Estuarian (3.5e Class)
From D&D Wiki
Estuarian[edit]
When discussing the machinations of the soul and sword, none are more familiar than the ranks of the Meldshapers. To an Incarnate, Soulborn, or Totemist, the soul and sword are both symbols, tools, and extensions of their will. As a result, the inter-connectivity of the multiverse is a common and comforting understanding. The connection of the planes to the connection of all souls and finally the connections of the physical world around them all make sense within their viewpoints, and this fuels a plethora of their varying beliefs and identities. This however can create a degree of separation that is never fully removed for many Meldshapers, as they often consign to their beliefs and become a paragon, a physical manifestation of their alignments. In the Totemist's case, they consign fully by nature and often have little care for the creeds of others.
There is another school of thought however that is steadily rising, and that is the Estuarian school of Meldshaping. Named after the mouth of a river connecting to the tide, they practice the flow in between and connection of their chakras into a greater web. Soulmelds cascade one over another, overlapping as a swarm and unifying as one flow within the body.
As a result, this school has begun to channel their essentia through the cracks of their chakras, cementing them together as a greater whole through the use of the Vein Chakra.
Making an Estuarian[edit]
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: As a Meldshaping class, Constitution is especially important ability for Health, Essentia gain and DC's on Soulmelds. Next Strength and Dexterity are also fairly important for combat capabilities. Intelligence, Wisdom, and Charisma are all important for skills but do not necessarily apply to class abilities.
Races: <-description of relative likelihood of various races to join this class->.
Alignment: Often Neutral alignments are attributed to this class, but the class is not consigned by any particular alignment.
Starting Gold: starting gold; 3d4×10 gp.
Starting Age: "Moderate" or "As fighter".
Level | Base Attack Bonus |
Saving Throws | Special | Soulmelds | Essentia | Binds | ||
---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | ||||||
1st | +0 | +0 | +2 | +2 | Partition Essentia | 1 | 1 | 0 |
2nd | +1 | +1 | +3 | +3 | Chakra Bind (Vein) | 1 | 2 | 1 |
3rd | +2 | +1 | +3 | +3 | Eroding Soul | 2 | 3 | 1 |
4th | +3 | +1 | +4 | +4 | Chakra Binds (Crown, Hands, Feet) | 2 | 4 | 1 |
5th | +3 | +1 | +4 | +4 | Essentia Condensation | 2 | 5 | 2 |
6th | +4 | +2 | +5 | +5 | Chakra Binds (Arms) | 3 | 6 | 2 |
7th | +5 | +2 | +5 | +5 | Superimpose Soulmeld 1 | 3 | 7 | 2 |
8th | +6/+1 | +2 | +6 | +6 | Chakra Binds (Brow) | 3 | 8 | 2 |
9th | +6/+1 | +3 | +6 | +6 | Cascading Soul | 4 | 9 | 3 |
10th | +7+2 | +3 | +7 | +7 | Flooding Fissure, Chakra Binds (Shoulder) | 4 | 10 | 3 |
11th | +8/+3 | +3 | +7 | +7 | Superimpose Soulmeld 2 | 4 | 11 | 3 |
12th | +9/+4 | +4 | +8 | +8 | Chakra Binds (Throat) | 5 | 12 | 3 |
13th | +9/+4 | +4 | +8 | +8 | Harmonious Saturation | 5 | 13 | 4 |
14th | +10/+5/+1 | +4 | +9 | +9 | Chakra Binds (Waist) | 5 | 14 | 4 |
15th | +11/+6/+2 | +5 | +9 | +9 | Superimpose Soulmeld 3 | 6 | 15 | 4 |
16th | +12/+7/+2 | +5 | +10 | +10 | Chakra Binds (Heart) | 6 | 16 | 4 |
17th | +12/+7/+2 | +5 | +10 | +10 | Canyon Carving | 6 | 17 | 5 |
18th | +13/+8/+3 | +6 | +11 | +11 | Incarnum Sea | 7 | 18 | 5 |
19th | +14/+9/+4 | +6 | +11 | +11 | Superimpose Soulmeld 4 | 7 | 19 | 5 |
20th | +15/+10/+5 | +6 | +12 | +12 | Wellspring of Essentia | 7 | 20 | 5 |
Class Features[edit]
<-fluff about class features->. All of the following are class features of the <-class name->.
Class Skills (4 + Int modifier per level, ×4 at 1st level)
An Estuarian may gain skills from the following list as Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Item (Cha).
