User:Lucii

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Still don't care about most of this and my page will be used to list the BS things i use So good Day to you Heathens

Warning Most of this is broken as all hell

Side note: Sorry I don't know how to do the formatting for class stuff, And more will be added as i go on because the site that usually lists this stuff ahs been have problems and i need somewhere to store this other than The Google Cache


Walking Fortress Requirements

Abilities: 25 Constitution Score

Feats: Shield Proficiency(Tower), Armor Proficiency(Heavy)

Special: Must Have a Base Attack Bonus of at least +10

Table: Walking Fortress

Hit Die: d12

                         Saving Throw         Special

Level BaB Fort Ref Will 1st +1 +2 +2 +2 Bonus Feat, First Tower, Bulwark, Golem Body

2nd +2 +3 +3 +3 Epic Toughness, Fast Healing, Strength of Shield

3rd +3 +3 +3 +3 Bonus Feat

4th +4 +4 +4 +4 Epic Toughness, Fast Healing

5th +5 +4 +4 +4 Bonus Feat, Second Tower, Improved Bulwark

6th +6/+1 +5 +5 +5 Epic Toughness, Fast Healing

7th +7/+2 +5 +5 +5 Bonus Feat, Shield of Soul

8th +8/+3 +6 +6 +6 Epic Toughness, Fast Healing

9th +9/+4 +6 +6 +6 Bonus Feat, Greater Bulwark

10th +10/+5 +7 +7 +7 Epic Toughness, Fast Healing, Third Tower

11th +11/+6/+1 +7 +7 +7 Bonus Feat, Anchored

12th +12/+7/+2 +8 +8 +8 Epic Toughness, Fast Healing

13th +13/+8/+3 +8 +8 +8 Bonus Feat, Master Bulwark

14th +14/+9/+4 +9 +9 +9 Epic Toughness, Fast Healing

15th +15/+10/+5 +9 +9 +9 Bonus Feat, Fourth Tower

16th +16/+11/+6/+1 +10 +10 +10 Epic Toughness, Fast Healing

17th +17/+12/+7/+2 +10 +10 +10 Bonus Feat, Armored Deflection

18th +18/+13/+8+3 +11 +11 +11 Epic Toughness, Fast Healing

19th +19/+14/+9/+4 +11 +11 +11 Bonus Feat, Armored Saves

20th +20/+15/+10/+5 +12 +12 +12 Epic Toughness, Fast Healing, Unmovable

Class Skills (1 + Int modifier per level, ×4 at 1st level)

Gather Information(Cha), Listen(Wis), Search(Int), Spot(Wis).

Class Features[edit]

All of the following are class features of the Tank.

Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields.

Bonus Feat: Starting at level 1 the Walking Fortress gains a bonus feat every other level. Example level 1, 3, 5,....etc

First Tower: A Tower Shield Permanently circles the Walking Fortress granting him an armor bonus of a +3 Steel Tower Shield. The Walking Fortress can control these to defend a specific target, in doing so he needs to make a concentration check of DC 15 every round. These shields are treated as equipped shields for the purpose of gaining mods and buffs and like wise debuffs. These cannot be destroyed or disintegrated.

Golem Body: Gain Construct Type

Bulwark: Gain +3 to his AC

Epic Toughness: Starting at Level 2 and every other level Gain +30 Hit Points

Fast Healing: Starting at Level 2 and every other level Gain Fast Healing (5)

Strength of Shield: Gain 1/2 of his total AC to attack and damage rolls.

Second Tower The Walking Fortress gains his second tower shield. The shields are now +4 Steel Tower Shields

Improved Bulwark: Natural AC bonus increases to +6

Shield of Soul: The Walking Fortress gains spell resistance and damage reduction equal to 1/4 of his total AC. This stacks with any spell resistance he has. Also the Walking Fortress is immune to all supernatural effects

Greater Bulwark: Natural AC bonus increases to +9

Third Tower: The Walking Fortress gains his third tower shield. The shields are now considered +4 Mithral Tower Shields.

