Winterskin (3.5e Prestige Class)
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Winterskin[edit]
“ | I shall ride the riptide of glory in defense of life! | ” |
—Oggwish Spoon, sea rainid Winterskin |
Winterskins are the most favored Prestige Class for rainid Claine. Revered among sailors as protectors from the ravages of undeath, Winterskins have a special place in nautical lore and are a common sight in ports and on large ships. They specifically venerate Modroben as a god of death and seagulls.
Becoming a Winterskin[edit]
Winterskins are typically drawn from the Sunclaine or Swordclaine classes of Claine. They must specialize in Dexterity and Constitution to survive at sea.
Alignment: | Any Good. |
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Base Attack Bonus: | +7. |
Race: | Rainid (Any, most commonly Sea Rainid). |
Skills: | Knowledge (necrology) 4. |
Patron: | Modroben. |
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Teleport to Ship +1 | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +3 | Know Ghost Ship, Teleport to Ship +1 | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | Sea Legs, Teleport to Ship +1 | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +4 | Teleport to Ship +1, Tongue of the Gull | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | Living Sea Legs, Teleport to Ship +1 | ||||||||||||||||||||||||||||||||||||
6th | +6 | +5 | +2 | +5 | Living Sea Legs, Shape of the Gull, Teleport to Ship +1 | ||||||||||||||||||||||||||||||||||||
7th | +7 | +5 | +2 | +5 | Living Sea Legs, Cleave Ship, Teleport to Ship +1 | ||||||||||||||||||||||||||||||||||||
8th | +8 | +6 | +2 | +6 | Living Sea Legs, Teleport to Ship +1 | ||||||||||||||||||||||||||||||||||||
9th | +9 | +6 | +3 | +6 | Celestial Gull, Living Sea Legs, Teleport to Ship +1 | ||||||||||||||||||||||||||||||||||||
10th | +10 | +7 | +3 | +7 | Gull Swarm, Living Sea Legs, Teleport to Ship +1 | ||||||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level) |
Class Features[edit]
Like all members of the Church of Modroben, Winterskins are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Winterskin powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Winterskin. All of the following are class features of the Winterskin.
Teleport to Ship: At first level and once per day for every level thereafter, the Winterskin may instantly teleport to any ship or boat that she can see.
Know Ghost Ship: At second level, the Winterskin may cast Know Ghost Ship once per day.
Sea Legs: At third level, the Winterskin is so accustomed to life at sea that he gains a +2 bonus to hit as long as he is on a boat of any kind.
Tongue of the Gull: At fourth level, the Winterskin may speak with any seagull at will.
Living Sea Legs: At fifth level, the Winterskin gains a +2 to hit whenever he is on a ship and is attacking undead. This bonus goes up by +1 with every additional Winterskin level.
Shape of the Gull:' At sixth level, the Winterskin may shapechange into a seagull at will, up to three times per day.
Cleave Ship: At seventh level, the Winterskin may touch a ship, say its name and go through the process of soulcleaving, the result being that any creature on the ship at the time or any being who had been on the ship before becoming undead instantly undergoes a Cleave Attack that does no damage.
Celestial Gull:' At ninth level, the Winterskin may change into a Celestial Gull once per day. This is a large seagull with 150 hp, 1 attack, +20 (+30 versus undead), 2d20+10 damage (doubled against undead). This lasts for three rounds.
Gull Swarm:' At tenth level, the Winterskin may summon 3d100 seagulls to attack a target, doing 2d12 damage per round with no to-hit or save possible, as the seagulls appear immediately and are too numerous to dodge or outrun without magic. They only have one hit point each, however.
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