Weapon and Armor Proficiency: An Estuarian, you may wield a varied lot of weapons due to their ideology. The Estuarian believes in fluidity and control, and as tends to focus on weapons that are exceptional in either or both regards. As such, Estuarians are proficient in Daggers, Short Swords, Long Swords, Rapiers, Light and Heavy Sickles, Kama, Whips, Scorpion-Tail Whips, Whip Daggers, Spiked Chains, Gyrspikes, Flails of all kinds, Three Section Staffs, Slings, War Slings, and Chakram. Estuarian may also be equipped in Light Armors, but not shields.
Meldshaping: An Estuarian’s primary ability is shaping incarnum soulmelds, which are drawn from the Estuarian soulmeld list (Link provided when updated,) as well as any one class list of soulmelds (balance TBD). You know and can shape any soulmeld from this list, regardless of alignment.
The Difficulty Class for a saving throw against an Estuarian Soulmeld is 10 + number of points of Essentia invested in the Soulmeld + your Constitution modifier. Your Meldshaper level is equal to your Estuarian level.
An Estuarian can shape only a certain number of soulmelds per day. Your base daily allotment is given above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution 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 score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.
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 above. Your character level 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.
An Estuarian does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape his soulmelds for the day.
Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra , so that you normally cannot also benefit from a magic item worn on the body slot associated with that chakra (See Superimpose Soulmeld.)
The number of chakra binds that you can have active at any one time depends on your level, see above. At 2nd level, you can bind a soulmeld to your Vein chakra, a unique chakra to the class that does not take up a magic item slot and is equivalent to all metaphysical space in between the chakras of your body.
Beginning at 4th level, you can bind soulmelds to your crown, feet, or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 16th level, you can bind a soulmeld to your heart chakra, and at 19th level you can bind a soulmeld to your soul chakra.
Vein Chakra Expanded: The Vein Chakra is a title given to what is essentially a swathe of lesser Chakras throughout the body. These are still strong conduits in the flow of Essentia, but no t to the point that a true Chakra radically affects the body. By investing into them individually, one's returns would be ineffective at best. However, by spreading this invested Essentia throughout the body, an Estuarian can tap into these often forgotten conduits to control the current of their Chakras. Doing so spreads their energy throughout the body, allowing shaped Soulmelds to help and intermingle with one another without choking and restricting their capabilities. This is the Chakra of negative space, between the lines of all the others, and grants helpful bonuses to those who invest the time to seek their true capabilities.
This Chakras focus, as an intermediary between the other Chakras, relies primarily on synergy bonuses between your other bound soulmelds. When bound to the Vein Chakra, these soulmelds count as being bound to one other Chakra you may bind Chakra to without taking any additional binding slots. A Vein Chakra may bind to the Partition Essentia class feature as if it were a Soulmeld bound to a Chakra, even though it is not itself either of those things.
Partition Essentia: By attaining their first level in this class, the Estuarian has begun the long process of expanding their horizons, and bolstering their varied capabilities through their incarnum mastery. More so than others among the Meldshaper's ranks, Estuarians find a variety of uses for Essentia beyond the gravitas of the Soulmeld. These Meldshapers as a result have the uncanny ability to invest their Essentia through their body, bolstering their capabilities without necessarily requiring the reliance on the Soulmeld.
An Estuarian may invest points of Essentia, following the typical limits by level, into their mundane abilities based upon their primary stats. With these investments in what will be referred to as "Shades,", an Estuarian may gain the following based upon those invested points of Essentia. These culminate as synergy bonuses that stack with other synergy bonuses gained from this classes and other sources, as well as other kinds of modifiers to these stats. These modifiers are calculated per instance of Essentia invested per stat point.
Cobalt Tinge - Gain a +1 to melee/ranged damage rolls and strength based skill checks, as well as any combat maneuver (such as trip, sunder, etc.)
Second Point: Gain +2 melee/ranged damage rolls and +1 to strength based skill checks.
Third Point: Gain +3 melee/ranged to damage rolls and to combat maneuvers.
Fourth Point: Gain +4 to melee/ranged damage rolls.
Indigo Hue - Gain a +1 to Initiative rolls and dexterity based skill checks, as well as A +1 bonus to AC.
Second Point: Gain +2 to Initiative rolls and dexterity based skill checks.
Third Point: +3 to Initiative rolls and +1 to AC.
Fourth Point: +4 to Initiative rolls.
Cerulean Shade - Gain +2 HP so long as you have Essentia invested, as well as a +1 to constitution based skill checks and soulmeld DC's.
Second Point: Gain +4 to HP and +1 to Constitution based skill checks.
Third Point: Gain +8 to HP and +1 to Soulmeld DC's.
Fourth Point: Gain +16 tp HP.
