Servant (3.5e Class)

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Servant

Mongrels though they may be, they're still figures of some slight renown.
—Hero-King Gilgamesh, Heroic Spirit (3.5e Race), Servant - Archer Role

Servants are Heroic Spirits made into special familiars of the highest rank that are bound to the Master. Similarly as to how demons require a form invented by humans in order to take shape, Heroic Spirits need a form to exist in the world. The vessels, classes, act as their temporary name and method of existing. Acting like a "passport to the present", the vessel prepares them for their role as a familiar in advance, allows them to take on that role to help them take form, and brings them forth into the world. Each class identifies only the core skills of the Heroic Spirit because replication of all their abilities is impossible. Their main traits align with the class and are given form, matching the principal nature of the class. Only heroes matching the attributes of the classes are brought forth, allowing them to be summoned into any reflecting their abilities.

Making a Servant

Servants excel at combat and are known to be powerful weapons in the forms of familiars. The Servant class is meant to be a largely more powerful version of the most base classes that adventurers and creatures can take on.

Abilities: Depending on the class role given to the Heroic Spirit, each role uses its own ability score as seen below.

  • Saber: Sabers tend to rely heavily on their Strength to deal heavy blows, followed closely by their Wisdom for spellcasting enhancements.
  • Lancer: Lancers tend to rely on their Strength even more than Sabers, dealing deadly one-hit blows followed closely by Dexterity to given them a defensive boost.
  • Berserker: Berserkers rely heavily on their Constitution in order to have prolonged fights, followed by Strength for power.
  • Caster: Depending on the type of Caster, they can depend upon Intelligence, Wisdom, or Charisma followed by Dexterity or Constitution to make them harder to hit or have more health.
  • Archer: Archers depend upon their Dexterity in order to snipe those standing in their path, followed by Intelligence to enhance their psionic powers which empower their bow and arrow.
  • Assassin: Looking for a quick execution or one who possesses raw power, the Assassin relies solely on their Dexterity to eliminate their enemies quickly while also using Constitution or Wisdom for varying skills or a boost to health.
  • Rider: Similar to Sabers they rely on the Strength of their own bodies in combination with their Mounts to deal large amounts of damage while prolonging fights with a good Dexterity or Constitution.
  • Ruler: Rulers use their Strength and Wisdom equally to wield powerful weapons while also using divine spells to cleanse their enemies. After Strength and Wisdom, Rulers value Constitution to make them even tougher to defeat in battle.

Races: Mainly only Heroic Spirit (3.5e Race) become the Servant class, however in very rare instances, Humans of exceptional caliber can take on the role of a Servant.

Alignment: A Servant can be any alignment desired.

Starting Gold: 8d10 worth of initial gold, x10 for starting gold amount.

Starting Age: Complex.

Reason to fight: Servants are usually heroes and legendary figures of myth whom have gained renown in their specific histories and cultures. It is from this renown that when a Heroic Spirit is reborn in the present day as a familiar they usually are summoned for a reason. Known primarily as weapons of the greatest magical wars between groups of spellcasters, Servants have a primary goal or wish in mind that they desire to have fulfilled by their master or summoner. In return, the Servant becomes a weapon for the spellcaster for them to use in war or varying conflicts. Servants must have a reason for fighting and answering the call of a summoner's ritual. Whatever the reason is, it must be what the Servant desires most in the long-run.

Table: The Servant: Saber, Lancer, Berserker, Caster, Archer, Assassin, Rider and Ruler

Hit Die: d8/10/12 (see Servant Role below)

