False Idol (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete starting package, and campaign information sections.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Recycle.png This page was marked as abandoned on 13:55, 16 February 2020 (MST) because: Last touched in 2016. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

False Idol[edit]

These are beings who believe themselves to be gods. The choose to create a new form of life to solidify their place in a new Pantheon, one that they would create when they dominate the world in the future. Through the creation of armies and countless at that, they hold unbridled power in their hands.

Making a False Idol[edit]

A minionmancer, they themselves are weak but not entirely useless. Most of their power comes from the creatures they create and control. They are much more flexible than a standard minion mancer however, they can be full of utility, or they can be high dps, or they can have a massive front line to tank for their allies and themselves. Depending on which of these routes you go down, either Strength, Dexterity, Intellect, or Wisdom could be your primary stats.

Abilities: Their overall flexibility allows them to fill in for any missing component of a balanced party, while contributing to other parts as well.

Races: Any.

Alignment: Any.

Starting Gold: 3d4x10.

Starting Age: Simple

Table: False Idol

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +1 +0 +1 True Domain, Ray of Frost 3/day, A New God
2nd +1 +1 +0 +1 Dispel Magic, Mirror Image 1/day
3rd +2 +1 +0 +2 True Domain, Playing at God
4th +3 +1 +1 +3 God Hand, God Touch
5th +3 +2 +1 +4 Bonus Feat, Genetic Stability
6th +4 +2 +1 +4 True Domain
7th +5 +3 +2 +5 Living Blade, Inflict Light Wounds 5/day
8th +6/+1 +3 +2 +6
9th +6/+1 +4 +2 +6 True Domain
10th +7/+2 +4 +3 +7 Bonus Feat, Linked Senses
11th +8/+3 +5 +3 +8 Legions
12th +9/+4 +5 +3 +9 True Domain, Aryan Race
13th +9/+4 +6 +4 +9 Spartans, Centurions, Warlocks
14th +10/+5 +6 +4 +9
15th +11/+6/+1 7+ +5 +10 True Domain, Bonus Feat
16th +12/+7/+2 +7 +6 +10
17th +12/+7/+2 +8 +7 +11
18th +13/+8/+3 +8 +7 +11 True Domain
19th +14/+9/+4 +9 +8 +12
20th +15/+10/+5 +9 +9 +13 True Domain, Bonus Feat

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration ( Con), Craft ( Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana) (Int), Spellcraft (Int), Spot (Wis), Search (Int), Use Magical Device (Cha)

Class Features[edit]

All of the following are class features of the False Idol.

Weapon and Armor Proficiency: Proficient in all simple and martial weapons, and light armor.

A New God: The False Idol creates 3 Generals, 1 of each class. These generals do not count towards the minion cap of 5. These generals can then make creations for False Idol in their image. Each creation must be made of at least 100 pounds of Organic Material. Unorganic Material can be added for bonus effects (consult with your DM)

True Domain: The False Idol gains domain over a class of its created creatures. Each point in a class increases that classes stats. Tank General: +2 Strength, +4 Constitution, +1 Dexterity Ranged DPS General: +4 Dexterity, +4 Intellect, +2 Wisdom Utility General: +4 Wisdom, +1 Intellect, +3 Constitution

Ray of Frost: False Idols fires a bolt of ice (30 feet max) dealing 1d8+2 in cold damage.

Dispel Magic: False Idols can roll to dispel magic

Mirror Image: False Idols can create 1d4 images of themselves with half their AC and HP. These images cannot attack.

Playing at God: Allows False Idols to have a body guard from their creations. This peon gains +2 AC, +2 BAB, and a +3 increase to all Ability Scores.

God Hand: False Idols can shield themselves or an Ally for 1d6 + Int Mod for 1d3 rounds.

God Touch: The False Idol uses a touch attack to tear the flesh off a creature, creating a new kind of leach. This leach saps 1d4 health from the target every round of combat until destroyed. This ability deals 1d10 in damage but if it fails the user is no open for an attack of opportunity. The leach will stay until either destroyed or combat ends, whichever comes first. The person who kills the leach gets all the health it has sapped back as a heal.

Genetic Stability: Your generals have perfected their craft. Creations now start at half your level.

Living Blade:Once a week, the False Idol when hit can turn the enemies weapon into a living creature that attacks its user for 1d3 rounds. It deals full damage, however this spell has an absolute 60% arcane spell failure. The failure chance cannot be lowered.

