Uplift (3.5e NPC Class)

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Uplift[edit]

An uplift was previously a non-sentient being (for example a cat or shark) but was turned into a human or other sentient race through the uplift creature spell. Since they are not used to being in their new body, uplifted are generally incapable of taking care of themselves or functioning in society. They do not tend to live very long.

Characters cannot take uplift as a multiclass unless uplift is the class chosen first.

Alignment

An uplifted character maintains the alignment of the creature it used to be. In almost all cases, this is neutral.

Starting Age

Simple.

Starting Gold

None.

Table: The Uplift

Hit Die: d3

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

Class Skills (1 + Int modifier per level, ×4 at 1st level)
Knowledge (nature) (Int), Listen (Wis), Spot (Wis),

Class Features[edit]

All of the following are class features of the uplift.

Weapon and Armor Proficiency: The uplift is not proficient with any weapons, armor, or shields.

Illiteracy: The uplift cannot read, speak, or write any languages. An uplift may spend 2 skill points to be able to speak any languages it should be able to, and 2 more to be able to read and write those languages.

Instinct: The uplift gains one of the feats it had in its original form as a bonus feat.


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