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +1 +1 +1 Servant Role, Bonus Feat, Pseudo Heroism, Noble Phantasm, True Name, Mythical Heroism 6 5 2 3 1st
2nd +2 +2 +2 +2 Bonus Feat, Crippling Strike 6 6 3 6 5 1st
3rd +3 +2 +2 +2 Tamer of Beasts, Wise Valor 6 6 4 11 7 2nd
4th +4 +3 +3 +3 Bonus Feat 6 6 5 3 17 9 2nd
5th +5 +3 +3 +3 Presence Concealment 6 6 6 4 25 11 3rd
6th +6/+1 +4 +4 +4 Bonus Feat 6 6 6 5 3 35 13 3rd
7th +7/+2 +4 +4 +4 Master Marksman 6 6 6 6 4 46 15 4th
8th +8/+3 +5 +5 +5 Bonus Feat 6 6 6 6 5 3 58 17 4th
9th +9/+4 +5 +5 +5 Mad Enhancement 6 6 6 6 6 4 72 19 5th
10th +10/+5 +6 +6 +6 Bonus Feat 6 6 6 6 6 5 3 88 21 5th
11th +11/+6/+1 +6 +6 +6 Honored Assault, Soul Piercing 6 6 6 6 6 6 4 106 22 6th
12th +12/+7/+2 +7 +7 +7 Bonus Feat 6 6 6 6 6 6 5 3 126 24 6th
13th +13/+8/+3 +7 +7 +7 Renown Rider 6 6 6 6 6 6 6 4 147 25 7th
14th +14/+9/+4 +8 +8 +8 Bonus Feat, Master Kinesiologist 6 6 6 6 6 6 6 5 3 170 27 7th
15th +15/+10/+5 +8 +8 +8 Hit and Run Tactics, God's Resolution 6 6 6 6 6 6 6 6 4 195 28 8th
16th +16/+11/+6/+1 +9 +9 +9 Bonus Feat 7 6 6 6 6 6 6 6 5 1 221 30 8th
17th +17/+12/+7/+2 +10 +10 +10 Caster's Territory 7 7 7 6 6 6 6 6 5 3 250 31 9th
18th +18/+13/+8/+3 +11 +11 +11 Bonus Feat, Mad Enhancement II 7 7 7 7 7 7 6 6 6 4 280 33 9th
19th +19/+14/+9/+4 +12 +12 +12 Knight of Bow and Spirit, Mana Burst 7 7 7 7 7 7 7 7 7 6 311 34 9th
20th +20/+15/+10/+5 +13 +13 +13 Bonus Feat, Assassination, Legends and Lore 7 7 7 7 7 7 7 7 7 7 343 36 9th

Class Skills (8 + Int modifier per level, ×4 at 1st level)

  • Saber: Appraise (Int), Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nobility) (Int), Knowledge (History) (Int), Ride (Dex), Sense Motive (Wis), Swim (Str)
  • Lancer: Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nobility) (Int), Knowledge (History) (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex)
  • Berserker: Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str), Tumble (Dex)
  • Caster: Appraise (Int), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Psicraft (Int), Search (Int), Spellcraft (Int), Use Magic Device (Cha)
  • Archer: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Listen (Int), Move Silently (Dex), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
  • Assassin: Appraise (Int), Balance (Dex), Climb (Str), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex)
  • Rider: Appraise (Int), Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nobility) (Int), Knowledge (History) (Int), Ride (Dex), Sense Motive (Wis), Swim (Str)
  • Ruler: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Knowledge (Planes) (Int), Listen (Wis), Psicraft (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex)

Class Features

All of the following are class features of the Servant class and the specific role chosen by the Servant.

Servant Role: At first level a Servant is given a specific role depending on what type of hero they were in their previous life. Each role progresses differently than any of the other options. When progressing as the Servant class in a specific role, each Servant Role gains its own abilities. All Servant roles use the same table, as shown above, for Saves, and other numerical information. A Servant can choose one of the following roles listed below:

  • Saber: (HD:d10) Servants placed within this class are agile and powerful melee warriors adept at swordsmanship, boasting high ratings in all ability scores, and they are often heroes from the Age of Gods when magecraft was still commonplace. The qualifying conditions require the Heroic Spirits to have legends as knights of the sword. When adopting the role of Saber, the Servant gains bonuses to its vitality. Saber Servants gain an additional 1d4 HP + their Con bonus in addition to their base hit die rolled.
  • Lancer: (HD:d8) Servants placed within this class, many of which are Heroic Spirits who were knights, are very agile, display excellent close combat skills, show proficiency in hit-and-run tactics that capitalize on range and speed, and are skilled with long-range melee weapons such as spears and lances. The qualifying conditions to be placed within the class are second only to the Saber class. When adopting the role of Lancer, the Servant gains bonuses to its power. Lancer Servants weapon gains an additional 1d8 damage die when using a Piercing-type weapon in addition to the weapon's base damage.
  • Berserker: (HD:d12) Servants placed within this class are always Heroic Spirits who have gone berserk during battle at least once in their lifetime which now trades their consciousness and sanity for a large power boost. This class is usually summoned for magicians who have summoned Heroic Spirits with insufficient abilities and attributes, allowing them to strengthen their Servants to make up for their lower attributes and compete against stronger opponents. While it is ideal for Servants to reach the level of the Heroic Spirit, the class allows for their attributes to surpass even the original. When adopting the role of Berserker, the Servant gains bonuses to its survivability. Berserker Servants gain a +1 to all Saves.
  • Caster: (HD:d8) Servants placed within this class are usually adept in magecraft, and the only qualifying condition is the mastery of sorceries of the highest caliber compared to the specific parameter requirements of the other classes. Due to not requiring any strong ability scores, they generally have low combat abilities, and due to the majority of Servants having some form of Magic Resistance, this class is thought to be the weakest of all of them. They make up for this with other means, using magecraft that no longer exists in the current age and, no matter which Heroic Spirit is of which class, possessing many possible ploys to be used against enemies. When adopting the role of Caster, the Servant gains bonuses to its mental prowess. Caster Servants gain a +1 to their Spell DC.
  • Archer: (HD:d10) Servants placed within this class excel in possessing powerful Noble Phantasms, are able to act as highly effective scouts, and are frequently Heroic Spirits from the Age of Gods when magecraft was still commonplace. The qualifying condition for the Heroic Spirits is not attributes, but instead the possession of powerful projectile weapons or special abilities related to projectile weapons. When adopting the role of Archer, the Servant gains bonuses to accuracy. Archer Servants gain a +2 to Hit and +2 to confirm a critical hit.
  • Assassin: (HD:d8) Servants of this class are skilled at one of two paths; the first operating covertly, stealthy, and silently, and the second is by demonstrating raw power and speed. This class is one of the weaker classes at fighting; as its members possess lower ability scores due to not having glorious legends as heroes, it instead specializes in killing Masters rather than Servants. It is an oddity compared to the more formal Knight classes who believe in fair duels and chivalry in combat; they will attack using the most unfair and favorable conditions; and with these conditions, it is possible for an Assassin to match and defeat other Servants. When adopting the role of Assassin, the Servant gains bonuses to its Dexterity in turn for Strength. Assassin Servants gain a +2 to their Dexterity in trade for taking a -2 to their Strength.
  • Rider: (HD:d10) Servants placed within this class are those known for riding mounts, living beasts or human constructs, during their lives. They generally have lower attributes compared to the other roles, but the abilities of the mounts described in their legends compensate by granting them powerful Noble Phantasms or abilities. When adopting the role of Rider, the Servant gains bonuses to its riding technique. Rider Servants gain a +1 to their Ride skill per Servant level.
  • Ruler: (HD:d12) Servants placed within this class are those known for having the purest of hearts, being icons and symbol of purity to common peoples during their lives. They generally are the most powerful of the servants able to command divine energies. When adopting the role of Ruler, the Servant gains bonuses to their Leadership ability and piety. Ruler Servants gain a +1 to their divine spellcasting DC as well as the feat Extra Additional Attacks (3.5e Feat).


Weapon and Armor Proficiency: Each role has its own proficiency for weapon and armors as seen below:

  • Saber: Sabers are proficient with all sword-typed weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
  • Lancer: Lancers are proficient with all piercing, simple, and martial weapons and with all armor (heavy, medium, and light). Shield of any kind cannot be wielded by a Lancer role Servant.
  • Berserker: Berserkers are proficient with all bludgeoning, simple, and martial weapons, light armor, medium armor, and shields (except tower shields).
  • Caster: Casters are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
  • Archer: Archers are proficient with all bow-type, simple, and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
  • Assassin: Assassins are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Assassins are proficient with light armor, but not with shields.
  • Rider: Riders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
  • Ruler: Rulers are proficient with all simple weapons and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A Ruler gains the SRD:Weapon Focus feat for their chosen weapon.