Midnight Tone - Gain +1 to total skill points, intelligence based skills, and may treat one intelligence based skill as a class skill.
Second Point: Gain +2 to total skill points and +1 to intelligence based skill checks.
Third Point: Gain +3 to total skill points and may treat one intelligence based skill as a class skill.
Fourth Point: Gain +4 to total skill points.
Sapphire Tint - Gain +2 to healing spell, item, and Soulmeld effects, as well as +1 to Wisdom based skill checks.
Second Point: Gain +4 to healing spells, items, and Soulmeld effects as well as +1 to Wisdom Based skill checks.
Third Point: Gain +8 to healing spells, items, and Soulmeld effects.
Fourth Point: Gain +16 to healing spells, items, and Soulmeld effects.
Azure Wash - Gain +2 to damaging spell and Soulmeld effects, as well as +1 to Charisma based skill checks.
Second Point: Gain +4 to damaging spell and Soulmeld effects, as well as +1 to Charisma based skill checks.
Third Point: Gain +8 to damaging spell and Soulmeld effects.
Fourth Point: Gain +16 to damaging spell and Soulmeld effects.
Any effects past the fourth point invested in these are simply replicating the fourth effect of their particular stack.
Eroding Soul: As shores and canyons are carved over many years by the flow of water, so too is the self hewn by the cycle of Essentia. Beginning at third level, the Estuarian has harnessed their innate ability to intermingle their Essentia usage, creating a flow of energy within. As a result, so long as the total points invested in the "Partition Essentia" class feature as well as any feats that have Essentia is half of your total Essentia pool, you may achieve a state of balance through Incarnum. Their soul becomes an organ working alongside the body, cycling Essentia throughout their body as any other system of the body. This acts as a support system for the body, trimming away at less healthy aspects and honing your skills through your will.
When you meet the requirements listed above, a sufficient amount of Essentia is manifest in your body for this system to run. Firstly, achieving this state of being grants a 20% concealment bonus, like the Blur (need hyperlink on blur but unsure how) spell, as a thin, whispy aura of shifting blue colors bends light around you, making your difficult to hit. This concealment benefit does not effect sight upon you by any means, it simply makes it harder for you to be pinned down and struck. You also gain a flanking bonus to any creature you are attacking, even if you do not have an ally flanking them, as your soul-powered aura seems to lap at your opponents from alternate locations for you. This unique flanking bonus does not enable any form of sneak attack unless you would already fill the conditions of sneak attack. If you were to lose the Essentia invested in features to not have 50% of your points invested into non-Soulmelds then you immediately lose this benefit until they are reinvested.
At every 7 Levels after this, you gain a new form of this ability, subsequently called Flooding Fissure and Canyon Carving.
Essentia Condensation: Estuarians allow their Essentia to blossom throughout their very being, so spread through their bodies there are known cases for their skin to appear to radiate a faint blue mist. At 5th level, for every Soulmeld the Estuarian has which is maxed out, they gain a single point of Essentia which may be spent only upon non-Soulmeld class skills, racial abilities, or feats. This represents an overflow of invested soulstuff, being optimised and guided into new and healthy uses.
Superimpose Soulmeld: Upon reaching 7th level, and every four levels thereafter, one may perform a unique art associated with the Estuarian's referred to as "Interbinding," or the Cascading Soul. This in essence allows you to bind a soul meld to multiple chakra locations, including overlaying it onto another preexisting bind. You may choose one Soulmeld to do this with, simultaneously binding it to two locations but still only counting as taking up the one. This allows a greater variety of effects that an Estuarian may enact with their soulmelds, attributing to the opening of pathways between the chakras.
Alternatively, this allows an opportunity for the wealthier Incarnum adventurers to make use of commonplace magic items that other adventurers see as mandatory. Rather than interbinding, an Estuarian may instead bind a magic item to the same slot overlapping a bound chakra. This effectively allows them two magical item slots, however one of these must be a bound chakra, and must be a magical item, rather than two bound magical items. This may be managed at any time one manages their soulmelds at the beginning of the day.
Every 4 levels after this, an Estuarian may select an additional soulmeld to do this with.
Cascading Soul: Beginning at 9th level, an Estuarian's soulmelds gain an innate synergistic bonus between one another based on their binding and connection. Each Chakra that has two or more soulmelds bound to it is granted +1 Essentia that does not apply to their limited max bonus and stacks on top of this, and any other bonus. Any Soulmeld may only gain +1 point of Essentia and +1 bonus to their Essentia capacity at any given point from this ability.