Inflict Light Wounds:Applies 1d8 + Int Mod to the target in damage

Linked Senses:The False Idol can link all 5 of their senses to a creation. This creation gains +2 BAB during this time, but the user takes half the damage the creation takes.

Legions:The False Idol can now double the amount of creations they have from 5 to 10.

Aryan Race:Creations now start 2 levels below the False Idol.

Spartans:Creations in the Ranged DPS class can now add the False Idol's DEX mod to their damage.

Centurions:Creations in the Tank class can now add the False Idol's CON Mod to their HP, and half of the False Idol's DEX mod to their AC.

Warlocks:Creations in the Utility class can now add the False Idol's Int Mod to their abilities effects/durations.

Class Features[edit]

All of the following are class features of the Tank General.

Weapon and Armor Proficiency: Proficient in all simple and martial weapons, light, medium, and heavy armor, all shields including Tower Shields, and can use exotic weapons.

Bonded:The Tank General can only attack when the False Idol is below 25% of their total HP. They get to move just before the False Idol. Takes 1d3 rounds to create a new Peon.

Otherworldly Strength: The Tank General has increased base AC by 5. This increases the AC of his Peons by 2.

Titan's Grip:The Tank General can no longer be disarmed unless the limb itself is removed. The Generals Peons gain +2 BAB.

Thick Skin:The Tank General and his Peons gain an extra 1d8+5 in health every other level.

War Hardened:The Tank General is immune to critical hits while his Peons take half damage from critical strikes.

Grim Shield:The Tank General will sacrifice all of his Peons and half his HP to shield the False Idol. Total shield is (all of Peon HP + Half Generals HP) /2

Ability Score is rolled by the player.

Table: The Right Hand of God (Tank General)

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Bonded, Bonus Feat
2nd +2 +3 +1 +0
3rd +3 +3 +1 +0 Bonus Feat
4th +4 +4 +2 +1
5th +5 +4 +2 +1 Bonus Feat
6th +6/+1 +5 +3 +1 Otherworldly Strength
7th +7/+2 +6 +3 +2 Bonus Feat
8th +8/+3 +7 +4 +2 Titan's Grip
9th +9/+4 +7 +4 +2 Bonus Feat
10th +10/+5 +7 +4 +3 Thick Skin
11th +11/+6/+1 +8 +5 +3 Bonus Feat
12th +12/+7/+2 +9 +5 +4 War Hardened, Thick Skin
13th +13/+8/+3 +9 +5 +4 Bonus Feat
14th +14/+9/+4 +9 +6 +5 Thick Skin
15th +15/+10/+5 +10 +6 +5 Bonus Feat
16th +16/+11/+6/+1 +10 +7 +6 Thick Skin
17th +17/+12/+7/+2 +11 +7 +6 Bonus Feat
18th +18/+13/+8/+3 +12 +8 +7 Thick Skin
19th +19/+14/+9/+4 +13 +8 +8 Bonus Feat
20th +20/+15/+10/+5 +13 +9 +9 Grim Shield, Thick Skin

Class Features[edit]

All of the following are class features of the Ranged DPS General.

Weapon and Armor Proficiency: Proficient in all simple and martial weapons, light, and medium, and can use exotic weapons.

Bonded:Can only attack every 3rd Round of Combat. Takes 1d3 rounds to create a new Peon.

True Shot:Increases the range of all of the Generals attacks b 30Ft. and her Peons by 15.

Fire Bolt:The General and her Peons can fire a bolt of fire at a target. The General's deals 1d12 + Int Mod while the Peons are 1d8 + Int Mod.

Snare Shot:The General can only perform this while using a ranged weapon. She fires a net, stopping a target from moving for 1d3 rounds. This invokes a reflex save for the target to get away from the net. DC = 10 + Level

Ice Coffin:The General fires ice at the ground freezing it for 1d3 rounds. Covers a 50Ft. area. All units on the ice take -4 to hit rolls and have their speed cut by 15. Everyone on it must roll a balance check every time they move (DC = 10 + Level). To use this, the General must have 2 Peons in her class.

Eagle Eye:Adds +2 to spot and perception checks for the False Idol. For every peon in this class, gain another +2.

Heart of the Magus:Both the General and her Peons can sacrifice HP to add to their damage on spells. Applies before crit multiplier.

Heritage:Once a day the General can add the False Idol's Int or Dex Mod (spells are Int, Ranged attacks are Dex) to damage rolls. Applied before crit multipliers.