Psuedo Heroism: Servants are powerful in the fact that they obtain many bonuses and power upgrades being magically created humanoids. Servants cannot obtain Epic Levels past level 20. Servants cannot multiclass more than twice. If a Human or any other race besides the Heroic Spirit (3.5e Race) becomes a Servant, they do not gain the following: the role abilities associated with that specific role, the True Name ability, or the Mythical Heroism ability. Humans and other races besides Heroic Spirits ignore the first part of Pseudo Myth and have the ability to multiclass and gain Epic levels as they please. Servants themselves are powerful magical tools created originally as a Familiar weapon for innovative warfare. When any antimagic, dispel magic, dismissal effect or spell is used on a Servant that has the race Heroic Spirit (3.5e Race) they are considered SRD:Dazed.


Spells: Certain Servant roles have the ability to cast spells. Listed below are the roles able to cast and the following ability associated with their casting ability.

  • Saber: Sabers gain the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A Saber must choose and prepare their spells in advance. To prepare or cast a spell, a Saber must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Saber’s spell is (10 + the spell level + the Saber’s Wisdom modifier). Like other spellcasters, a Saber can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Servant. In addition, they receive bonus spells per day if they have a high Wisdom score. Sabers may prepare and cast any spell on the cleric spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.
  • Lancer: Lancers cannot cast any type of spells (unless they multiclass into a spellcasting class).
  • Berserker: Berserkers cannot cast any type of spells (unless they multiclass into a spellcasting class).
  • Caster: A Caster is highly different from normal magicians as they choose which type of casting they will be doing. Casters can choose to cast divine spells (drawn from the druid spell list), cast arcane spells (drawn from the sorcerer spell list), cast arcane spells (drawn from the wizard spell list), or cast arcane spells (drawn from the bard spell list). To prepare or cast a spell, a Caster must have a appropriate ability score (either Wisdom, Charisma, or Intelligence depending on the chosen spell list) equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Caster’s spell is (10 + the spell level + the Caster’s {appropriate score} modifier). Like other spellcasters, a Caster can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Servant. In addition, they receive bonus spells per day if they have a high appropriate score. A Caster is unique unlike other normal spellcasters, as they may prepare and cast any spell on their appropriate spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.
  • Archer: Archers begin knowing three SRD:Psion/Wilder Powers of their choice at 1st level. Each time they achieve a new level, they unlock the knowledge of new SRD:Psion/Wilder Powers to further their skills with a bow and arrow. Choose the powers known from the SRD:Psion/Wilder Powers list, or from the list of powers of your pre-chosen disciplines. Archer only knows two SRD:Psion Discipline Powers and cannot access any disciplines except the discipline of Kineticist (Psychokinesis) and Seer (Clairsentience). An Archer can manifest any power that has a power point cost equal to or lower than their manifester level. The number of times an Archer can manifest powers in a day is limited only by their daily power points. Archers simply know their powers; they are ingrained in their mind. They do not need to prepare them (in the way that some spellcasters prepare their spells), though they must rest for 8 hours each day to regain all spent power points after they have been expended. The Difficulty Class for saving throws against psion powers is (10 + the power’s level + the Archer’s Intelligence modifier). Furthermore, an Archer begins play with the ability to learn 1st-level powers. As they attain higher levels, an Archer may gain the ability to master more complex powers. To learn or manifest a power, an Archer must have an Intelligence score of at least 10 + the power’s level.
  • Assassin: Assassins cannot cast any type of spells (unless they multiclass into a spellcasting class).
  • Rider: Like Sabers, Riders gain the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A Rider must choose and prepare their spells in advance. To prepare or cast a spell, a Rider must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Rider’s spell is (10 + the spell level + the Rider’s Charisma modifier). Like other spellcasters, a Rider can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Servant. In addition, they receive bonus spells per day if they have a high Charisma score. Riders may prepare and cast any spell on the cleric spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.
  • Ruler: A Ruler casts divine spells, which are drawn from the cleric spell list. To prepare or cast a spell, a Ruler must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Ruler’s spell is (10 + the spell level + the Ruler’s Wisdom modifier). Like other spellcasters, a Ruler can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Servant. In addition, they receive bonus spells per day if they have a high Wisdom score. A Ruler also gets all domain spells of each spell level they can cast, starting at 1st level. When a Ruler prepares a spell in a domain spell slot, it must come from one of their two domains (see Deity, Domains, and Domain Spells). A Ruler may prepare and cast any spell on the cleric spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.


Bonus Feats: Starting at 1st level, and every two levels after 2nd level the Servant gains a bonus feat of their choosing.


Noble Phantasm (Ex): Powerful armaments made using the imagination of humans as their core, weapons or powerful abilities owned by Heroic Spirits. They can be physical weapons, such as swords, lances, and bows, or support items such as rings, crowns, or anything of the like. When summoned as Servants, they are the trump cards of the heroes that allow them to overcome others in battle. For each role, the ability of the Noble Phantasm changes. Servants imbue their weapon, usually their favored weapon/item, with a magic enchantment chosen from the "(Melee Weapon/Ranged Weapon) Special Abilities Table," or spell, or psionic ability available to them by expending a spell slot/power point into the item they wish to become their Noble Phantasm. If a role does not have access to a spell/psion ability, they can instead transfer the spell/psion from a scroll into the weapon/item in order to enchant it. The level of the spell/psion ability imbued or transferred from a scroll determines the enchantment bonus of the item (Example: A Caster enchants a golden crown with the 7th level spell "Spell Turning." The golden crown is now a +7 golden crown). The maximum enchantment bonus a weapon or item can have is a +1 at 1st level. The enchantment bonus increases by +1 every other level after the Servant reaches 2nd level (maximum +5 at 10th level, +10 at 20th level). If a spell/psion is infused into a Noble Phantasm, that weapon/item has an infinite amount of charges. However, if the Servant wishes to use this spell/psion ability they must expend a SRD:Standard Action to use if the casting time of that ability is longer than 1 minute. If the spell/psion ability has a casting time of 1 minute or less the usage of the ability can be used as a SRD:Swift Action. A Servant can have multiple enchantments on a single weapon/item as long as it does not exceed the maximum enchantment bonus the Servant has available to them as stated in the progression above. Enchantment bonuses can be changed or added when the Servant gains a new level. When a Servant enchants a weapon/item, it is treated as a magical weapon/item granting the bonus of the enchantment in tandem with the bonuses to attack and damage rolls when used in combat. Servants can only have one magic weapon/item at a time with this ability attached to it (unless stated otherwise from a specific Servant Role). As a SRD:Free Action, a Servant may call upon their Noble Phantasm and it will return to their possession from any location at the start of the next round.


True Name (Ex): The True name of a Servant can be both beneficial and harmful to them. The only individuals who would know their true name would be the Master or force who summoned them. A Servant knows his/her True Name if they have an Intelligence score of 12 or higher. Servants must pick a boon and a flaw they have thanks to their renown.

Boons: A boon for a Servant is something they excelled at in their past life, which contributed to them becoming a Heroic Spirit.

  • +4 to a proficient skill
  • +1 to Spell Save DC
  • 10 resistance to one: (Fire, Ice, Lightning, Poison, Holy, Unholy damage)
  • Weapon of choice increases critical threat range

Flaws: A Flaw for a Servant is something they failed at in their past life, which contributed to them becoming a Heroic Spirit.

  • -8 to a proficient skill
  • -1 to Spell Save DC
  • Receive 10 more damage from one: (Fire, Ice, Lightning, Poison, Holy, Unholy damage)
  • Weapon of choice receives a -5 to hit


Mythical Heroism (Ex): Starting at 1st level, the specific Servants listed below advance as though they were their actual class when they were living beings. These specific Servants gain all abilities listed of that actual class. They do not gain any numerical bonuses such as ability score improvements, bonuses to Saves, Base Attack Bonuses, or Hit Die bonuses when leveling up. They only gain the extraordinary, spell-like, or supernatural abilities that would normally be awarded to that class or stated specifically below.

  • Saber: Sabers advance as though they were the SRD:Paladin class, but do not gain any ability associated with the SRD:Paladin's Mount
  • Lancer: Lancers advance as though they were the SRD:Fighter class, gaining in addition to their normal feats, Fighter Feats as listed in the Fighter progression.
  • Berserker: Berserkers advance as though they were the SRD:Barbarian class, gaining all extraordinary abilities they posses.
  • Caster: Casters are unique as they will advance based on the path they choose for their spellcasting ability. The Caster can choose to advance as though they were either a SRD:Sorcerer, SRD:Wizard, SRD:Druid, or SRD:Bard class. Whichever spellcasting class they choose is the class which they gain all abilities from. If Caster advances as the Wizard class they gain the bonus feats as well. Casters cannot gain a Familiar (unless stated otherwise from a Servant Role ability).
  • Assassin: Assassins advance as though they were either the SRD:Rogue class if going down the path of stealth and silent killings, or they advance as the SRD:Monk class if going down the path of raw power and speed, gaining all abilities listed from the chosen class.
  • Rider: Riders advance as though they were the SRD:Paladin class, but do not gain any ability associated with the Smite ability or the Turn Undead ability.
  • Ruler: Rulers advance as though they were the SRD:Cleric class, gaining all abilities they posses.