Anchored: The Walking Fortress is so grounded that throwing him is very difficult. When attempting to grapple and throw the Walking Fortress the opponent must make a strength DC equal to 10 + Walking Fortress level + 1/2 of Walking Fortress AC or fail the grapple and/or throw.

Master Bulwark: Natural AC bonus increases to +12

Fourth Tower: The Walking Fortress gains his fourth and final tower shield. The shields are considered to be +5 adamantite tower shields

Armored Deflection: Acts as a Greater Deflection, however this also grants the ability to deflect supernatural and spell-like abilities. The Walking Fortress reflects a total of 1/3 of his total AC spell levels back at the caster, if it is a supernatural or spell-like ability and does not have a caster level then deflect a percentage of the damage back at the caster equal to the Walking Fortress' spell resistance, this cannot exceed 80% total damage deflected.

Armored Saves: The Walking Fortress is used to being bombarded by all sorts of attacks and thus gains 1/10 of his total AC to all saving throws.

The Fortress: Once activated the Walking Fortress gains concealment of +50%. All attempts to throw or shove the Walking Fortress fails. The Walking Fortress gains 100% of his total AC added to his AC. This lasts for 10 + Character level + Con Mod rounds and cannot be activated again for another 5 + 1d10 rounds.




The Host The nature of the symbiotic organism is to take the strength and experience of its host and augment them in an extraordinary way. The main way the symbiote functions is to help reduce certain effects and amplify others, as it improves its host’s anatomy, as well as manifesting on the host, almost changing the form of the host, and powerfully amplifying the host’s natural talents, as well as introducing others. Abilities: Constitution is needed for a few of the symbiote’s ability saves, and helps patch up its health because a low AC, health is important. Strength is very useful, as this is a melee-based character, so Attack Bonus and damage are dependent on it. Dexterity is also helpful to patch up AC somewhat, as well as a few abilities that rely on ranged touch attacks, as well as skills. Intelligence would be nice for skills, which will make the character excel. Wisdom could be useful as it eventually adds to the host’s Armor Class, also by increasing the character’s perceptive abilities, as well as his low will save and vulnerability to sonic making low wisdom dangerous. Charisma however is not very useful. Still, the idea of being in a symbiotic relationship with an aberrant, sentient creature disturbs some, so the ability to disguise may make some charisma desirable.

Races: A symbiote can attach to any sentient race, really. It finds difficulty in understanding other aberrant thought patterns, which, ironically, makes it better at connecting with ordered minds.

Alignment: Alignments of Chaotic nature are most preferred. Neutrals can work, though good or evil tend to cause alignment strains occasionally. People of a lawful nature do not get along well with the symbiotes, and if such a bond is to occur, conflicts often follow. Still technically any alignment is possible, though the recommended alignments are CG CN CE or TN.

Starting Gold: 2d4 X 10 gold pieces

Starting Age: Moderate

Hit Die: d12

                         Saving Throw         Special                                                                      Manifestation natural Armor

Level BaB Fort Ref Will 1st +1 +2 +2 +0 Symbiote, Manifestation, Claws, Keen senses, Affinity, Vulnerability, Unarmed Strike +3

2nd +2 +3 +3 +0 Dodge, Physical Enhancement +3

3rd +3 +3 +3 +1 Uncanny Dodge, Mutation +4

4th +4 +4 +4 +1 Insight, Physical Enhancement +4

5th +5 +4 +4 +1 Claw Damage Type, Evasion, bodily improvement +6

6th +6/+1 +5 +5 +2 Multi Attack, Mutation, Physical Enhancement +6

7th +7/+2 +5 +5 +2 Improved Uncanny Dodge +7

8th +8/+3 +6 +6 +2 Bite, Physical Enhancement +7

9th +9/+4 +6 +6 +3 Mutation +8

10th +10/+5 +7 +7 +3 25% fortification, Physical Enhancement +10

11th +11/+6/+1 +7 +7 +3 Mutation +11

12th +12/+7/+2 +8 +8 +4 Mutation, Physical Enhancement +11

13th +13/+8/+3 +8 +8 +4 Mutation +12

14th +14/+9/+4 +9 +9 +4 Physical Enhancement +12

15th +15/+10/+5 +9 +9 +5 Adamantine, Mutation, Greater Mutation, 50% Fortification +14

