User:Zzo38/untitled class 1 (3.5e Class)

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User:Zzo38/untitled_class_1[edit]

Making a <-class name->[edit]

Abilities: Intelligence, Wisdom, and Charisma.

Races: Unknown.

Alignment: Any.

Starting Gold: 1d4×10 gp (25 gp).

Starting Age: Complex (as wizard).

Table: The <-class name->

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Complex Ability
Points/Day
Complex Abilities
Known
Fort Ref Will
1st +0 +0 +0 +0 Points Recovery 1 2
2nd +1 +0 +0 +0 Bonus Feat 2 4
3rd +1 +1 +1 +1 Improbability Drive 1/day 4 6
4th +2 +1 +1 +1 Bonus Feat 6 8
5th +2 +1 +1 +1 Improbability Drive 2/day 8 10
6th +3 +2 +2 +2 Bonus Feat 10 12
7th +3 +2 +2 +2 Improbability Drive 3/day 12 14
8th +4 +2 +2 +2 Bonus Feat 14 16
9th +4 +3 +3 +3 Improbability Drive 4/day 16 18
10th +5 +3 +3 +3 Bonus Feat 18 20
11th +5 +3 +3 +3 Improbability Drive 5/day 20 22
12th +6/+1 +4 +4 +4 Bonus Feat 22 24
13th +6/+1 +4 +4 +4 Improbability Drive 6/day 24 26
14th +7/+2 +4 +4 +4 Bonus Feat 26 28
15th +7/+2 +5 +5 +5 Improbability Drive 7/day 28 30
16th +8/+3 +5 +5 +5 Bonus Feat 30 32
17th +8/+3 +5 +5 +5 Improbability Drive 8/day 32 34
18th +9/+4 +6 +6 +6 Bonus Feat 34 36
19th +9/+4 +6 +6 +6 Improbability Drive 9/day 36 38
20th +10/+5 +6 +6 +6 Bonus Feat 38 40

Class Skills (2 + Int modifier per level, ×4 at 1st level)
All skills are class skills for a <-class name->.

Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: None.

Bonus Feat: At every even-numbered level, select any bonus feat that you meet the prerequisites.

Points Recovery: As a standard action, you can permanently sacrifice any number of max HP to gain that many additional Complex Ability Points (these last for the current day, or until used). You can do the same with ability burn (not permanent drain) to ability scores selected at random (1=STR, 2=DEX, 3=CON, 4=INT, 5=WIS, 6=CHA), instead of max HP.

You can learn spells/powers, known as complex abilities. You can learn two at each level. You can learn these kinds:

  • Powers: Psionic powers can be selected any ones. You must be a minimum level equal to the PP cost. To manifest, spend the PP amount of C.A.P instead. (It can be augmented.) You can apply metapsionic feats, increasing the C.A.P cost according to the increase of PP cost that the feat says. However, you need to have power points to do so, even though it does not cost any power points, because you need to expend your psionic focus.
  • Spells (Sorcerer/Wizard/Cleric/Druid/Domains/Wu jen): Select spells from any of these spell lists. The C.A.P cost is 2 times the spell level, minimum 1. These all count as arcane spells for you. (You do not gain the domain granted powers.) You can apply metamagic feats, increasing the C.A.P cost as it should for that level. Reserve feats are also usable.
  • Spells (Bard): Same as above, but the C.A.P cost is three times the spell level minus one (minimum 1).
  • Invocations (Warlock): Select any invocation, except for Blast Shape or Eldritch Essence. If it is Least, it costs 5 C.A.P, Lesser is 10 C.A.P, Greater is 15 C.A.P, Dark is 20 C.A.P.
  • Vestiges (Binder): You can select a vestige. You make a pact as normal, with all requirements and so on, but the DC is increased to infinity (therefore you cannot ever make a good pact, only poor pacts are possible). The C.A.P cost is twice of the vestige level plus one.
  • Mysteries (Shadowcaster): Select any mystery (it is not required to follow the paths). Fundamentals cost 2 C.A.P, while others cost twice the spell level plus one. You can apply metashadow feats, increasing the C.A.P cost as it should for that level.
  • Utterances (Truenamer): Learn an utterance. The C.A.P cost is one more than the minimum Truenamer level that the utterance can be learned at. The normal and reverse must be learned separately. No check for DC is required to use it, just the C.A.P has to be paid.

The key ability for casting/manifesting is Intelligence. You gain an additional Complex Ability Points/Day by your Wisdom bonus. The amount added to the save DC is based on your Charisma bonus. You cannot spend more C.A.P per each casting/manifesting than your level in this class, and cannot learn one that you can't spend enough C.A.P to cast/manifest.

Improbability Drive: You can use it up to a certain number of times per day. 1/day at level 3, and +1/day at each +2 levels. Use it whenever using a complex ability. Roll d20 on this table to determine the effect:

  • 1 = Complex ability works normally, but one effect (roll d20) of Svyb's Page is applied to you for the rest of the day.
  • 2 = Complex ability works normally, but you keep the C.A.P that was spent.
  • 3 = Caster level is set to the minimum allowed.
  • 4 = Caster level is increased by 1.
  • 5 = Caster level is increased by 2.
  • 6 = Complex ability effect is delayed for five rounds.
  • 7 = Effect is the exact reverse of what it normally is, C.A.P is still spent as normal.
  • 8 = Complex ability works, but save DC is now infinite.
  • 9 = Complex ability works, but with all dice rolls maximized.
  • 10 = Complex ability works, and its effect is repeated five rounds later (on the same target).
  • 11 = Complex ability works normally, and once later today you can use Cure Minor Wounds as the spell, at caster level 1, as a spell-like ability.
  • 12 = Complex ability works normally, and once later today you can use Ghost Sound as the spell, at caster level 1, as a spell-like ability.
  • 13 = Complex ability works normally, and once later today you can use Prestidigitation as the spell, at caster level 1, as a spell-like ability.
  • 14 = Complex ability works normally, and once later today you can use Mage Hand as the spell, at caster level 1, as a spell-like ability.
  • 15 = Complex ability works normally, and once later today you can use Detect Magic as the spell, at caster level 1, as a spell-like ability.
  • 16 = Complex ability works normally, and once later today you can use Light as the spell, at caster level 1, as a spell-like ability.
  • 17 = Complex ability works normally, and once later today you can use Dancing Lights as the spell, at caster level 1, as a spell-like ability.
  • 18 = Complex ability works normally, and once later today you can use Mending as the spell, at caster level 1, as a spell-like ability.
  • 19 = Complex ability works normally, and once later today you can use Create Water as the spell, at caster level 1, as a spell-like ability.
  • 20 = Select a number 1 to 19 to use as this roll. Any other rolls that are required are still random.

Feats[edit]

These are some feats which are usable only by members of this class.

Extra Complex Ability Points[edit]

You can take this feat multiple times. It gives you +2 C.A.P/day.

Extra Complex Ability Knowledge[edit]

You can take this feat multiple times. Select an additional complex ability, up to your class level in this class, now you can use that one.


{{DnD Base Classes Breadcrumb}} [[Category:DnD]] [[Category:3.5e]] [[Category:User]] [[Category:Class]] [[Category:Base Class]] [[Category:Moderate Spellcasting]]