Crippling Strike (Ex): Starting at 2nd level, specifically for the Assassin role (Monk path) Servant class. This ability enhances Assassin's SRD:Unarmed Strike attacks by making them more potent due to Assassin's legendary attributes. For the purpose of damage, Assassin's Unarmed Strikes and "Flurry of Blows" are considered one size larger than their base size as seen in the "Table: Monk Unarmed Damage by Size". This damage increases every 5 levels Assassin advances as the Servant class (7th level: +1 size, 12th level: +1 size, 17th level: +1 size). Eventually this damage should maximize itself, assuming Assassin's base size is SRD:Medium, at SRD:Colossal for a significant boost in Assassin's base damage. If Assassin gains any other feats, abilities, or items which increase the Unarmed Strike damage pertaining to size or damage die, this ability stacks with it. Due to this massive scaling in power, this ability cannot have the effects of a critical attack applied towards it, except for Assassin's first attack. Assassin has its DC for any SRD:Monk ability that requires an opposing creature to make a save increased by +2.


Tamer of Beasts (Ex): Starting at 3rd level, specifically for the Rider role Servant class. This ability allows Rider to ride any beast, animal, construct, or magical creature (excluding Dragons) it encounters and apply the SRD:Paladin's Mount ability. If Rider finds a new creature it desires to ride it can make an Handle Animal skill check to tame the animal and form a permanent bond with it. The DC required to tame an animal is (Creature's HD + Challenge Rating). As a Free Action, Rider can summon their mount from any location and it will arrive at the beginning of the next round.


Wise Valor (Ex): Starting at 3rd level, specifically for the Ruler role Servant class. Ruler gains a +4 to their Wisdom ability score. Ruler gains the following exotic feats in accordance with their leadership qualities; SRD:Leadership, Ambitious Leader (3.5e Feat), Battle Leader (3.5e Feat), Destined Leader (3.5e Feat), Divine Leadership (3.5e Feat), Great Leader (3.5e Feat), Inspiring Leader (3.5e Feat), and the Tactical Commander (3.5e Feat). If Ruler should encounter another Heroic Spirit (3.5e Race) that is of a lesser level than Ruler is, Ruler can attempt to take control of them by having that Heroic Spirit make a Will saving throw (DC:10 + Ruler level). If the Heroic Spirit fails, Ruler gains a Command Seal (a powerfully enchanted tattoo) on their body and forms a bond with that Heroic Spirit as if it were Ruler's Familiar.


Presence Concealment (Ex): Starting at 5th level, specifically for the Assassin role (Rogue path) Servant class. This ability grants Assassin the ability to gain a +50 to the Hide and Move Silently skills up to 3 times per day per each skill. When Assassin makes an attack with the SRD:Rogue ability Sneak Attack, the Assassin can add 1d6 bleed damage equal to half of Assassin's level.


Master Marksman (Ex): Starting at 7th level, specifically for the Archer role Servant class. This ability grants Archer 3 feats utilizing or pertaining to a Ranged Weapon. Archer gains a +1 to hit with all of its attacks every other level starting at 8th level with a Ranged Weapon (maximum +8).


Mad Enhancement (Su): Starting at 9th level, specifically for the Berserker role Servant class. This ability when applied to Berserker doubles all damage a Berserker inflicts while they are Raging. Furthermore, when a Berserker ends its Rage it does not experience fatigue. Berserkers can Rage twice the number it currently can Rage. Berserkers with the Mad Enhancement may enter into a Rage instead of making an attack of opportunity. When a Berserker reaches 15th level they are immune to mind effects and spells, and in addition gain a resistance 10 to Death spells and effects.