Flooding Fissure: At 10th Level, you gain the second form of the Eroding Soul ability. This variant of the Eroding Soul rule expounds upon the previous rule, granting improved benefits for keeping the cost of having half your Essentia invested in non-Soulmeld capabilities. Your aura has gained potency and depth, becoming real enough to feel and even faintly sense by other means. While smell and touch often are dictated by the subconcious of the Estuarian, the color and display is a direct expression of the user. This appears varies greatly from one Estuarian to another, but appear always as some kind of billowing aura of shimmering azure colors, though the shade, shape, and texture differs greatly. It can appear as a flowing mane gently tumbling down and into the limbs, puffs of clouds or smoke in sky blue, even chilling midnight fire dancing over unphased skin.
Upon reaching this level, the Eroding soul Blur effect is replaced, you instead gain the effects of the Invisibility spell effect (once again need hyperlink) with some alterations and limitations. Once again, one does not lose sight of you in any way with this form. You do gain the standard +2 on attack rolls similar to the invisibility feature as with the spell, which stacks to a total of +4 with the previous flanking bonus. This bonus may also allow for sneak attacks to activate now. As you are not fading into another plane, there is no chance that your Soulmeld or spell effects would not cast properly. You do gain the reduction to falling damage as per the spell, and the ability to walk through solid material as the spell, with all the associated risks.
Due to the constant Essentia flowing out of you, your Soulmelds also gain a level of consistency and power. An Estuarian of this level never needs to remove their Soulmelds for resting or the like, and may sleep or trance comfortably with all Soulmelds still active. One still needs time to reinvest in the morning and Summon or Bind Soulmelds as they see fit, but an Estuarian of this level could theoretically live the rest of their lives with such Soulmelds equipped.
Harmonious Saturation: Upon reaching level 13, an Estuarian learns the importance of balance in their bodies and tactics. As a result, when such balance is achieved it heightens their capabilities beyond that which could be expected of them. If an Estuarian has an even distribution in all aspects of Partition Essentia, you gain the same synergy bonus to all of your saving throws. So, if an Estuarian had a single point of Essentia invested in all six of the shades, they would gain + 1 to Fortitude, Reflex, and Will saves.
Canyon Carving: At 17th Level, you gain the final standard form of the Eroding Soul ability. Sparkling Sapphire flows around you, and your aura and skin seem to meld hazily through the air, difficult to discern like heat-lines. This however is no mere illusion, but the power of your soul dictating the perfect shape of your body. While not shape-changing, your body has gained a discernible blue tint, particularly near the veins. Your scent, texture, taste, and sight all seem to be malleable now, though not actively controllable. This mirrors the internalized self you have created by attaining this power, and as such is a perfect reflection of your true being. Some manifest this in roaring silhouette of fire, while others maintain a peaceful human shape, but their body appears to be clear water. More still choose to embellish or hide their blue tinted bodies, relishing in the change or abstaining from this unique look respectively.
For keeping your Essentia distributed in this manner, your body has a huge amount of Essentia coursing through it, more so than any single Soulmeld could bare to take. This variant stacks with the previous, and constantly grants the full effects of the Invisibility spell. The Estuarian's attacks also always affect the opponents Flat-Footed AC when this is active and their invisibility is not seen through.
What's more, your shifted form gives you perks of it's own. While not giving you any ability to change your shape on command, it does offer a permanence to your active Soulmelds. Your Soulmelds not only never need be removed, but cannot be removed without your consent. They are unaffected by anti-magic zones and similar effects. Your Soulmelds have become as much a part of your physical form as an arm or leg might be, and are treated as such when in these zones. You however do feel the effects of an anti-magic zone via an uncomfortable sensation, that offers no in game affect other than the potential ability to gain the knowledge that you have in fact entered an anti-magic zone.
Incarnum Sea: At level 18, you become a conduit of Essentia, and your soul provides all that you require to survive. An Estuarian of this level can exist comfortably in conditions between 40 and 140° Fahrenheit without having to make Fortitude saves or wear protective clothing. You no longer need to eat, drink, sleep, or breath. You do not gain the signs of aging though this is merely cosmetic, and you still die via elongated lifespan as per usual. You still need the appropriate 8 hour stretch of time to re-ready your spell slots and adjust your Soulmelds.