16th +16/+11/+6/+1 +10 +10 +5 Greater Mutation, Physical Enhancment +14

17th +17/+12/+7/+2 +10 +10 +5 Greater Mutation +15

18th +18/+13/+8/+3 +11 +11 +6 Greater Mutation, Physical Enhancement +15

19th +19/+14/+9/+4 +11 +11 +6 Greater Mutation +16

20th +20/+15/+10/+5 +12 +12 +6 Perfect Form +16

Class Skills (4 + Int modifier per level, ×4 at 1st level) Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Host.

Weapon and Armor Proficiency: The host is proficient with simple weapons and light armor. The nature of the symbiote causes the use of manufactured weapons to be less efficient, preferring to use the body of the host, and granting a number of natural attacks and armors, of which it is always proficient. Anything heavier than light armor makes it impossible to manifest the symbiote, and even that becomes useless when the symbiote manifests, as the symbiote’s own natural armor negates the armor bonus. However, enhancement bonuses still apply to the armor, and any negatives such as penalties and max Dexterity bonuses still apply.

Symbiote (Ex): At some point in your life, you met an extraterrestrial creature of a symbiotic nature. At the exchange of letting it into your body, it grants you abilities, and as you naturally gain in strength and experience, so does it. However, the cost of allowing another creature into your mind is the distinct possibility of oncoming insanity. The organism’s aberrant thoughts, while not definable to ‘normal’ standards, are close to purely chaotic. While it cannot take control of your body, it can shut off its abilities, or even inflict mental pain upon its host. Acts that directly harm the creature, that are exceptionally suicidal, or that are exceptionally lawful are among the list. The symbiote desires self-betterment and survival above all. It wants not only to survive, but also to become as powerful as possible. The Symbiote Grants these Traits: HD: d12 Speed: Base land speed is 35 feet.

Regeneration: You gain regeneration equal to your Con modifier/sonic (this can change by mutations that increase your Con score – such as the hyperactive adrenaline gland).

Manifestation (Ex): Manifesting or suppressing the symbiote is a full round action that can be used indefinitely, providing the char is not exhausted, in which case a fort save of 25 must be met. Manifesting the symbiote causes it to ’leak’ out of the skin, covering the body, such as a full body skin enveloping the host. What the manifestation ultimately appears like depends on the personalities of both the host and the simbiote, without effecting the overall shape and size of the host. While manifesting the symbiote, multiple different buffs appear. The arms transform into vicious claws, dealing 1d6 damage at level 1, with a critical of 19–20, which increases in dice size in the same way as a monks unarmed damage.

At level 8, a bite attack manifests as a natural attack, dealing 1d10 damage with a critical of x3. Additionally, the symbiote grants enhancement bonuses to natural claw attacks made with the host’s primary claws, equal to ¼ levels. Note that when this bonus grants your claw attacks an enhancement bonus of +1, they are therefore treated as magic for overcoming DR. This bonus applies to your bite attack when the enhancement bonus is equal to +2, giving the bite a bonus of +1 at level 8. Likewise, any subsequent natural attacks formed through mutations gain this bonus when the primary enhancement is equal to +3, where they get a +1. After the enhancement bonus establishes for the host’s secondary attacks, they then increase normally (so +2 at level 12 for the bite, +3 at level 16, etc, or +2 at level 16 for subsequent natural attacks).