Honored Assault (Ex): Starting at 11th level, specifically for the Saber role Servant class. When Saber wields any weapon that inflicts slashing damage, they can have their weapon turn invisible as a SRD:Swift Action. While invisible, the weapon gains a +5 to hit, as well as any creature that attacks Saber or is attacked by Saber is considered SRD:Flat-Footed as they cannot determine the length of the weapon Saber wields. Any weapon that Saber makes invisible will stay indivisible until Saber takes more than 1/3rd of their total health in damage. Once the weapon is no longer invisible, Saber must spend their Standard Action to re-activate the invisibility. When Saber's weapon is invisible before an encounter begins, they are granted a Surprise Round against an enemy. Saber's slashing weapons now bypass any SRD:Damage Reduction a creature might have.


Soul Piercing (Ex): Starting at 11th level, specifically for the Lancer role Servant class. This ability grants Lancer a unique ability. When making an attack against a spellcaster, if Lancer lands a successful critical hit on a spellcaster, they roll 1d10. Whatever result that's rolled instantly strips that spellcaster of its Spell Slot as if a spell were cast. The following rolled on the die is the Spell Slot lost; 1: Cantrip, 2: 1st level, 3: 2nd level, 4: 3rd level, 5: 4th level, 6: 5th level, 7: 6th level, 8: 7th level, 9: 8th level, 10: 9th level. If a result is rolled and the spellcaster has already expended all Spell Slots for that level of spell, the spellcaster loses one Spell Slot availability for that class for (# of days) equal to Lancer's level. Lancer's critical range doubles with the current weapon he wields.


Renown Rider (Ex): Starting at 13th level, specifically for the Rider role Servant class. This ability grants Rider the ability to ride Dragons. Furthermore, a Rider can apply half of its Ride skill check to the damage on all of its attacks in the first round of the encounter. This damage is affected by multipliers from critical hits. All mounts the Rider uses gain additional HP equal to half of Rider's current HD.


Master Kinesiologist (Ex): Starting at 14th level, specifically for the Assassin role (Monk path) Servant class. As a Swift Action, Assassin can declare one of two stances, either the Aerobic Stance or the Anaerobic Stance. Once declared, Assassin gains all benefits from the stance and the stance cannot be changed until a Swift Action is used again to declare a stance. When declaring Aerobic Stance, Assassin gains the following: +2 to all SRD:Monk abilities requiring an opposing creature to make a save, +4 to their AC, and they are immune to Fear or Death effects. When declaring the Anaerobic Stance, Assassin gains the following: +2 to confirm a critical hit, +2 to their critical threat range with SRD:Unarmed Strike attacks, -4 to their AC, and they once per round, make one Full Attack Action at their highest BAB bonus.


God's Resolution (Su): Starting at 15th level, specifically for the Ruler role Servant class. This ability grants Ruler role two Command Seals which are powerful enchanted tattoos. These Command Seals are used to summon Heroic Spirit (3.5e Race) class Familiar which are linked to Ruler. The summoned Heroic Spirits are summoned as 5th level Servants of the Ruler's choice. If either summoned Heroic Spirit is killed or destroyed the Command Seal fades (these summoned familiars cannot be revived or resurrected). Ruler must wait for both summoned Servants to die before being able to summon replacement Servants. At 20th level, Ruler gains immunity to holy and poison damage and effects. Ruler at 20th level has its Spell DC permanently increased by +3.


Hit and Run Tactics (Ex): Starting at 15th level, specifically for the Lancer role Servant class. This ability grants Lancer the ability to quickly engage and disengage enemies. When moving through enemies Lancer does not provoke attacks of opportunity. Any weapon that inflicts piercing damage by Lancer has its reach increased by 5-ft and gains a +3 to confirm a critical and increases that weapon's critical range by 1. If Lancer has more than one attack for their Full Attack Action, they may make each attack separately and then move up to 10-ft up to their maximum movement (max movement: based on race).