Wellspring of Essentia: Upon obtaining the twentieth level, an Estuarian has attained an ability completely unique to their brood, the ability to transcend a Soulmeld's limits and stretch them to the peak of their capabilities. By carefully distributing the Essentia invested throughout their bodies, an Estuarian can select one soulmeld as they are Meldshaping and binding their Soulmelds per day, and this selected Soulmeld becomes their wellspring. Overflowing with Essentia, this Soulmeld counts as being bound to all chakras available to the Estuarian, without taking more than a single chakra bind. As a result, all abilities associated with this Soulmeld are readily available. What's more, any locations by which this Soulmeld is bound and does not have a two associated Chakra bound alongside them instead grant additional bonus Essentia. If there is a single Chakra bound alongside it, one point of Essentia is granted to the Estuatian's Essentia pool. If there are no other Chakra bound to the location, two points are gained instead.
For example, Calcer is a level 20 Estuarian who has bound 5 of his Chakras. His Vein Chakra touches each other Chakra, and his remaining four are bound thusly: Crown/Waist, Hand/Arms, Waist/Brow, and Soul/Heart. So, he would gain 0/Vein, 1/Crown, 2/Feet, 1/Hand, 1/Brow, 1/Arms, 2/Shoulders, 2/Throat, 0/Waist, 1/Heart, and 1/Soul. This would total to an additional 12 Essentia to the total pool, allowing for a greater variety of investment in their Soulmelds and Class Features.
First Example of Vein Soulmeld:
Nile'st Deluge You feel your veins more consciously now, a comforting sensation of your heart beating strong throughout your body. Essentia flows through your blood and you move with the very soulstuff the universe is constructed of.
When this Soulmeld is shaped, you gain +5% fortification, and an additional +5% for each point of Essentia invested in this Soulmeld.
Chakra Bind (Vein)
Your form feels fuller, stronger, as if you have become physically dense with Essentia. While you cannot see the physical effects on the outside, your veins have a deeper shade of blue and seem wider beneath your skin, and your body to the touch feels more stable and resilient.
While this Soulmeld is bound to the Vein Chakra, Soulmelds you have shaped grant you a +1 synergy bonus to any fast healing or regeneration you may already have. If none is had, this is treated as temporary hit points gained at the beginning of every round in combat. If any of these Soulmelds are filled to their maximum capacity, they also grant +1 synergy bonus to any preexisting Damage Reduction. If none exists then you gain an equal amount of Damage Reduction/Magic.
Chakra Bind (Arm)
You feel your veins grow with Incarnum, your muscles tension is rigid as they expand naturally, granting strength beyond your peers.
While this Soulmeld is bound to the Arm Chakra, you gain the Improved Unarmed Strike and Improved Natural Attack feats for all appropriate attacks you posses. You are also treated as a size category larger when making Unarmed Strikes for the purposes of damage calculation.
Chakra Bind (Waist)
Your core pools with Essentia, and spreads outward. By centralizing the Essentia in your body, you create a permanency to your form and a defense against outside forces.
While this Soulmeld is bound to the Waist Chakra, you gain a spell resistance of 5, and an additional +4 to this Spell resistance per point of Essentia invested in this Soulmeld.
Chakra Bind (Soul)
Your soul feels... real, tangible somehow. You feel your soul charged with Essentia burst through you and around you. You gain a visceral understanding that you are more than your body, and your presence radiates a sense of overflow, be it of kindness, power, fear, whatever you feel at the moment can be tasted on the air. Your body and soul find a degree of separation, and you find true control by understanding the world as you soul, not your body. The body has become an extension of the self, as the sword is an extension of the body.
While this Soulmeld is bound to your Soul Chakra, your flaring soul energy is truly who you are. Death effects, disintegration, and negative HP do not necessarily mean the end for your character anymore as you have created a distance between yourself and your body. When/if your body is destroyed, you are instantly resurrected. Instead of losing a level, your highest previous level is replaced with one level of the Ghost template (see Savage Progressions) and are permanently treated as an Incorpreal creature. Your statistics and Soulmelds remain intact, but your equipment that is not magical is forfeit.
One with this ability may also willingly put their body into a comatose trance, and in doing so can force this Incorporeal change. Your body is considered unconscious and helpless during this state, and can be Coup de Grace'd as normal.
Ex-<-pluralized class name->[edit]
<-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->.
Epic <-class name->[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21st | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
22nd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
23rd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
24th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
25th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
26th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
27th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
28th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
29th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
30th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
<-number of skill points-> + Int modifier skill points per level. |
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
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.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package[edit]
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
<-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 "—"-> |
<-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 "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
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. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Campaign Information[edit]
Playing a <-class name->[edit]
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World[edit]
“ | <-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->.
<-class name-> Lore[edit]
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.
DC | Result |
---|---|
5 | <-common knowledge->. |
10 | <-not so common knowledge->. |
15 | <-rare information->. |
20 | <-very rare information->. |
<-pluralized class name-> in the Game[edit]
<-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.->.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes