Fist]] feat (a monk may spend 3 ki points to gain another use of Stunning Fist or analogue features or effects or use 1 point to increase the save DC for the Stunning Fist, or similar feature, by 1 and up to +3). <br />
<br />
A monk may regain lost ki points by meditating or doing exercises for one hour uninterrupted: it must make a Concentration, or Autohypnosis (if it has power points, in alternative), check to obtain ki points equal to its result, up to its maximum ki points per level (exceeding ki points don't accumulate). The DC for the check is 20 + the monk level. A failed check doesn't grant any ki points. When it reaches the maximum ki points it may restore, a monk can't regain again ki points until the next day.<br />
<br />
'''{{#anc:[[#Ki Techniques|Ki Techniques]]}}:''' Ki techniques are movements, both physical and mental, that let a ki user channel its internal force, called ki or chi or qi, to produce various effects. A monk is a master of these techniques and uses ki points to activate them. They are usually swift, free or immediate actions that briefly empower the user or reproduce magical effects. Ki techniques exist in three categories: ''Base'', ''Advanced'' and ''Master''. <br />
<br />
A monk of 1st level may use only ''Base'' techniques, from 5th level it may use ''Base'' and ''Advanced'' techniques and from 15th level it may use ''Base'', ''Advanced'' and ''Master'' techniques. Unless otherwise stated, a ki technique counts as an [[extraordinary]] ability and it's not subject to [[spell resistance]] or antimagic fields (unless the ki technique is [[supernatural]]).<br />
<br />
Ki techniques that cost less than a standard action don't provoke attacks of opportunity.<br />
A monk using a ki technique while under a condition that may force a caster to make a Concentration check must make one as well. If the DC is not fixated calculate it as follows: for ''Base'' techniques it's 15 + ki points spent, for ''Advanced'' techniques it's 20 + ki points spent and for ''Master'' techniques it's 25 + ki points spent. A monk may use ki techniques defensively with a Concentration check, with the same DCs above. If the check succeeds the monk doesn't provoke attack of opportunity. <br />
If the monk suffers damage while using ki techniques it adds the damage to the DC for the Concentration check.<br />
<br />
A ki technique has a caster level equal to the monk class level, if relevant. DCs for ki techniques are as follows: for ''Base'' techniques it's 10 + Wisdom modifier, for ''Advanced'' techniques it's 15 + Wisdom modifier and for ''Master'' techniques it's 20 + Wisdom modifier. A monk adds half of its level in non-monk classes to determine caster level, level of techniques known and maximum ki points it may spend per round. Classes that give monk progression are added fully.<br />
<br />
The following list contains [[3.5e_Ki_Techniques|ki techniques]] that all monks know and can use. They are called [[3.5e_Common_Ki_Techniques|common techniques]]. A monk may use all of them plus the ones it gets from its specific school:<br />
<br />
; Base techniques:<br />
<br />
* ''Ki defense'': as an immediate action a monk may gain a +1 to its ''Zen Armor's'' bonus to AC or to saving throws by spending 1 ki point, even before it knows the result of an attack or of a failed save. <br />
<br />
For every 3 additional points it may increase the bonus by 1. This bonus lasts one round and may not surpass a +5.<br />
<br />
* ''Levity'': as an immediate action a monk may reduce its fall by 10 feet (3 meters), spending 1 ki point. For every additional point spent it reduces the fall by another 10 feet (3 meters). <br />
<br />
By spending 4 points it may stand or move on the surface of water or similar frail objects. These effects last 1 round but the monk may spend points every round to continue them.<br />
<br />
* ''Agility'': as a free action a monk may gain a +2 bonus to Balance, Climb, Jump, Swim and Tumble checks, all together, for one round. <br />
<br />
For every additional point it spends it may increase the bonus by 2, up to a maximum of +10.<br />
<br />
* ''Rapidity'': as free action a monk may increase all its movement speed by +10 feet (3 meters) for one round, spending 1 ki point. <br />
<br />
It may increase this bonus by +10 feet (3 meters) for any extra ki point it spends, up to a maximum bonus equal to its land speed (even if enhanced by magic or its class feature ''Fast movement'').<br />
<br />
; Advanced:<br />
<br />
* ''Potency'': with a swift action a monk may gain a +2 bonus to any of its abilities for one minute, by spending 4 ki points. <br />
<br />
Every 4 additional ki points spent grant the monk another +2 to that or another ability, up to a maximum of +6 per ability.<br />
<br />
* ''Freedom'': by spending 5 ki points a monk may replicate, as a swift action, the [[SRD:Freedom of Movement (Spell)|''freedom of movement'']] spell, for one round.<br />
<br />
* ''Assault'': as a swift action and spending 5 points, a monk may make a full attack at the end of a charge. It may not use a flurry of blows.<br />
<br />
* ''Levitation'' as a free action a monk may walk on air as per the spell [[SRD:Air Walk|''air walk'']], except it may move at full speed, even upward. <br />
<br />
It must spend 3 points to do so and the effect lasts one round but every round a monk may spend another 3 points to walk again on air.<br />
<br />
; Master:<br />
<br />
* ''Might'': as a free action a monk may spend 1 ki point to inflict 1 extra damage with a single attack. <br />
<br />
It may spend 1 or more additional ki points to increase the damage of the same number.<br />
<br />
* ''Divine sight'': as a standard action a monk may replicate the spell [[SRD:True Seeing (Spell)|''true seeing'']] for one minute per monk level. It costs 10 ki points.<br />
<br />
* ''Dimensional step'': as a move action a monk may replicate the spell [[SRD: Dimension Door (Spell)|''dimensional door'']] by spending 10 ki points. Caster level is monk level. <br />
<br />
By spending 15 ki points the monk may replicate the [[SRD:Teleport (Spell)|''teleport'']] spell as a full-round action. Caster level is monk level.<br />
<br />
* ''Spirit'': with a standard action and spending 15 ki points a monk may become ethereal for 1 round per monk level.<br />
<br />
'''{{#anc:[[#Bonus feat|Bonus feat]]}}:''' At 1st, 2nd and every 5 level after that (7th, 12th and 17th level) a monk gains a feat for free. The feat must be from the following list: <br />
<br />
[[SRD:Improved Grapple (Feat)|Improved Grapple]], [[SRD:Stunning Fist (Feat)|Stunning Fist]], [[SRD:Combat Reflexes (Feat)|Combat Reflexes]], [[SRD:Deflect Arrows|Deflect Arrows]], [[SRD:Improved Disarm (Feat)|Improved Disarm]], [[SRD:Improved Trip (Feat)|Improved Trip]] (a monk needs not have any of the prerequisites normally required for these feats to select them), any feat that has [[SRD:Improved Unarmed Strike (Feat)|Improved Unarmed Strike]] or [[SRD:Stunning Fist (Feat)|Stunning Fist]] as a prerequisite or that modifies or improves ki points or ki techniques.<br />
<br />
'''{{#anc:[[#Flurry of blows|Flurry of blows]]}} ([[Ex]]):''' When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, it may make one extra attack in a round at its highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. <br />
<br />
The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before its next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.<br />
<br />
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). It may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies its Strength bonus (not Str bonus x 1-1/2 or x 1/2) to its damage rolls for all successful attacks, whether it wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.<br />
<br />
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that it has enough attacks in its flurry of blows routine to do so.<br />
<br />
When a monk reaches 11th level, its flurry of blows ability improves. In addition to the standard single extra attack it gets from flurry of blows, it gets a second extra attack at its full base attack bonus.<br />
<br />
'''{{#anc:[[#Unarmed strike|Unarmed strike]]}}:''' At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. <br />
<br />
A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with its hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply its full Strength bonus on damage rolls for all its unarmed strikes.<br />
<br />
Usually a monk's unarmed strikes deal lethal damage, but it can choose to deal nonlethal damage instead with no penalty on its attack roll. It has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
A monk also deals more damage with its unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with its unarmed attacks, while a Large monk deals more damage; see [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]].<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|-<br />
|+ {{#anc:Table: Monk Unarmed Damage by Size}}<br />
|-<br />
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8<br />
|}<br />
<br />
