Pandora, Variant (3.5e Class)

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The Pandora are essentially a combat focused class. However, they specialize in fighting Evil Outsiders.

Making a Pandora[edit]

Because of their combat focused abilities, their powers can overwhelm them quite easily. They are most effective with Paladins, and spellcasting classes, as they are combat focused.

Abilities: Pandora must have good Strength, Dexterity, and Constitution scores. The reason for this is because of their focus on fighting Evil Outsiders. Intelligence is important for extra skill points.

Races: Humans make up the majority of Pandora, though any race that is not inherently Evil can be a Pandora.

Alignment: Any Good.

Starting Gold: 3d4x10.

Starting Age: Moderate (as fighter)

Table: The Pandora, Variant

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Stigmata Implants, Fast Movement
2nd +2 +3 +0 +0 Volt Weapon, Volt Texture
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Dynamic Vision
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Favored Ability
7th +7/+2 +5 +2 +2 Ereignbar Set
8th +8/+3 +6 +2 +2 Durability
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Second Favored Ability
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Regeneration
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Third Favored Ability
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Pandora Mode
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Nova Form
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Holy Gates

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int),
Knowledge (choose one) (Int), Move Silently (Dex), Sense Motive (Wis), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Pandora.

Weapon and Armor Proficiency: The Pandora is proficient with all simple and martial weapons. They are also Proficient with light and medium armors, but not with shields.

Stigmata (Ex): At 1st level, once you have completed the Compatibility Test, you are implanted with what looks like small metal studs. These studs glow with magical power. With each stigmata, she gains extra hit points in the form of 1 hit point per Stigmata. To determine the number of stigmata the Pandora has, roll 1d8+Con modifier.

Fast Movement (Ex): Also at 1st level, the Pandora gains a movement bonus due to her stigmata in the form of 5 ft. per stigmata that she has.

Volt Weapon (Ex): At 2nd Level, the Pandora gains the ability to store a weapon within her stigmata. The weapon stored within the stigmata can be repaired if damaged or sundered as long as all the pieces are stored with the stigmata at the same time.

Volt Texture (Ex): Also At 2nd level, the Pandora can store a specific armor into the stigmata just like with the Volt Weapon. Like the Volt Weapon the Armor can be repaired if damaged as long as all the pieces are stored at the same time.

Dynamic Vision (Ex): At 4th Level, the Pandora begins to develop greater vision to confront her nemesis, the Nova. she gains Darkvision out to 60 ft. If the Pandora already has Darkvision her range increases by 30 ft.

Favored Ability (Su): At 6th Level, the Pandora gains the first of her high end skills. Similar to a Ranger's Favored Enemy, the Pandora gains Bonuses to these abilities as the Pandora's level increases. At 10th level the Pandora gains the second installment of her Favored Ability. At 14th level the Pandora gains the third installment of her Favored Ability. She can choose the same ability gaining an increase to the ability or she can choose a second ability. The list of high end skills is as follows:

Accelerating Turn- If the Pandora chooses this ability she gains the ability to double her movement with the first installment of the Favored Ability. If the Pandora chooses this ability a second time for her second installment she instead triples her movement speed. If the Pandora chooses this ability for her third installment she can move at quadruple her movement. No matter the speed she can move it still uses the movement action. For every 10ft. of movement the Pandora makes she deals +1d6 bonus damage. This similar to taking falling damage.

Illusion Turn- If the Pandora chooses this ability, she gains a short range teleportation ability. With the first installment, the Pandora can teleport upto 20ft. If the Pandora chooses this ability for the second installment, she can teleport up to a range of 40ft. If the Pandora chooses this ability for the third installment, she can teleport up to 60ft. To use this ability is a movement action.

Tempest Turn- If the Pandora chooses this ability, she can create up to 3 additional images of herself in order to confuse her opponent. If the Pandora chooses this ability for the second installment she can create 6 additional images. If the Pandora chooses this ability for the Third installment she can create up to 9 additional images. none of these images can do any actual damage, because it is just the Pandora moving so fast that it creates after images. To use this ability is a standard action that lasts for a number of rounds equal to her dex modifier

Ereinbar Set (Su): At 7th level, the Pandora can perform a Baptism with a male Npc. The ritual consists of a Pandora and a Limiter swapping a single Stigmata. From that point on there is a telepathic link between the two, that also allows the Limiter to use his Freezing ability. More information on the Limiter will appear after the Pandora entry.

Durability (Ex): At 8th level, the Pandora gains Endurance as a bonus feat, if the Pandora already has Endurance she instead gains Die Hard.

Regeneration (Ex): At 12th level, a Pandora gains the ability to regenerate severed limbs and heal faster than normal. This ability functions like fast healing 5, and provides regeneration 5.

Pandora Mode (Ex): At 16th level, a Pandora learns how to fight more effectively with in the Nova's freezing ability. She is treated as having Freedom of Movement as per the spell. this ability only works within the freezing ability of Nova not her limiter. To activate this ability she must spend a movement action but the effects lasts for a number of rounds equal to 3+dex modifier.

Nova Form (Ex): At 18th level, a Pandora gains the ability to alter herself in such a way that she gains a +4 bonus to her physical abilities. she also gains the freezing ability in the form of a 30ft. cone.

Holy Gates (Ex): At 20th level, a Pandora gains the ability to either create a shockwave that acts like a bull rush and pushes the target of this ability back 20ft., or the ability to generate a barrier capable of deflecting a Nova's beam attack. To activate this ability is a swift action.

Table: The Limiter
Pandora's Level Saving Throws Special Bonus Hit Dice
Fort Ref Will
1st-2nd +2 +0 +0 Freezing 20 ft. area, Ereinbar Set 1d8
3rd-4th +3 +0 +0 2d8
5th-6th +3 +1 +1 Freezing 30 ft. area 3d8
7th-8th +4 +1 +1 Devotion 4d8
9th-10th +4 +1 +1 Freezing 40 ft. area 5d8
11th-12th +5 +2 +2 6d8
13th-14th +5 +2 +2 Freezing 50 ft. area 7d8
15th-16th +6 +2 +2 8d8
17th-18th +6 +3 +3 Freezing 60 ft.area 9d8
19th-20th +7 +3 +3 10d8


All of the following are features of the Limiter.

Freezing (Sp): The Limiter's freezing ability does not actually freeze the target but merely creates a 20ft cone where the target cannot move. This ability functions 6/day, and lasts as long as the Limiter is concentrating. When the Pandora reaches certain levels the Limiter's freezing area becomes larger, as indicated on the table above.

Ereignbar Set (Sp): When the Pandora baptizes the Limiter, they create a unique bond that can not be broken and the Limiter cannot walk away from his Pandora unless either one dies. This link can let the two communicate, telepathically without anyone else knowing what they are talking about. However the link must be initiated before they can communicate. Usually this is done by the both of them stating “Ereinbar Set”.

Devotion (Ex):A Limiter’s devotion to its Pandora is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.


If a Pandora becomes Evil, they loose all abilities associated to this class, except base attack and save bonuses.

Epic Pandora[edit]

Table: The Epic Pandora

Hit Die: d10

Level Special
21st Fourth Favored Ability
25th Fifth Favored Ability
29th Sixth Favored Ability

2 + Int modifier skill points per level.

Favored Ability: These abilities function just like that of the non-epic class feature. the movement from Accelerating Turn continues to multiply as she gains increases to this ability. For Illusion Turn she gains an additional 20 ft. of space that she can teleport. Finally the Tempest Turn can create three additional images per increase.

Human Pandora Starting Package[edit]

Armor: Scale mail (+4 AC, armor check penalty -4, speed 20 ft., 30 lb.).

Weapons: Longsword (1d8, crit 19-20 x2, 6lb.,onne-handed, slashing).

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

Skill Ranks Ability Armor
Balance 4 Dex -4
Concentration 4 Con
Move Silently 4 Dex -4
Tumble 4 Dex -4
Listen 2 Wis
Search 2 Int

Feat: Alertness.

Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel.

Gold: 2d4 gp.

Campaign Information[edit]

Playing a Pandora[edit]

Religion: The Pandora share alot with the Paladin. If a Pandora chooses to be religious, they tend to choose a deity of strength Like Kord, or a deity who is Lawful Good, like Heironeous

Other Classes: The Pandora get along with Fighters and Paladins. Though they understand the necessity of rogues, they will not work with one who is Evil.

Combat: The Pandora are melee combatants, though their Limiter is more of a support for the Pandora. Limiters are only allowed to help their Pandora unless directed by the Pandora to do otherwise.

Advancement: Mostly a Pandora will not choose to multi-class. However, this is not the case for all Pandora. Some Pandora pick up a spell-casting class to give themselves more options in combat even though they lose hit points in the process.

Pandora in the World[edit]

Most Pandora will go all out in a fight with an Evil Outsider, as their hated enemy is an Evil Outsider, the Nova.

Daily Life: Pandora are very sure of their abilities. Most of them will not run from a fight or even a challenge.

Notables: Satellizer El Bridget.

Organizations: Many Pandora come from a group known as Genetics. There is a West Genetics, and an East Genetics.

NPC Reactions: Most people see a Pandora as a Paladin, of sorts. they tend to flock around them especially if there is an Evil Outsider.

Pandora Lore[edit]

Characters with ranks in History can research Pandora 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 They have a hatred for a Monster known as The Nova.
10 They are implanted with magical piercings, called Stigmata.
15 The Stigmata are what give the Pandora their Powers, though it is unknown as to what all they can do.
20 The Pandora can actually Turn into a Nova if they push themselves too hard.

Pandora in the Game[edit]

The Pandora, Genetics in general, are a group of people who want to rid the World of the Nova. The Nova are not the only enemies of the Pandora. All Evil Outsiders are enemies to the Pandora.

Adaptation: This is a variant of the original Pandora, written by Me.

Sample Encounter: The only way the Pcs would be in a encounter with the Pandora, is if you are running an Evil campaign.

EL varies on level of the Pandora used: When encountered the Pandora will charge, or use Accel Turn if she has it. then when her Limiter is close enough to the target, he activates his Freezing. Once the target is immobilized, the Pandora uses Tempest Turn to inflict as much damage as possible. If the Pandora has not baptized a Limiter, she uses Illusion Turn to confuse her opponent, Then strikes with Tempest turn. The Pandora will Fight to the death, if facing an evil Outsider, and will take the chance of becoming what they hate, to destroy a Nova. She does this willingly, trusting her Limiter to make his affection check.

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