At level 5, primary claw attacks gain the ability to deal any type of damage desired (bludgeoning, piercing or slashing), as the claw is able to change forms. This is a swift action. Additionally, it is possible to have 2 different types, by say using a swift action to change the left claw into a pike, and keeping the right claw slashing. At level 10, all natural attacks gain the chaotic descriptor for the sake of damage reduction. At level 15, both the host’s primary claws and bite attack are adamantine. In addition to natural attacks, the symbiote grants the host armor. The details are in the table before this. Finally, manifestation gives a +4 to disguise, as it alters the appearance, and can be changed.

Elemental Affinity (Ex): The symbiote’s nature grants it mastery over an element. At level 1 choose which element the symbiote has mastery over (or do it randomly), so long as it’s not the same as the symbiote’s vulnerability. This affinity grants the following abilities.

At level 1, you’re offered resistance 5 to the element of choice. This resistance increases by 5 every 4 levels, and becomes immunity at level 20.

At level 3, you deal ½ level in damage of the chosen element whenever an enemy makes physical contact with you, through grappling or natural and unarmed strikes; the exception is electricity, which only transfers through the use of metal weapons.

At lvl 5, you gain the ability to enhance your physical attacks for a number of rounds equal to your current class level + constitution modifier rounds a day. When physical attacks are increased, you gain a bonus to a natural attack of your choice equal to 1d6+constitution modifier of damage in your chosen element. This damage increases to 2d6 at level 8, 3d6 at level 12, 4d6 at level 16 and 5d6 at level 20. This bonus applies to your claws, and to apply it to any other form of natural attack takes an additional use per day. Activating this ability is a free action, and may be activated as many times per round as the host has natural attacks.

At level 8 as a standard action, you can launch a ball of the chosen element, dealing (class level + constitution modifier) x d6 as a ranged touch attack, with medium range. This ability can be used a number of times equal to half your character level + constitution modifier times per day.

At level 16 this energy attack deals d8s, as well as an additional effect based on the element; burning damage equal to your level/turn if a failed reflex save (½ level + constitution modifier +10) with a new save each round with difficulty increasing by 1 for each failed save; numbing causing the char to take ¼ level in dex damage following a failed fortitude save; shocking reducing movement speed by half, and reflex saves by 2 following a failed fortitude save; poisonous fumes from the acid causing nausea on a failed fortitude save.

At level 20 this attack becomes a 10 ft radius. Physical Affinity (Ex):. At lvl 1 the Host gains +1 natural armor, which increases by 1 every 4 levels. At level 3, your body is coated in thorns causing the same damage as the enhancement effect, plus your natural attack’s enhancement bonus, if any (for example, at level 4 it deals 3 damage, 2 from the spikes, 1 from the first level of enhancement bonus; note, this damage therefore overcomes dr/magic after enhancement bonuses are added). At level 5, natural attacks gain a magical weapon ability of +1, such as bane or flaming. At level 8, a +2, except axiomatic, or 2 +1 abilities, or a +1 on 2 different attack types, etc, so long as the total does not exceed the total available. At level 12, a +3, at 16 a +4, and ultimately at lvl 20 a +5, with vorpal being available to the claws. At level 8, your wicked claws double in critical range (17-20), though this effect doesn’t stack with any other effect to increase critical range. At 16, your claws can rend the skin, granting the rend ability if both claws hit, dealing damage equal to 2 claw attacks plus 1 ½ strength.

Vulnerability (Ex): Your symbiote’s biggest weakness, is from sonic damage. Sonic attacks disrupt the symbiote’s ability to latch to its host, causing mental anguish and decreased performance. Being dealt sonic damage forces the host to roll a fortitude save, equal to the save of the original spell, or if no original save is possible, the save is made by (10 +½ hit dice +ability mod for effect, or primary attribute). On a failed save, the host takes a point of wisdom damage, and is nauseated for a round and sickened for a minute. On a successful save, the host is sickened for a round.