Rain of Arrows:Requires 3 Peons with ranged weapons. Once a day the General and her Peons rain arrows upon the battlefield in a 50Ft. circle, dealing 1d20 + an additional 2d8 for every extra Peon.

Eclipse:Once a month, the General can drop a 4d20 +level meteor on an enemy. 200Ft AoE

In Their Image:Once a week, the General can turn an enemy into a friendly creation even if this breaks the cap. This unit dies after combat is over. (Invokes a will save, DC = 10 + level + Will Mod)

Incandescence:The General can burn a permanent light in anything(This cannot kill the target). Deals 2d6 in damage.

Sacrificial Arrow:The General kills of all of her Peons, empowering her next ranged attack to deal 7d8 + 1d12 in damage. For every Peon sacrificed, add another 1d12 to the damage.

Phoenix Flame:This can only ever be used once. If the False Idol dies, her General uses this flame to revitalize them, bringing them back to life but unconscious. However, this lowers the False Idol's level by 3. Even upon returning to level 20, this cannot be used again, nor can the spell be Wished back.

Ability Score is rolled by Player

Table: The Left Hand of God (Ranged DPS General)

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +1 +1 Bonded, True Shot, Fire Bolt 3/day
2nd +2 +0 +2 +1
3rd +3 +0 +2 +2 Snare Shot, Ice Coffin
4th +4 +0 +2 +3
5th +5 +1 +3 +4 Eagle Eye, Heart of the Magus
6th +6/+1 +2 +4 +5
7th +7/+2 +2 +5 +5
8th +8/+3 +2 +6 +5 Heritage
9th +9/+4 +2 +6 +6
10th +10/+5 +3 +7 +7 Rain of Arrows, Eclipse
11th +11/+6/+1 +3 +7 +8
12th +12/+7/+2 +4 +8 +9 Bonus Feat
13th +13/+8/+3 +4 +8 +9
14th +14/+9/+4 +5 +8 +9 Bonus Feat
15th +15/+10/+5 +5 +9 +10
16th +16/+11/+6/+1 +6 +9 +10 In Their Image
17th +17/+12/+7/+2 +7 +10 +11
18th +18/+13/+8/+3 +8 +10 +12 In Their Image
19th +19/+14/+9/+4 +8 +11 +13
20th +20/+15/+10/+5 +9 +12 +13 Sacrificial Arrow, Phoenix Flame

Class Features[edit]

All of the following are class features of the Utility General.

Weapon and Armor Proficiency: Proficient in all simple and martial weapons, no armor, and can use exotic weapons.

Bonded:Only participates when a party member is below 50%hp. Moves after False Idol. Takes 1d3 rounds to create a new Peon.

Spirits Refuge:For every Peon of this class, the General will heal and shield the party every 3 rounds. (i.e - If there's 2 Peons, every 3 rounds the party gets a 3hp shield and heal)

Guardian Angel:The Peons all have soothing effects. An ally can expend their round of combat to receive 1d4 + False Idol's level in healing.

Guidance:The General can give +1 to attack rolls or saving throws.

Light:The General or Peon can cause an object to illuminate.

Resistance:The General gives the target +2 on saving throws, while Peons give +1.

Bless:The General and Peons give +1 on saves against fear.

Cure Light Wounds:The General can heal for 1d8 + 4 + half Wis Mod. The Peons only heal for 1d8 + 4.

Aid:The General can give a 1d8 shield to allies.

Doom:The General can cause a target to take -2 to attack rolls, saves, and damage rolls.

Bastion:Being within 10Ft. of the general gives you a 1d6 shield, range expanded by 2Ft for ever Peon. Shield refreshes every 5 rounds of combat.

The Monkey's Paw:The False Idol gets 3 Wish's level spells but at an extreme cost subject to the DM's discretion. Once the final Wish has been used, all 3 Generals and all their Peons turn on the party and must be killed. Afterwards, the False Idol must take 1 week to make another General, 1 at a time. These come back at half the level of the False Idol. This ability can only ever be used once. Cannot be wished back, player cannot wish for more wishes.

Remove Fear:The General gives target +4 to next save against Fear.

Consecrate:The General blesses a 20Ft. zone causing Undead to take 3 damage when standing in it. Radius increased by 5 per Peon.

Cure Moderate Wounds:The General can cure 2d8 + 8 + Wis Mod. Peons can only cure 2d8 wounds.

Find Traps:Peons add to Knowledge Dungeoneering checks for the party. +1 per Peon.

Wind Wall:The General can negate 3d6 damage from ranged attacks for 1d3 rounds. Once a day.

Absolute Command:Once a month the General forces a Will Save(DC=10 + Wis Mod + half False Idol's level) if failed the subject must obey 1 command given.

Reprieve:At the cost of every Peon and 2 Generals, the False Idol can disengage the Party from any fight.

Ability Score is rolled by Player.

Table: The Mind of God (Utility General)

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +2 Spirits Refuge, Guardian Angel
2nd +2 +0 +0 +2 Guidance, Light
3rd +3 +0 +1 +3 Resistance, Light
4th +3 +0 +1 +4
5th +4 +1 +2 +5 Cure Light Wounds
6th +5 +1 +2 +5
7th +6/+1 +2 +3 +6
8th +6/+1 +2 +3 +7 Aid, Doom, Bastion
9th +7/+2 +3 +4 +8
10th +8/+3 +3 +5 +8 The Monkey's Paw
11th +9/+4 +4 +6 +9
12th +9/+4 +4 +6 +9 Remove Fear, Consecrate
13th +10/+5 +5 +6 +9
14th +11/+6/+1 +5 +7 +10 Cure Moderate Wounds
15th +12/+7/+2 +6 +7 +11
16th +12/+7/+2 +6 +7 +11
17th +13/+8/+3 +7 +8 +11
18th +14/+9/+4 +7 +9 +12 Find Traps, Wind Wall
19th +15/+10/+5 +8 +9 +12
20th +15/+10/+5 +8 +9 +12 Absolute Command, Reprieve

All Ability Scores start at 10. Gain +3 every even level.

Class Features[edit]

Weapon and Armor Proficiency: Proficient in all simple and martial weapons, light, medium, and heavy armor, all shields including Tower Shields, and can use exotic weapons.

Bonus Feats:Bonus Feats are decided by class, to acquire the feat they must meet every requirement Tank- Fighter Bonus Feats Ranged DPS- Ranger Feat list and/or Red Mage Spell list Utility - Cleric Spells

Ex-False Idols[edit]

Those who give up being a god or creating their own race/nation, lose the ability to create new life aside from regular means. They lose all class feats and the Generals defect and leave the party along with their Peons.

Epic False Idol[edit]

Table: Peons

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +0 +1 Bonus Feat
2nd +2 +1 +1 +1 Bonus Feat
3rd +3 +1 +1 +1
4th +4 +2 +2 +1 Bonus Feat
5th +5 +2 +2 +2
6th +6/+1 +3 +3 +3 Bonus Feat
7th +7/+2 +4 +3 +4
8th +8/+2 +4 +4 +5 Bonus Feat
9th +9/+4 +5 +4 +5
10th +10/+5 +5 +5 +6 Bonus Feat
11th +11/+6/+1 +5 +6 +6
12th +12/+7/+2 +6 +6 +7 Bonus Feat
13th +13/+8/+3 +6 +7 +7
14th +14/+9/+4 +7 +7 +7 Bonus Feat
15th +15/+10/+5 +7 +7 +8
16th +16/+11/+6/+1 +7 +8 +8 Bonus Feat
17th +17/12/+7/+2 +8 +8 +8
18th +18/+13/+8/+3 +8 +8 +9 Bonus Feat
19th +19/+14/+9/+4 +8 +9 +9
20th +20/+15/+10/+5 +9 +9 +9 Bonus Feat

Table: The Epic False Idol

Hit Die: d6

Level Special
22nd Bonus Feat
24th Bonus Feat
26th Bonus Feat
28th Bonus Feat
30th Bonus Feat

4 + Int modifier skill points per level.

Bonus Feats: The epic False Idol gains a bonus feat every even level after 20th.

High Elf False Idol Starting Package[edit]

Weapons: Wooden Stave.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: True Domain, Ray of Frost.

Bonus Feats: Alertness.

Gear: Leather Armor.

Gold: 90.

Campaign Information[edit]

Playing a False Idol[edit]

Religion: They usually worship themselves but some have been known to worship other gods.

Other Classes: Some classes, such as Paladins, view these people as heretics

Combat: Due to their versatility they can fulfill many different roles in combat, however the Forbidden Idol themselves are usually in the back line.

Advancement: Most do not multiclass or prestige.

Forbidden Idol's in the World[edit]

My motivation you ask? Well, it's to create a new and better world, one without war, where peace is the talk of the time.
—Sigfried Korbin, Moon Elf Forbidden Idol

Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

False Idol Lore[edit]

Characters with ranks in can research 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 .
10 .
15 .
20 .

False Idols in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!