Doklian (3.5e Racial Class)
Doklian[edit]
Humanoid
Racial Traits[edit]
- +1 Intelligence, +2 Charisma, +1 Dexterity, -2 Constitution: Doklians are extremely adaptive to changing conditions within their environments, love storytelling and can get along well with other races that tell fascinating and glorious tales of battle and adventure. Doklians have also practically mastered the art of stealth (especially against larger creatures) and camoflauge, since their body colorings allow them to blend into their environments without much difficulty. Doklians are warlike by a tenacious nature, but they do not have much in the way of their stamina, and may tire out more easily than other creature-types of their same size when in combat situations. NOTE: The Racial Penalty to a Doklian's Constitution does not apply for Dwarven alcohol or Dwarven made spirits.]
- Humanoid (Fey-related): They are similar in size to "Brownies" and, according to legend, fey blood runs through their genes.
- Tiny: (Various Miscellaneous Bonuses throughout their skills--not added yet)
- Doklians' base movement speed is 1 foot per round (12 inches per 6 seconds): Mount speed when on "riding snail"= 15 feet speed or equals the speed of a companion when riding on their shoulder or by some other means.
- Innate spell ability: At Lvl 5 gain commune with animals and can choose one more Lvl 1 spell but then choose one additional spell at each level (i.e., Lvl 2 {Druid Spell} @ Lv 6, Lvl 3 {Druid Spell} @ Lvl 7, Lvl 4 {Druid Spell} & Lvl 8 etc.) from the Druid class. Level 1-5, commune with insects. (See chart below.)
- Natural Camouflage: Can easily hide without being detected by most larger creatures.
- Automatic Languages: Common or Sylvan, but not both. Bonus Languages: Choose one: Dwarven, Elven, or Gnome.
- Favored Class: Rogue or Ranger. [Doklians may be any Class type except the Druid Class.]
- Level Adjustment: +1
Class Features[edit]
Weapon Proficiencies:
Level | Hit Dice | BAB | Fort | Ref | Will | Skill Points | CR | Special |
---|---|---|---|---|---|---|---|---|
1st | 1d8 | +0 | +2 | +0 | +0 | 2 + (Int mod) x 4 | 1 | Commune with flies |
2nd | 1d8 | +0 | +2 | +0 | +0 | - | 1 | Commune with ants |
3rd | 2d8 | +1 | +3 | +0 | +0 | 2 + Int mod | 2 | Commune with bees |
4th | 2d8 | +1 | +3 | +0 | +0 | - | 2 | Commune with hornets |
5rd | 2d8 | +1 | +3 | +0 | +0 | 2 + Int mod | 2 | Commune with animals(based off of Druid skill), gain one Level 1 Druid Spell. |
6th | 2d8 | +1 | +3 | +0 | +0 | - | 2 | Gain one Level 2 Druid Spell. |
7th | 2d8 | +1 | +3 | +0 | +0 | 2 + Int mod | 2 | Gain one Level 3 Druid Spell. |
8th | 2d8 | +1 | +3 | +0 | +0 | - | 2 | Gain one Level 4 Druid spell. |
9th | 2d8 | +1 | +3 | +0 | +0 | 2 + Int mod | 2 | Gain one level 5 Druid spell. Can add one language, but it must be a language the character has heard at some point during the campaign. |
10th | 2d8 | +1 | +3 | +0 | +0 | - | 2 | Gain one Level 6 Druid Spell. |
11th | 2d8 | +1 | +3 | +0 | +0 | 2 + Int mod | 2 | gain True Seeing, but only if PC has been in contact with a Wizard who has true seeing (either as an ally or an enemy) of Level 12 or higher. Can replace one language with another language character has heard... but this is replaced not added to the preexisting languages, the PC forgets the other language completely. Druid Spells continue as per above. |
12th | 2d8 | +1 | +3 | +0 | +0 | - | 2 | Gains (+1 misc) to either Hide or Stealth skill (and Druid Spells as per above). |
13th | 2d8 | +1 | +3 | +0 | +0 | 2 + Int mod | 2 | Gain Druid Spells as per above. |
14th | 2d8 | +1 | +3 | +0 | +0 | - | 2 | Gain Druid Spells as per above. |
15th | 2d8 | +1 | +3 | +0 | +0 | 2 + Int mod | 2 | Gains (+1 misc) to Diplomacy (and Druid Spells as per above). |
16th | 2d8 | +1 | +3 | +0 | +0 | - | 2 | Gains +1 to either Strength or Wisdom score (whichever is lower) (and Druid Spells as per above). |
17th | 2d8 | +1 | +3 | +0 | +0 | 2 + Int mod | 2 | Gains (+3 misc) to Climb skill (and Druid Spells as per above). |
18th | 2d8 | +1 | +3 | +0 | +0 | - | 2 | Gain Druid Spells as per above. |
19th | 2d8 | +1 | +3 | +0 | +0 | 2 + Int mod | 2 | Gain Druid Spells as per above. |
20th | 2d8 | +1 | +3 | +0 | +0 | - | 2 | Gain Druid Spells as per above. |
21st | 2d8 | +1 | +3 | +0 | +0 | 2 + Int mod | 2 | If in contact with fairies or sprites, has the option of gaining wings [used as a Weekly power]. The feathers on the wings match their skin tone, but at a lighter tone.] (This may be either a magical or Divine bonus. Once the power is gained, it is retained, not lost, even if the contact with fairies or sprites ceases. (Druid Spell is not gained at this level) |
22nd | 2d8 | +1 | +3 | +0 | +0 | - | 2 | Gains (+1) to attack rolls when using barbed tail. (Druid Spell is NOT gained at this level) |
All other bonuses leveling up, is by Druid class but in the same manner as prescribed above, in addition to their normal leveling up. But... at Level 35 Doklians who have the power of wings can use their wings once per Day. This power is used 3 minutes per level; therefore a Level 23 Doklian can use this power for 69 minutes {an hour and 9 minutes}, and a level 30 Doklian can use this power for an hour, 90 minutes (1 and a half hours). Doklians must use this power consectuitvely, and cannot dispel their wings once formed.And... At Level 30 Doklians who have the power of wings can use their wings as a standard, move, or free action. And... at level 50, gain +10 (misc) to ALL skills related to the Charisma ability score. And... at level 90, gain a +20 to ALL skills related to Dexterity)
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