'''{{#anc:[[#Zen armor|Zen armor]]}} ([[Ex]]):''' A monk, when unarmored, adds its Wisdom modifier (minimum 0) to its AC. In addition a 1st level monk gains a +1 deviation bonus to its AC. <br />
<br />
This bonus increases by 1 every five monk level (+2 at 5th level, +3 at 10th level, +4 ath 15th level and +5 at 20th level).<br />
<br />
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. It loses the Wisdodm bonus when it is immobilized, when it wears any armor and when it carries a shield. It loses all of the bonuses when it carries a medium or heavy load or it's helpless or unconscious.<br />
<br />
'''{{#anc:[[#Evasion|Evasion]]}} ([[Ex]]):''' At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. <br />
<br />
Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. A monk that has already the ''evasion'' feature it gains instead the ''improved evasion'' feature.<br />
<br />
'''{{#anc:[[#Wrestling sensei|Wrestling sensei]]}} ([[Ex]]):''' Starting from 2nd level, a monk may add its class level to grapple, disarm, bull rush, trip, feint, sunder and ovverun checks instead of its attack bonus. This feature works when the monk takes these actions as well as when it's subjected to them. Any prestige class that improves monk abilities, it improves this feature as well.<br />
<br />
'''{{#anc:[[#Fast movement|Fast movement]]}} ([[Ex]]):''' At 3rd level, a monk gains an enhancement bonus to its speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. A monk may add half of its class level to Jump, Climb, Swim and Tumble checks.<br />
<br />
'''{{#anc:[[#Ki strike|Ki strike]]}} ([[Su]]):''' At 3rd level, a monk's unarmed attacks are empowered with ki. Its unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. <br />
<br />
At 8th level, its unarmed attacks are also aligned with its alignment (ex.: a lawful good monk has a lawful and good unarmed strike). If it has a neutral component the monk must choose to align its unarmed strike to one extreme on its neutral axis. The choice is permanent unless the monk changes alignment. <br />
<br />
At 13th level, its unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.<br />
<br />
'''{{#anc:[[#Quiet mind|Quiet mind]]}} ([[Ex]]):''' From 4th level a monk adds its class level to saving throws against spells and effects from the enchantment and illusion school. This feature substitutes ''Still mind'' for all purposes.<br />
<br />
'''{{#anc:[[#Slow fall|Slow fall]]}} ([[Ex]]):''' At 4th level or higher, a monk within arm's reach of a wall (or anything similar for this purpose) can use it to slow its descent. When first using this ability, it takes damage as if the fall were 20 feet shorter than it actually is. <br />
<br />
The monk's ability to slow its fall (that is, to reduce the effective distance of the fall when next to a wall) improves with its monk level until at 20th level it can use a nearby wall to slow its descent and fall any distance without harm.<br />
<br />
'''{{#anc:[[#Purity of body|Purity of body]]}} ([[Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.<br />
<br />
'''{{#anc:[[#Ki senses|Ki senses]]}} ([[Ex]]):''' At 6th level a monk adds its Wisdom modifier to initiative rolls, in addition to any other bonus.<br />
<br />
'''{{#anc:[[#Wholeness of body|Wholeness of body]]}} ([[Ex]]):''' At 7th level or higher, a monk can heal its own wounds or those of others. It can heal a number of hit points of damage equal to its current monk level x its Wisdom modifier each day, and it can spread this healing out among several uses. Healing others requires a touch.<br />
<br />
'''{{#anc:[[#Improved evasion|Improved evasion]]}} ([[Ex]]):''' At 9th level, a monk's evasion ability improves. It still takes no damage on a successful Reflex saving throw against attacks, but henceforth it takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion. A monk that already has this feature gains a +4 to Reflex saves.<br />
<br />
'''{{#anc:[[#Leap of the Heavens|Leap of the Heavens]]}} ([[Ex]]):''' From 9th level a monk max height for a high jump is not limited anymore by its height.<br />
<br />
'''{{#anc:[[#Extended perception|Extended perception]]}} ([[Ex]]):''' From 10th level a monk gains ''[[SRD:Blindsight_and_Blindsense#Blindsense_.28Ex.29|''blindsense'']]'' in 30 feet (9 meters).<br />
<br />
'''{{#anc:[[#Diamond body|Diamond body]]}} ([[Su]]):''' At 11th level, a monk gains immunity to poisons of all kinds.<br />
<br />
'''{{#anc:[[#Tongue of the Sun and of the Moon|Tongue of the Sun and of the Moon]]}} ([[Ex]]):''' A monk of 11th level or higher can speak with any living creature.<br />