Keen Senses (Ex): The nature of the organism in your body grants you a number of boons to your senses, letting you see and hear what it senses by giving a + 4 bonus to spot and listen. Low-light vision is gained if not already had; if so, its doubled. At level 2 Dodge is granted as a bonus feat. You gain uncanny dodge at level 3 and improved uncanny dodge at level 7. Additionally evasion is gained at level 5.

Physical Enhancements (Ex): The organism increases the physical properties in you body, making you almost super-human. You gain a +1 in all Physical ability scores(Str, Con, and Dex).

Mutations (Ex): These effects are effectively permanent, though theoretically they can be unapplied if the host (or the symbiote) wishes. For example, a host with the Tail mutation need not manifest his tail, though he gains no benefit from not doing so. Contrary to choosing not to manifest a mutation, the symbiote itself could choose not to apply one of its mutations to the host, if say it was punishing its host, or if it was otherwise being mischievous.

Web: at getting rid of one of his claw attacks, the symbiote can turn one of his arms into a web of tendrils; such a web functions as a net, with a range of 10 ft. However, the roll to escape the net is equal to the hosts level + strength modifier, plus size modifier, if any. It takes a standard action to change the arm into the net, and when the net is escaped or if the attack is missed, it takes a standard action to ’reload’ the net.

Damage Reduction: Gain DR 5/Lawful. Must be level 9 before choosing this mutation.

Exoskeleton: The host gains a layer of armor, granting an armor bonus equal to his constitution modifier. Any effects that decrease constitution therefore decrease this bonus, and any effects that raise constitution raise this bonus. This armor counts as a normal armor bonus, such as one granted by manufactured armor.

Increased elemental affinity: All dice involved in your elemental affinity attacks are increased a step, so from d6 to d8 or d8 to d10, etc, as well as gaining an additional 3 uses a day. Poison: claw and bite attacks that deal damage have the potential of dealing poison damage. The save is equal to (½ level + constitution modifier + 10), and can deal one of the following effects; recurring 2d6 damage, 2 ability score damage, or paralysis for 1 turn. Must be level 6 before choosing this Mutation.

Greater legs: increase move speed by 15 a +10 bonus to jump

Hyper-Adrenaline gland: The Symbiote has increased the adrenaline glands in the body making you much more difficult to kill while at the brink of death, you gain the Diehard feat, and gain Temporary hit points equal to 1d12 + Con modifier. You also gain a +6 to all physical stats while bloodied.

Meld with metals: the symbiote is able to meld a metal into its body, granting all natural attacks the descriptor of the metal used. Choose between alchemical silver or cold iron. The symbiote must be given a weapon made primarily of the substance that is wished to be infused into its body, and such a weapon must have a minimum of a +1 enhancement on it. Then the symbiote must be allowed a day without manifestation. After the process is complete, the weapon is destroyed, and the whenever the host manifests his natural attacks, they count as that metal for the purpose of overcoming damage reduction. Tendrils: grants the ability to launch adhesive tendrils from free hands, acting similar to grappling hooks. The tendrils launch up to 50’ and can be launched as a swift action. The act of launching the tendrils is a ranged touch attack, at DC 10 for most inanimate objects, with +2 to the difficulty every 10’ past 20, as well as any difficulties added due to circumstance. The dc is increased by 5 during movement, such as falling or swinging from the previous tendril, etc. They can be used to grapple, at a −5 to the check, after a successful ranged touch attack. If the second tendril is used, decrease the penalty to −2. Also, tendrils can be severed by the other party, by dealing 10 damage. The AC is equal to 10+enhancement bonus offered by any armor + natural armor. Dexterity and dodge bonuses are not added in. In order to attack with a claw, the tendrils must be dismissed, though attacks not reliant on the host’s main hands can still be used.

Mental fortification: The simbiote protects the mind, giving the host a +4 on all mind effecting effects, as well as any effect to try and view the subject magically, as well as a +2 to will saves stacks with bodily improvement.