Caster's Territory (Ex): Starting at 17th level, specifically for the Caster role Servant class. This ability can be used by Caster once per day. By expending a Spell Slot of each level 0-9 a Caster can construct a temple (considered their territory) which lasts 3d12 days in which only Caster and permission given creatures may enter. If a creature enters Caster's territory without being given permission they immediately have all of their ability scores halved and Saves halved in addition (after the creature's ability scores are halved). Furthermore, any creature not invited have their movement reduced to 10-ft. While in their territory, Caster may once per round cast any 2nd level or lower spell as a SRD:Swift Action in addition to their SRD:Standard Action. If Caster would have been able to summon a Heroic Spirit (3.5e Race) class Familiar at level 1 but could not, they can now summon that familiar. It's starting level is equal to half of Caster's level. Caster has their Spell DC increased permanently by +3.


Mad Enhancement II (Su): Starting at 18th level, specifically for the Berserker role Servant class. Berserker becomes a frightening terror of chaos and madness. Any time Berserker kills an opponent all creatures within a 60-ft radius, originating from Berserker, must make a Will saving throw (DC: 10 + 1/2 Berserker level + Con Mod) or be considered SRD:Cowering, even if that creature is immune to Fear effects. When Berserker kills a creature, he gains a stack of +1 to his Constitution and Strength ability scores which lasts until Berserker takes his next long rest. These stacks last even if Berserker falls unconscious. If Berserker kills a creature with less HD than him, Berserker gains an additional +1 stack to his attack bonus which lasts until his next long rest. If Berserker kills a creature with more HD than him, Berserker gains a permanent +1 bonus to his Constitution ability score.


Knight of Bow and Spirit (Ex): Starting at 19th level, specifically for the Archer role Servant class. Archer gains a +4 to their Dexterity ability score. All ranged weapons Archer wields gain a permanent +5 damage enchantment (this enchantment bonus can exceed the maximum enchantment bonus stated by a Noble Phantasm). Every time Archer confirms a critical hit, they can immediately make another attack. However, every time a critical hit is confirmed by Archer, they will temporarily gain a -2 to all of their Saves for each additional attack made using this ability. This effect is reversed after a long rest. Archer being a versatile opponent gains one additional Noble Phantasm.


Mana Burst (Ex): Starting at 19th level, specifically for the Saber role Servant class. This increase in performance caused by infusing one's weapons and body with Magical Energy and instantly expelling it. Simply put, recreating the effect of a jet burst by expending large amounts of Magical Energy increases the damage Saber inflicts with their blade. Saber can use Mana Burst 3 times per day. When used, Saber's first attack in a round is infused with holy energy dealing an additional 1d6 holy damage per half of Saber's level (round down) while Mana Burst is active. When Mana Burst is used, SRD:Swift Action, Saber gains resistance 20 to all damage types as well as a +10 to all Saves for the next minute. After using all 3 uses of Mana Burst Saber becomes exhausted. All slashing damage inflicted by Saber is multiplied by 1.5x (this is after dice are rolled for all damage).


Assassination (Ex): Starting at 20th level, specifically for the Assassin role (Rogue path) Servant class. When Assassin lands a successful critical hit or is in SRD:Flanking position, they can double all damage of their Sneak Attack ability as well as their bleed damage.


Legends and Lore (Ex): At 20th level, a Servant acquires one additional Noble Phantasm that can have a maximum enchantment bonus of +10. They may choose to create a magical weapon or item of their choosing. The maximum enchantment bonus increases from +10 to +20 for their original Noble Phantasm. Noble Phantasms are considered Epic-class magic weapons/items when their enchantment exceeds +11 or higher. If an item ever reaches the maximum enchantment bonus it becomes classified as a Mythical item. At 20th level, all Noble Phantasms are given an alignment and classified as intelligent items given an Intelligence, Wisdom, and Charisma score equal to their owner's ability scores and alignment.



Heroic Spirit (3.5e Race) Servant - Saber role: Starting Package

Skills: Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str)

Feat: Power Attack, Weapon Focus, Improved Initiative.

Gear: Longsword and Heavy Armor.

Gold: 45 gold.

Campaign Information

Playing a Servant

Religion: Depending on the Servant role chosen, a Servant can be either vary religious, or completely atheist.

Other Classes: Servants have their own methods and goals which they wish to accomplish, and if other races stand in their way they could be met with hostility or asked for help.

Combat: Servants are typically heavily involved in conflict as that is their purpose being Heroic Spirits.

Advancement: Servants usually wish to advance normally as they gain huge advantages over the regular classes known to adventurers.

Servants in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Servant Lore

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

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Servants in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-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.->.



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