<br />
'''{{#anc:[[#Mettle|Mettle]]}} ([[Ex]]):''' A monk of 12th can resist magical and unusual attacks with great willpower or fortitude. If it makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), it instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of ''mettle''.<br />
<br />
'''{{#anc:[[#Perfect soul|Perfect soul]]}} ([[Ex]]):''' At 13th level, a monk gains spell resistance equal to its current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.<br />
<br />
'''{{#anc:[[#Astral transition|Astral transition]]}} ([[Su]]):''' Starting at 14th level a monk may use, twice per day, the spell [[SRD:Plane Shift (Spell)|''plane shift'']] as a spell-like ability with caster level equal to its class level. To do so it must meditate for 10 minutes. For any other person it brings along the time increases by 10 minutes and each target must pass a 20 Will save to be affected.<br />
<br />
'''{{#anc:[[#Quivering palm|Quivering palm]]}} ([[Su]]):''' Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. It can use this quivering palm attack once a day, and it must announce its intent before making its attack roll. <br />
<br />
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. <br />
<br />
Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:[[#Timeless body|Timeless body]]}} ([[Ex]]):''' Upon attaining 16th level, a monk no longer takes penalties to its ability scores for aging and cannot be magically aged. Any such penalties that it has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when its time is up.<br />
<br />
'''{{#anc:[[#Soul mirror|Soul mirror]]}} ([[Ex]]):''' From 18th level any spell or magical effect that the monk resists, as a consequence of its spell resistance, is reflected back to the caster that is normally subjected to its effect, if possibile.<br />
<br />
'''{{#anc:[[#Empty mind|Empty mind]]}} ([[Su]]):''' At 19th level a monk is permanently under the effect of a [[SRD:Mind Blank (Spell)|''mind blank'']].<br />
<br />
'''{{#anc:[[#Perfect self|Perfect self]]}}:''' At 20th level, a monk becomes a magical creature. It is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects (though beneficial effects for its previous type still apply). <br />
<br />
Additionally, the monk gains damage reduction 10/lawful, which allows it to ignore the first 10 points of damage from any attack made by a nonlawful weapon or spell or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if it were a member of its previous creature type.<br />
<br />
'''{{#anc:[[#Sixth sense|Sixth sense]]}} ([[Ex]]):''' At 20th level a monk gains [[SRD:Blindsight|blindsight]] in 30 feet (9 meters). This substitutes the blindsense ability from [[#Extended perception|''Extended Perception'']].<br />
<br />
'''{{#anc:<-extraordinary class feature->}} ([[Ex]]):''' <-class feature game rule information-><br />
<br />
'''''{{#anc:<-psi-like class feature->}}'' ([[Ps]]):''' <-class feature game rule information-><br />
<br />
'''''{{#anc:<-spell-like class feature->}}'' ([[Sp]]):''' <-class feature game rule information-><br />
<br />
'''{{#anc:<-supernatural class feature->}} ([[Su]]):''' <-class feature game rule information-><br />
<br />
'''{{#anc:<-class feature->}}:''' <-class feature game rule information-><br />
<br />
''{{#anc:<-subclass feature <!-- See the rogue's "Special Ability" for an example: http://www.dandwiki.com/wiki/SRD:Rogue#Special_Abilities -->->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat as necessary.-><br />
<br />
==== Alternate Class Features ====<br />
<br />
* [[Sublime_Monk_(3.5e_Alternate_Class_Feature)|Sublime Fist]]<br />
<br />
* [[Incarnum Monk (3.5e Alternate Class Feature)|Zen Soul]]<br />
<br />
==== Ex-Monks ====<br />
<br />
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.<br />
<br />
==== Epic Monk ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<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" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> 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 />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<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 <!-- EL Number -->:'' <-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 />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{3.5e 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: REMOVE THIS ENTIRE LINE<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 />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>The bluez in the dungeon