Improved multiattack: as a bonus feat; must have the multiattack feat prior to choosing this mutation. Tail: a permanent tail is grown, treated as a secondary natural attack (1d12 + 1 ½ str), and a +2 bal, with +8 to swim and a 20’ swim speed. A 10 can always be taken on such a swim check.

Venom Shot: A projectile like sting form in the arms (not interfering with claws) that deal 1d6 + Dex damage and, the target must make a DC 25 + Con mod or become paralyzed a number of rounds equal to your constitution mod and take 1d6 + Con mod ongoing poison damage. Spider walk: gains micro hairs to give a climb speed of 20’. In addition, a 10 can always be taken on a climb check, and you can climb no matter the surface. This requires at least 2 free arms, with any additional arms used granting a +2 bonus per pair.


Insight (Ex): Starting at lvl 4, the host gains a bonus to his AC equal to his wisdom modifier as a dodge bonus. This is due to the symbiote’s ability to help the host predict the attacks of his opponents.

Bodily Improvement (Ex): The simbiote grants a number of buffs to increase the body’s power and ability. At level 5, +1 is added to all saves, with an additional +2 to mind effecting effects, poisons and diseases and polymorph effects

Multiattack: Multiattack is gained as a bonus feat at level 6.

Fortification (Ex): The simbiote’s influence over your body has changed the structure of your physiology. You gain fortification to critical hits 25% at lvl 10. At lvl 15 this is increased to 50%. This bonus applies to precision based damage, such as sneak attacks, requiring a roll for any such damage to take effect. However, this bonus does not apply to the effects of a vorpal weapon. If such a critical strike is to occur, this fortification has no effect.

Greater Mutations (Ex): These represent major alterations to the host’s original form or physiology granted by the symbiote.

Wings: the host gains wings and a fly speed equal to his base land speed. Flight is average in maneuverability. Additionally, the wings can be used as 2 secondary natural attacks, dealing 1d4 damage each. Finally, the host gains flight as a class skill, and gains a +4 bonus to it. Bodily immunities: the symbiote drastically improves the bodies ability to reduce the influence of outside effects. Immunity to poison and disease are granted.

Extra limbs: two more arms are grown. These arms, while not nearly as powerful as the main claws, are treated as secondary natural attacks (dealing 1d6, x2) or a slam attack (dealing 1d10x2 plus full str). Additionally, they increase any climb or swim checks by +4, and give a circumstantial bonus of +2 to grapple checks.

Amorphous: The fortification offered by your simbiote rids you of any ’weak’ point throughout your body. The exception is beheading from a vorpal weapon. Otherwise, it grants immunity to all critical hits.

Great Physical Prowess: Permanent +6 to all physical attributes. Can only be taken once.

Reach: Primary claw attacks and bite attack have reach out to 10’ caused by stretching of the body. This feat can be taken again, giving 15’ reach.

Increased enhancement: All natural attacks gained by the host are treated as having the same enhancement bonus as the host’s main claw attacks.

Improved Damage Reduction: DR/Lawful, equal to 5+constitution modifier. This damage reduction does not stack with any other source of DR.


Perfect Form (Ex): At level 20 the symbiote gains a final, great mutation, chosen from the following list, upon achieving the pinnacle of physical form with its host. The host is now treated as an aberration for the purpose of abilities that depend on type, as none of the traits the aberration type confer are added to the host.

Bestial: the symbiote maximizes the physical potential of its host, increasing the size category by 1, as well as adding +4 to all physical stats, in addition to the +4 to constitution and strength gained by increasing size category, as well as the -2 to dexterity for a final of +8 strength, +2 dexterity, +8 constitution, as well as the penalties to AC and attack bonus granted by an increase in size, as well as any other bonuses and penalties associated with size.

Indestructible: gains the previous mutation amorphous, except that its immune even to beheading, the mutation bodily immunities, immunity to paralysis, sleep, stun and polymorph, as well as the mutation great physical prowess that stacks with the previous mutation if applicable. Also, gain it gains damage reduction in the form of DR/–– equal to your Constitution modifier. This damage reduction does not stack with any other source of damage reduction.

Master of acrobatics: as a master of movement, the host gains the wings and tendrils mutations, or increases flight maneuverability to good and increases flight speed by 10’ if already had, and increases the tendril mutation to 100’ ft, with a +2 to difficulty every 20’ past 40’. This mutation also increases movement speed by 20, grants the run feat if not already had, and increases jump by +12, and balance, tumble, swim and climb by +8. In addition, a running start is never required to jump, and jumping can be performed from a stand at no penalty. Also, swim and climb gain a movement speed of 20’, or are increased by 20’ (although never more than land speed if possible) if already had. In addition, freedom of movement is permanent upon the host.

Master of multiattack: all attacks are treated as primary weapons, dealing full str for all attack types, if higher than it is already. In addition, an additional set of limbs are sprouted, treated as the extra limb ability; if that ability is already chosen, this effect stacks granting a total of 6 arms. The tail mutation is also gained, but only if not already had. Also, any available attack can be chosen for attacks of opportunity, and the dice size for all natural attacks are increased by 1 step. Additionally, the increased enhancement mutation is gained, if not already had. Finally, all natural attacks threat ranges are increased by 1, though this doesn’t stack with like effects such as keen or the natural increase to threat granted to the primary claws.

Ex-Hosts[edit] Ultimately, if a host does enough to drive its symbiote out after a level in the class is gained, he faces a permanent 2 Wisdom damage, as the lack of the simbiote becomes odd to his conciousness. To begin life as a new class, the character must first take a level in the Expert NPC class and begin his first level at his 2nd HD. If he has multiple levels as a Host, all those levels are subsequently replaced with the Expert NPC class. Any Base Attack Bonus, Saves and Hit Dice are recalculated. Any skills, however, remain unchanged. Needless to say, all class abilities are lost.

