Kindred (3.5e Class)
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Separate, but never parted, Kindred represents the twin essences of death. Lamb's bow offers a swift release from the mortal realm for those who accept their fate. Wolf hunts down those who run from their end, delivering violent finality within his crushing jaws. Though interpretations of Kindred's nature vary across Runeterra, every mortal must choose the true face of their death.
Kindred is the white embrace of nothingness and the gnashing of teeth in the dark. Shepherd and the butcher, poet and the primitive, they are one and both. When caught on the edge of life, louder than any trumpeting horn, it is the hammering pulse at one's throat that calls Kindred to their hunt. Stand and greet Lamb's silvered bow and her arrows will lay you down swiftly. If you refuse her, Wolf will join you for his merry hunt, where every chase runs to its brutal end.
Making a Kindred
When working with others, a Kindred chooses to make himself, or herself, visible to the world for an easier time interacting. Even if they're death given form, this doesn't mean they're omnipotent. there are other Kindred in the world as well, and while they can't see each other, they are aware of the other's existence. This means that if a Kindred feels that they can do their job by venturing with a party, there's many others in the world able to pick up whatever slack may form from misadventures.
Abilities: Dexterity for your ranged attacks, Wisdom for your powers, Constitution to stay alive.
Races: Kindred in D&D doesn't have to represent the lamb and the wolf but should always be 1 monstrous humanoid (Like Lamb) and (the companion) 1 Animal (Like Wolf) as there are many faces of Kindred, but every mortal must one day choose the true face of their death.
Alignment: Any Neutral or Evil.
Starting Gold: 1D12 * 10
Starting HP: 1D12 + CON
Starting Age: Simple.
|Saving Throws||Special||Spells per Day||Power
|1st||+1||+2||+2||+0||Dance of Arrows, Kindred, Feat, Cantrips||—||—||—||—||—||—||—||—||—||—||2||—||Basic|
|2nd||+2||+3||+3||+0||Frenzy, Mark of the Kindred, Spellcasting||—||2||—||—||—||—||—||—||—||—||4||—||Basic|
|3rd||+3||+3||+3||+1||Mounting Dread, feat/or Ability score raise||—||2||—||—||—||—||—||—||—||—||6||—||Basic|
|5th||+5||+4||+4||+1||feat/or Ability score raise Bow +1||—||3||1||—||—||—||—||—||—||—||10||—||Basic|
|12th||+12/+7/+2||+8||+8||+4||feat/or Ability score raise||—||4||3||1||—||—||—||—||—||—||33||—||Basic/Ultimate|
|16th||+16/+11/+6/+1||+10||+10||+5||feat/or Ability score raise||—||5||4||3||1||1||—||—||—||—||50||—||Basic/Ultimate|
|20th||+20/+15/+10/+5||+12||+12||+6||feat/or Ability score raise, Bow +4||—||5||4||3||2||2||1||1||—||—||70||—||Basic/Ultimate|
Class Skills 3 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Kindred.
The Kindred are a mix of Ranger and Cleric, having access to Cleric Spells of any domain, as well as the Ranger class' features. While not limited by spells known, Spells able to be cast each day or long rest are limited, as well as by spell level. (A 2nd level Kindred can't cast higher than level one cleric spells, and only then, two per day/long rest)
Kindred's Bow: The Kindred always carries a bow, preferring to stay at range, though if they so choose, can have other weapons as well. This Bow uses their in-born link to the universe to create and fire arrows of light. at 5th level, this bow gains +1 modifier, and +.2 every level after. This Does not stack. (At level 20, Kindred's Bow will have a total of +5, and -can- be upgraded further at a cost.)
Dance of Arrows: A Kindred's Dance of Arrows simply acts like a Magic Missile spell. It targets three separate opponents, and (accounting for house rules, there may not be a group that uses AC) the targeted opponents must make a Reflex Save or take the damage. Dance of Arrows does 1d6 damage, adding +1 every five levels.
Frenzy: The Kindred's Companion animal goes into a frenzy, attacking the closest opponent within 10ft. Base damage is the companion's nautural damage attack +3 (For example, a Wolf would have Bite, which does 1d6 crushing damage.)This damage scales with Kindred's bow.
Mounting Dread: The Kindred fires a precisely aimed shot, halving the target's movement speed for three rounds and dealing 2d4+2 damage. This damage scales with Kindred's bow.(Example: 20th level would be 2d4+8)
Respite: As an action, The Kindred Sanctifies a 10ft radius around them with their power over life and death. This is only available once every three days so use wisely. Inside the radius, nothing is allowed to die for four rounds plus one every five class levels. (20th level being seven rounds. This is meant as a last resort to prevent you and your party from dying against say, a Colossal Dragon, Strahd, or a Tarrasque.)
"Never One Without the Other": Most Kindred in the world resemble many different beast races given anthro form. Despite this, they still prefer to wear nothing. a Kindred gains +2 natural armor to their AC when unarmored and unclothed until 18th level. at which point it becomes +5
Weapon and Armor Proficiency: A Kindred has proficiency with all simple and martial weapons.
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.
<-extraordinary class feature-> (Ex): <-class feature game rule information->
<-psi-like class feature-> (Ps): <-class feature game rule information->
<-spell-like class feature-> (Sp): <-class feature game rule information->
<-supernatural class feature-> (Su): <-class feature game rule information->
<-class feature->: <-class feature game rule information->
<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
<-... repeat as necessary.->
Epic <-class name->
|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->
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->.
ovida Kindred Starting Package
Weapons: Dagger, Shortsword, Kindred's bow.
Skill Selection: Pick a number of skills equal to 4 + Int modifier times four for first level.
Feat: Agile, Acrobatic, Alertness, Animal Affinity, Point Blank Shot.
Bonus Feats: Kindred: The Kindred are two faces of Death, and so are both ageless, and can't permanently be killed.While it is possible to technically kill the Kindred, their corpse, and that of their companion creature, will vaporize into dust for 1d4+2 days. .
Gear: A Kindred starts with his or her bow, Enchanted with a Soulstring and therefore needs no Arrows. Kindred's Bow does 1d8 damage, scaled to size. (Example being a medium creature gets the 1d8 damage. a small bow will do 1d6, while large is 1d12)
Playing a <-class name->
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
|“||<-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->.
Characters with ranks in Knowledge: History can research Kindred to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||The Kindred are usually seen as a face of Death.|
|10||Everyone eventually meets a Kindred. When they do, it's up to them to decide which face Death wears for them.|
|15||A Kindred is made when an instance of Death himself is split into two beings.|
|20||"Never one without the other" "Kindred" is the term used for two beings who are created when Death himself,
or at least an instance of him, feels extremely lonely. And so, He splits himself into two, so he'd always have a friend.
<-pluralized class name-> 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.->.