Ascendant (3.5e Class)
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Ascendant[edit]
Ascendants are those who have achieved synchronization with the flow of reality and who are capable of comprehending its endless fluctuations and paradoxial weavings far beyond any other living creature. The trademark of an ascendant is that they have within them the power to work outside causality, and dulpicate themselves, allowing them to bring forth multiple versions of their physical body, and conciously inhabit, percieve, and control them all with but a thought.
Making an Ascendant[edit]
Ascendants are extremely versatile entities in the world, and can seem impossible to stop in battle. They can devastate the field of battle with ease, bringing down the wrath of the fabric of reality itself upon all beings. Ascendants usually elect to remain in the outer reaches of combat, choosing to rewrite the laws of reality from a distance avoiding harm from befalling directly upon themselves. Ascendants are truly magnificent foes to fight, one who can surprise even the most brilliant of scholars and wisest of men.
Abilities: The most important ability score to an ascendant is Intelligence, seeing as it is their key ability score for manifesting powers and determining bonus power points. Secondmost, both Constitution and Dexterity are important in working up an ascendant's defense, increasing their health to make up for their small HD, and increasing their AC to compensate for their lack of the ability to wear armor, two saving throws are also based on these ability scores, making them wise to invest in for defense. Wisdom is also valuable for this same reason actually. Charisma can be useful to an ascendant who seeks out power via skills. Strength is not recommended for an ascendant to invest in.
Races: Any.
Alignment: Any.
Starting Gold: 3d6×10 gp (105 gp).
Starting Age: Complex, as wizard.
Level | Base Attack Bonus |
Saving Throws | Special | Power Points/Day |
Powers Known |
Maximum Power Level Known | |||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +2 | Disjoinment (Ex), Universal Oneness (Ex) | 1 | 2 | 1st | |||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +3 | 3 | 3 | 1st | ||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +3 | +3 | 7 | 5 | 2nd | ||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +4 | +4 | Enigma +1 | 12 | 6 | 2nd | |||||||||||||||||||||||||||||||||
5th | +2 | +1 | +4 | +4 | Bonus Feat | 19 | 8 | 3rd | |||||||||||||||||||||||||||||||||
6th | +3 | +2 | +5 | +5 | Erudition | 27 | 9 | 3rd | |||||||||||||||||||||||||||||||||
7th | +3 | +2 | +5 | +5 | 37 | 11 | 4th | ||||||||||||||||||||||||||||||||||
8th | +4 | +2 | +6 | +6 | Disjoinment (Ex), Enigma +2, Bonus Feat | 48 | 12 | 4th | |||||||||||||||||||||||||||||||||
9th | +4 | +3 | +6 | +6 | 61 | 14 | 5th | ||||||||||||||||||||||||||||||||||
10th | +5 | +3 | +7 | +7 | 75 | 15 | 5th | ||||||||||||||||||||||||||||||||||
11th | +5 | +3 | +7 | +7 | 91 | 16 | 6th | ||||||||||||||||||||||||||||||||||
12th | +6/+1 | +4 | +8 | +8 | Enigma +3, Erudition | 108 | 17 | 6th | |||||||||||||||||||||||||||||||||
13th | +6/+1 | +4 | +8 | +8 | 127 | 18 | 7th | ||||||||||||||||||||||||||||||||||
14th | +7/+2 | +4 | +9 | +9 | 147 | 19 | 7th | ||||||||||||||||||||||||||||||||||
15th | +7/+2 | +5 | +9 | +9 | Disjoinment (Ex) | 169 | 21 | 8th | |||||||||||||||||||||||||||||||||
16th | +8/+3 | +5 | +10 | +10 | Enigma +4, Bonus Feat | 192 | 22 | 8th | |||||||||||||||||||||||||||||||||
17th | +8/+3 | +5 | +10 | +10 | 217 | 23 | 9th | ||||||||||||||||||||||||||||||||||
18th | +9/+4 | +6 | +11 | +11 | Erudition | 243 | 24 | 9th | |||||||||||||||||||||||||||||||||
19th | +9/+4 | +6 | +11 | +11 | 271 | 26 | 9th | ||||||||||||||||||||||||||||||||||
20th | +10/+5 | +6 | +12 | +12 | Bonus Feat, Enigma +5 | 300 | 27 | 9th | |||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the ascendant.
Weapon and Armor Proficiency: Ascendants are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day: An ascendant’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Ascendant. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: Ascendants have access powers from the following list:
1st—Astral Traveler, Attraction, Call to Mind, Catfall, Conceal Thoughts, Control Flames, Control Light, Create Sound, Crystal Shard, Defensive Precognition, Deja Vu, Demoralize, Destiny Dissonance, Detect Psionics, Disable, Dissipating Touch, Distract, Ecto Protection, Empathy, Empty Mind, Energy Ray, Entangling Ectoplasm, Float, Force Screen, Hammer, Inertial Armor, Know Direction and Location, Charm, Psionic, Mind Thrust, Missive, My Light, Offensive Precognition, Offensive Prescience, Precognition, Psionic Charm, Psionic Daze, Psionic Grease Sense Link, Skate, Synesthete, Telempathic Projection, Vigor
2nd—Aversion, Bestow Power, Biofeedback, Brain Lock, Concealing Amorpha, Concussion Blast, Control Sound, Dimension Swap, Ego Whip, Elfsight, Energy Push, Energy Stun, Feat Leech, Forced Sense Link, Id Insinuation, Inflict Pain, Mass Missive, Mental Disruption, Psionic Identify, Psionic Knock, Psionic Levitate, Psionic Lock, Psionic Suggestion, Psionic Tongues, Read Thoughts, Recall Agony, Share Pain, Sustenance, Swarm of Crystals, Thought Shield
3rd—Astral Caravan, Body Adjustment, Body Purification, Dismiss Ectoplasm, Dispel Psionics, Energy Bolt, Energy Burst, Energy Retort, Energy Wall, Eradicate Invisibility, Escape Detection, Fate Link, Forced Share Pain, Mental Barrier, Mind Trap, Psionic Blast, Psionic Keen Edge, Solicit Psicrystal, Telekinetic Force, Telekinetic Thrust, Touchsight, Ubiquitous Vision
4th—Correspond, Death Urge, Detect Remote Viewing, Empathic Feedback, Energy Adaptation, Intellect Fortress, Mindwipe, Personality Parasite, Power Leech, Psionic Dimension Door, Psionic Divination, Psionic Dominate, Psionic Fabricate, Psionic Freedom of Movement, Psionic Modify Memory, Quintessence, Schism, Telekinetic Maneuver, Thieving Mindlink, Trace Teleport, Wall of Ectoplasm
5th—Adapt Body, Catapsi, Clairtangent Hand, Hail of Crystals, Incarnate, Leech Field, Psionic Major Creation, Psionic Plane Shift, Psionic True Seeing, Psychic Crush, Second Chance, Shatter Mind Blank
6th—Aura Alteration, Breath of the Black Dragon, Co-opt Concentration, Fuse Flesh, Mass Cloud Mind, Mind Switch, Psionic Contingency, Psionic Disintegrate, Psionic Overland Flight, Psionic Restoration, Remote View Trap, Retrieve, Suspend Life, Temporal Acceleration
7th—Decerebrate, Divert Teleport, Energy Conversion, Energy Wave, Evade Burst, Fate of One, Fission, Insanity, Oak Body, Personal Mind Blank, Psionic Moment of Prescience, Psionic Phase Door, Psionic Sequester, Ultrablast
8th—Bend Reality, Matter Manipulation, Psionic Greater Teleport, Psionic Iron Body, Psionic Mind Blank, Mind Seed, Psionic Telekinetic Sphere , Shadow Body, True Metabolism, Recall Death
9th—Affinity Field, Apopsi, Assimilate, Metafaculty, Microcosm, Psionic Etherealness, Reality Revision, Timeless Body, Tornado Blast
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, an ascendant must have an Intelligence score of at least 10 + the power’s level.
Disjoinment (Ex): An ascendant is so in tune with existence, that he may actually reach out, and twist it to his will, allowing himself to actually operate outside the frame of reality. At first level, and every seven levels thereafter (8th, 15th, etc.), an ascendant gains a disjoinment of himself. A disjoinment is an exact replica of the ascendant, and has the same race, ability scores, base save values, feat, skill ranks and class features as the ascendant.
Any ascendant's disjoinments even have the ability to manifest powers, though, all versions of the ascendant share the same power point pool, and, should an ascendant, or one of his disjoinments, manifest a power, only that version of the ascendant may manifest powers until the ascendants next turn (The same is true for all class feature that have a limited usage, such as spells, smite evil, or uses of the barbarian's rage ability, only a single version of the ascendant may use them per round). Additionally, all versions of the ascendant are able to maintain his own psionic focus, and should a particular version of the ascendant take an action that would require him to expend his psionic focus, he may expend the psionic focus of another version of himself instead.
The disjoinments of the ascendant share hp equal to one-half the hp of the original ascendant, and any damage dealt to the ascendant or any of his disjoinments subtracts from this hp 'pool' (i.e. if the ascendant takes damage so do the disjoinments but disjoinment damage does not affect the ascendant.) Should any single version of the ascendant take Con damage, then that damage is dealt to the ascendant, regardless. Though, if a disjoinment of the ascendant is targeted by an effect that kills without reducing hp (Such as disintegrate), the ascendant himself is unaffected, but the disjoinment must make the save (If there is one) or wink out of reality. Should the ascendant fall unconscious, then his focus vanishes, and all of his disjoinments wink out of reality (Yes, this means that an ascendant's disjoiments vanish when he falls asleep). Should any particular attack make the ascendant staggered, then all versions of him are staggered. All versions of an ascendant are in constant communication with one another. If one is aware of a particular danger, they all are. If one is not flatfooted, none of them are. If a version of an ascendant is affected by a status effect not yet mentioned, then only that version of the ascendant is affected by it.
If an ascendant finds himself with fewer disjoiments than his maximum number possible, then he must merely meditate for an hour to bring his total disjoinments back up to his maximum. When a disjoinment comes into existence, it is completely naked and without equipment, but can still benefit from equipment should it obtain some.
Universal Oneness (Ex): An ascendant is at one with the sway of all of existence, and is able to perceive things far beyond the normal ability of an entity. At first level, an ascendant gains a bonus to knowledge (psionics) checks equal to one-quarter of his manifester level. Additionally, every four levels an ascendant may choose a single knowledge skill; this skill substitutes knowledge (psionics)check for other knowledge check, but forfeits the bonus that this class feature confers to the check in order to do so. Also, an ascendant is capable of making a special knowledge (psionics) check, made specifically to know a detail that would otherwise be far beyond their ability to comprehend. Refer to the following table for guidelines of what this special knowledge (psionics) check should be able to reveal.
DC | Example Result |
---|---|
25 | Large event that has been lost to history. |
30 | An event from before written history that permanently changed the world. |
35 | The past thoughts of a being who is in tune with the universe. |
40 | The past thoughts of a being who was at one time in tune with the universe. |
50 | An event from before creatures capable of conscious thought existed that permanently changed the world. |
60 | Event that occurred in an entirely different reality. |
Enigma (Ex): Ascendants grow in a strange way, slowly becoming able to move through causality with greater ease, and even trick reality in their favor. At fourth level, an ascendant gains a +1 deflection bonus to AC and a +1 enhancement bonus to manifester level checks made to overcome psi-resistance as he begins to become able to distort reality to his slightest whim. These bonuses increase by +1 every 4 levels after fourth.
Bonus Feat: An ascendant gains a bonus feat at 8th level, 16th level, and every eight levels thereafter. These feats must be psionic, metapsionic, or psionic item creation feats. These bonus feats are in addition to the feats that a character of any class gains every three levels. An ascendant is not limited to psionic, metapsionic, or psionic item creation feats when choosing these other feats.
Erudition: Being in tune with all of existence can lead to some truly amazing discoveries. At sixth level, and at every six levels thereafter (12th, 18th, etc.), an ascendant gains an erudition of his choice from among the following options.
Ancient Insight (Ex): After a time of being focused with the universe, event from eons past being to work themselves into the ascendants mind, allowing him to have untold amounts of experience, even without actually living through the events. Whenever an ascendant makes an autohypnosis, concentration, listen, manifester level, psicraft, or spot check, he may take 10 even if stress and distractions would normally prevent him from doing so.
Feat (Ex): An ascendant gains a bonus feat. This feat must be psionic, metapsionic, or psionic item creation feats. These bonus feats are in addition to the feats that a character of any class gains every three levels. An ascendant is not limited to psionic, metapsionic, or psionic item creation feats when choosing these other feats.
Mental Development (Ex): The mind of an ascendant is eternally pondering, developing further focus and elaborating upon itself into ever greater mental capacities. When this erudition is selected, the ascendants mental attributes improve, as if he had gained several character levels, increasing one of the following attributes by one: Intelligence, Wisdom or Charisma at the ascendants choice. This erudition can be taken multiple times, it's effects stack.
Perception (Ex): The mental focus of an ascendant is one not to underestimate, for he may have knowledge beyond what his mere experiences may grant him. The ascendant adds to his powers known, two additional powers of any level up to the highest-level power he can manifest. These powers must both be from the list of ascendant powers listed above.
Premonition (Ex): As an ascendant grows, he may come to realize that the future itself is an open book to his senses. This realization allows the ascendant to be focused, and to forsee events with uncanny exactness. An ascendant who selects this erudition cannot be caught flat-footed and he gains a +2 insight bonus to initiative.
Spacial Distortion (Ex): Ascendants are a part of reality, and they are capable of blending with it seamlessly, and contort it to their whims. An ascendant who selects this erudition must select one of their modes of movement. The ascendant gains a +10 foot distortion bonus to his speed in that mode of movement. This erudition can be taken multiple times, each time it's taken, it is applied to a different mode of movement.
Subconscious Clarity (Ex): An ascendant is one who is in touch with everything, even his own subconscious, allowing him mental power that few can actually rival. The difficulty class of all saving throws made against powers the ascendants manifest increases by one. This erudition can be taken multiple times, it's effects stack.
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Epic Ascendant[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | |||||||||||||||||||||||||||||||||||||||||
22nd | Disjoinment (Ex) | ||||||||||||||||||||||||||||||||||||||||
23rd | |||||||||||||||||||||||||||||||||||||||||
24th | Enigma +6, Erudition | ||||||||||||||||||||||||||||||||||||||||
25th | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
26th | |||||||||||||||||||||||||||||||||||||||||
27th | |||||||||||||||||||||||||||||||||||||||||
28th | Enigma +7 | ||||||||||||||||||||||||||||||||||||||||
29th | Disjoinment (Ex) | ||||||||||||||||||||||||||||||||||||||||
30th | Bonus Feat, Erudition, Omniscient (Ex) | ||||||||||||||||||||||||||||||||||||||||
4 + Int modifier skill points per level. |
Disjoinment (Ex): An ascendant gains an additional disjoiment of himself every seven levels after 15th.
Erudition: An ascendant gains an additional erudition, selected from the list of eruditions above, every six levels after 18th.
Enigma (Ex): The deflection bonus to AC and the enhancement bonus to manifester level checks made to overcome psi-resistance the ascendant receives from the enigma ability increases by +1 every 4 levels after 20th.
Omniscient (Ex): Eventually, an ascendants mind melds so seamlessly into the unending flow of reality, that, while he is at peace, his mind is capable of absorbing all knowledge that there is to be known. At thirtieth level, whenever an ascendant falls asleep or meditates in complete silence, his mind blooms out into the cosmos, and he becomes aware of everything and all of reality. This ability allows the character to know about everything he might be capable of knowing by simply seeing it, hearing it, or feeling it. This includes, but is not limited to, conversations, forest fires, wind patterns, battles, objects, and godlike presences. This ability is not capable of overcoming any sort of force or ability that specifically hides something, such as the nondetection spell, or mind blank. This ability cannot, in and of itself, see past what is tangible, and cannot discern secret message in conversations, and, seeing that the ascendant is unconscious, he cannot attempt a sense motive check to decode secret messages either. Though, when an ascendant awakens, he remembers, and is aware of, everything that he was aware of while he was unconscious and in that state of perfect awareness.
Bonus Feats: The epic ascendant gains a bonus feat (selected from the list of epic ascendant bonus feats) every five levels after 20th.
Epic Ascendant Bonus Feat List: Epic Expanded Knowledge, Epic Fortitude, Epic Manifestation, Epic Psionic Focus, Epic Reflexes, Epic Speed, Epic Will, Improved Manifestation, Improved Metapsionics
Dromite Ascendant Starting Package[edit]
Weapons: Sickle.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Autohypnosis | 4 | Wis | — |
Concentration | 4 | Con | — |
Diplomacy | 4 | Cha | — |
Knowledge (Psionics) | 4 | Int | — |
Listen | 4 | Wis | — |
Psicraft | 4 | Int | — |
Spot | 4 | Wis | — |
Feat: Overchannel
Bonus Feats: Blind-Fight.
Gear: Backpack, Bedroll, Belt Pouch, Hooded Lantern, Iron Pot, Oil (×9 pints), Small Steel Mirror, tent, trail rations (×4 days worth), waterskin, winter blanket.
Gold: 100 gp.
Campaign Information[edit]
Playing an Ascendant[edit]
Religion: Ascendants and religion rarely are able to work together. For, to an ascendant, deities are merely a part of the infinite reaches of reality that they are able to comprehend, and therefore, not worth noting. Though, this is not always the way an ascendant feels. For example, an ascendant could very easily find a god whom they find to be enticing, and wish to help this god in their endeavors, even going so far as to begin leading crusades into the nether reaches of the universe, all in the name of expanding the influence of said god. Of course, at the same time, an ascendant could just as well believe the universe itself is the most powerful thing to exist, and that the gods are mere mockeries of it, even seeking to dismantle them in the name of reality.
Other Classes: Ascendants are extremely esoteric individuals, usually keeping their thoughts to themselves remaining in the background until something of note should happen. Of course, there are ascendants who beleive that their connection with all of reality should be spread, and brought to the attention of all. Ascendants of this type will usually enjoy the company of other manifesters such as the time bender, the psychic warrior, or the wilder. They may also like to spend time with casters like the sorcerer or the bishop. Ascendants may also have a certain fondness for physical characters, and the material perfection of their bodies. Even lowly individuals, like the rogue or the threat, are sometimes intriguing to ascendants.
Combat: Ascendants are titans upon the battlefield, being capable of renting minds assunder with but a glance, and reshaping bones and flesh without a second thought. They are able to bring forth massive bursts of energy with ridiculous ease, and even magnify the strengths of others with hardly a twitch. Though, ascendants suffer from the inherent weakness of their their greatest strength: their multiple instances in existence. For a single disjoiment is tied to the ascendants life force, and, should a flesh rending blow be directed at any any one of their existences, they shall feel it in full force.
Advancement: Not all ascendants aspire to know everything about the reality they have fallen in tune with, and may seek to focus upon their own mind. Such an ascendast is often tempted to perhaps take levels in psion uncarnate, to unleash their all encompassing minds from the mortal shells that restricted them before, or possibly even the thoughtless prestige class, to remove from their minds the dense arrays of thoughts that slowed their perception of everything. Some ascendant may even seek to take levels in metamind, to increase their powers even further.
Ascendants in the World[edit]
“ | Which one's the real me? Fool! They're all the real me! | ” |
—Kin Akakita, Centaur Ascendant |
Ascendants tend to be cryptic, distant individuals who can be found anywhere, from the dark hallways of castles in the woods, to distant palaces in desert countries, to even out at sea, where salt and sweat are whipped by harsh winds, and survival is carried upon the backs of sailors. This is mainly due to the fact that being at one with all of reality, tends to bring out the wanderer in creatures, and makes them wish to see this universe that they have been stretching out into. Of course, there are ascendants who merely rest, deep within the catacombs of cities or atop towers that reach up, high above the clouds, and send out their disjoinments to experience the world for them. Though, no matter how an ascendant is, they always tend to be very esoretic and strange to most creatures.
Daily Life: Ascendants spend most of their life in something of a trance, seeing as it is difficult to focus upon the material, when a beings mind spans out across all of reality, and is able to grab hold of any detail that they may seek. Though, day to day life for an ascendant is usually rather interesting, for few other entities can see a shooting star, and then find out where that star actually came from, or be able to feel the thoughts and feelings of those who are entire universes away.
Notables: Rimore Eldtaie, Male Elven Ascendant: Travels from alternate reality to alternate reality via an unknown means.
Rilith Leth, Male Gnoll Ascendant: United a thousand tribes of gnolls together, and created a nation out of them.
Areos Tyjuios, Female Pixie Ascendant: Believed to be the single most potent sentient force in existence.
Organizations: Ascendants rarely find themselves inclined to join an organization, for they have difficulty relating to the plights of others, and can often merely brush off the idea of allegance and pledging oneself to an ideal with ease. Though, an ascendant could find interest in an organization that deals with matters on a universal scale, or perhaps even an organization of other ascendants that seeks to expand their infinite knowledge. Though, sometimes, an ascendant may seek to create their own organization, a guild of lore seekers, or even a league of individuals who are simply powerful.
NPC Reactions: An ascendant is someone for whom it is very easy to recognize for what they are, considering that they exist as multiple beings at any given moment, are able to know information that is far beyond the comprehension of others. People rarely know what the ascendant actually is though, and usually mistake them for the emisary of some strange, knowledgable god, or even a god themselves. Though, should a person actually realize what an ascendant is, the most common reaction is awe, fear, or respect. A persons reaction can even range into silent apprehension or mere avoidance.
Ascendant Lore[edit]
Characters with ranks in knowledge (psionics) can research ascendants to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | Ascendants are individuals who are able to know things that are beyond the comprehension of most creatures. |
10 | Ascendants can exist in multiple forms at a time. |
15 | Ascendants are in tune with the flow of existence, and potentially omniscient. |
20 | Characters who get this result can know the names and locations of specific ascendants and items related to them. |
Ascendants in the Game[edit]
Ascendants can be found anywhere, from the most distant, most isolated monestary in all of existence, to the neighborhood pub. Yet, no matter where they can be found, it seems that their mind is occupied elsewhere. While this is true, an ascendant can truly be a helpful individual, who can grant a traveller who has come to see them almost any piece of knowledge they seek with little to no effort. When it comes to roles to fill though, an ascendant will usually be seen as the cryptic wanderer, the terrifying voodoo doctor, or the wise, sagely elder.
Adaptation: Ascendants can be fitted into any campaign with realative ease. For example, in a campaign where being completely in tune with the universe is impossible, an ascendant could be someone who has managed to achive some slight syncronization with the universe, but is unable to control the connection. On the other hand, in a campaign where being in tune with reality at all is impossible, an ascendant could simply be someone who has expanded their perceptive ability to an almost god-like state, and is able to simply percieve things through time and space.
Sample Encounter: Haridan Lonny was a child who knew more hardship than most full grown men could understand. One of his earliest memory was of his parents dying before his very eyes as he stumbled out of his room, looking for the source of the crashes that came in the middle of the night. He never even saw the face of the killer, as he vanished out the door before his mothers form even touched the ground. Haridan found himself in an orphanage after that, shivering in the cold, wishing to see his parents again, crying in the night without a sound. He was never taken from that place, growing up his entire life in that small building, wishing only for one thing, to feel his parents presence once more. After he was grown, he left the orphanage, going out into the world for the first time in his life, with a steely resolution set in his mind, he was going to find his parents, wherever their souls may rest. He travelled a long way, spoke to many people; preists, scholars, shamans, and yet none of them could seem to reach out and contact the souls of his parents, it was as though they didn't even exist. It wasn't until many years later, many trips into the deepest jungles and the highest moutnains later, that he managed to find something. It was on an island near the edge of the world that he found this link. An island that was barely more than a salt battered piece of rock with a rickety old shack on it. In this shack, there was an old, blind man, who sat there the entire day, a book laying open before him despite the fact that he couldn't see it. This man never ate, never slept, it was said, by those few who actually knew of his existence. When Haridan enterred into the man shack, he was surprised to hear the man welcome him by his name, and invite him to sit. Haridan did as he was asked, but before he could even open his mouth, the man told him that he knew why he was here, and that he could help him find what he sought, but it would take time. Haridan agreed after he blinked a few times in surpirse. To this day, Haridan is still on that island, still being trained by the man. He knows much he never did before, but his parents souls are still beyond his reach.
EL 15:
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