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Author: [[User:|]] ([[User talk:|talk]])
Date Created:
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==<-class name->== <-general description->. ===Making a <-class name->=== <-Strong points and weak points, and effectiveness with party members.->. Abilities: <-Description of most important attributes for this class->. Races: <-Description of relative likelihood of various races to join this class.->. Alignment: <-Alignments allowed for this class, or write "Any"->. Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp). Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->. {| class="zebra d20" |+
<span id="Table: The <-class name->">Table: The <-class name-></span>
Hit Die: d<-Die size for Hit Die-> |- ! rowspan="2" | Level ! rowspan="2" | Base
Attack Bonus
 ! colspan="3" | Saving Throws ! rowspan="2" | Special ! colspan="10" | Spells per Day ! rowspan="2" | Power
Points/Day
 ! rowspan="2" | Powers
Known
 ! rowspan="2" | Maximum Power
Level Known
|- ! Fort || Ref || Will ! 0 || 1st || 2nd || 3rd || 4th || 5th || 6th || 7th || 8th || 9th |- |1st||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |2nd||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |3rd||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |4th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |5th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |6th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |7th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |8th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |9th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |10th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |11th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |12th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |13th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |14th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |15th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |16th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |17th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |18th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |19th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- |20th||class="left" | + || + || + || + | class="left" | <-any class features gained at this level-> |—||—||—||—||—||—||—||—||—||— |—||—||— |- class="noalt" | colspan="42" class="skill" | Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex). |} ====Class Features==== All of the following are class features of the <-class name->. Weapon and Armor Proficiency: <-Description of class weapon & armor proficiencies->. Spells: <-Delete this section if this class does not cast spells. Description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list: 0—<-spells, spells, spells-> 1st—<-spells, spells, spells-> 2nd—<-spells, spells, spells-> 3rd—<-spells, spells, spells-> 4th—<-spells, spells, spells-> 5th—<-spells, spells, spells-> 6th—<-spells, spells, spells-> 7th—<-spells, spells, spells-> 8th—<-spells, spells, spells-> 9th—<-spells, spells, spells-> {| class="zebra d20" |+ <span id="Table: <-class name-> Spells Known">Table: <-class name-> Spells Known</span> |- ! rowspan="2" | Level || colspan="10" | Spells Known |- ! 0 || 1st || 2nd || 3rd || 4th || 5th || 6th || 7th || 8th || 9th |- | 1st || — || — || — || — || — || — || — || — || — || — |- | 2nd || — || — || — || — || — || — || — || — || — || — |- | 3rd || — || — || — || — || — || — || — || — || — || — |- | 4th || — || — || — || — || — || — || — || — || — || — |- | 5th || — || — || — || — || — || — || — || — || — || — |- | 6th || — || — || — || — || — || — || — || — || — || — |- | 7th || — || — || — || — || — || — || — || — || — || — |- | 8th || — || — || — || — || — || — || — || — || — || — |- | 9th || — || — || — || — || — || — || — || — || — || — |- | 10th || — || — || — || — || — || — || — || — || — || — |- | 11th || — || — || — || — || — || — || — || — || — || — |- | 12th || — || — || — || — || — || — || — || — || — || — |- | 13th || — || — || — || — || — || — || — || — || — || — |- | 14th || — || — || — || — || — || — || — || — || — || — |- | 15th || — || — || — || — || — || — || — || — || — || — |- | 16th || — || — || — || — || — || — || — || — || — || — |- | 17th || — || — || — || — || — || — || — || — || — || — |- | 18th || — || — || — || — || — || — || — || — || — || — |- | 19th || — || — || — || — || — || — || — || — || — || — |- | 20th || — || — || — || — || — || — || — || — || — || — |} Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. Powers Known: <-Delete this section if this class does not manifest powers. Description of manifesting abilities: on what stat save DCs are based, on what stat bonus power points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list: 0—<-powers, powers, powers-> 1st—<-powers, powers, powers-> 2nd—<-powers, powers, powers-> 3rd—<-powers, powers, powers-> 4th—<-powers, powers, powers-> 5th—<-powers, powers, powers-> 6th—<-powers, powers, powers-> 7th—<-powers, powers, powers-> 8th—<-powers, powers, powers-> 9th—<-powers, powers, powers-> Maximum Power Level Known: This column determines the highest level power a <-class name-> 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. <span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information-> <span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information-> <span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information-> <span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information-> <span id="<-class feature->"><-class feature-></span>: <-class feature game rule information-> <span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information-> <-Lather, rinse...-> <-... repeat as necessary.-> ====Ex-<-pluralized class name->==== <-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section->. ====Epic <-class name->==== {| class="zebra d20" |+ class="epic" |
<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>
Hit Die: d<-Die size for Hit Die-> |- ! Level !! Special |- | 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-> |- | 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-> |- | 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-> |- | 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-> |- | 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-> |- | 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-> |- | 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-> |- | 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-> |- | 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-> |- | 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-> |- class="noalt" | colspan="42" class="skill" | <-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-> <-Lather, rinse...-> <-... repeat.-> Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-# of levels-> levels after 20th. Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->. ====<-Sample race of your choice-> <-class name-> Starting Package==== Weapons: <-Weapon selection for starting at 1st level with this class.->. Skill Selection: Pick a number of skills equal to 4 + Int modifier. {| class="zebra d20" |- ! class="left" | Skill || Ranks || Ability || Armor
Check
Penalty |- class= | class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable, put "—"-> |- class= | class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbreviated key ability-> || <-armor check penalty based on starting armor. If inapplicable, put "—"-> <-copy and paste the rows as necessary.-> |} Feat: <-1st-level feat selection->. Bonus Feats: <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level.->. Gear: <-Starting armor and other equipment outside of weapons.->. Gold: <-Starting gold using this package.->. ---- Back to Main Page3.5e HomebrewClassesBase Classes