User:Magnamune

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SANDBOX[edit]

Ocean Tainted[edit]

Beings who spend too much time in the water eventually become warped by its inhabiants, and eventually adapt their bodies according to their environment. Well known examples of the variety and extent of ocean taint are the crew of Davy Jones, in the Pirates of the Carribean.

Creating an Ocean Tainted[edit]

Ocean tainted is an acquired template that can be added to any corporeal, non-aquatic creature (hereafter refered to as the base creature), provided it spends time in the water according to Table: Water&Size.

An Ocean Tainted uses all of the base creatures statistics exccept as noted here.

Size and Type[edit]

The creature gains the aquatic subtype. Size is unchanged.

Hit Die[edit]

Do not recalculate Hit Die, Base Attack Bonus or Saves.

Armour Class[edit]

The base creatures Natural Armour increases by 3.

Special Attacks[edit]

An Ocean tainted retains all the attacks of the base creature and gains 2 of the following:

  • Improved Grab
  • Paralytic Tenticles
  • Poison
  • Rake 1d4+1
  • Rough skin
  • Spikes
  • Tumble
  • Water Mastery

Special Qualities[edit]

An Ocean tainted retains all the special qualities of the base creature, becomes amphibious and gains 3 of the following:

  • All around vision
  • Damage Reduction 5/Magic
  • Darkvision
  • Immunity to acid
  • Immunity to fire
  • Immunity to poison
  • Immunity to paralysis
  • Low-light vision
  • Regeneration 1
  • Spell Resistance 12

Abilities[edit]

The multiple growths on an Ocean-tainted enhance its strength and resilience, though hinder its movements. It's nearly impossible to hide the aquatic symbiots, and thus an Ocean tainted have a difficult time in social situations.

An ocean tainted gains +2 Strength, +2 Constitution, -2 Dexterity and -2 Charisma.

Skills[edit]

An ocean tainted gains +4 to swim checks.

Organization[edit]

Ocean tainted creatures are usually formed from the crews of sunken ships. Occasionally, an unfortunate creature gets washed away, only to become Ocean tainted.

Crew (10-20 humanoid) Solitary

Challenge Rating[edit]

+3

Level Adjustment[edit]

+3

Treasure[edit]

Twice base creature

Advancement[edit]

Same as base creature


Student of the Black Lotus[edit]

"level" can not be assigned to a declared number type with value 20.


Student of the Black Lotus[edit]

Through intense study and experimentation, a student of the black lotus has learnt all there is to know about poisons. During his studies he has learnt not only how poisons work, but also the most effective ways of implementing them. This makes the student proficient in persuasion, coersion and infiltration. They are seen in all walks of life, from the shaman of an orc tribe, to an aristocrat of the kings court, to a hunter and trapper of a Thri-kreen clutch.

Making a Student of the Black Lotus[edit]

Students of the Black Lotus are stealthy, and good at ranged combat, prefering to poison from the dark than hope to strike at the heart up close. Their craft can be dangerous, especially if an ally gets in the way.

Abilities: Intelligence is the most vital ability for a student of the black lotus, as many of his poison use abilities and skills rely on it. Dexterity is also important for ranged attacks and for defenses. Constitution is good for resisting those pesky mishaps with experimental poisons.

Races: All races are likely to have Students of the black lotus, as all races have need for poisons, whatever the reasons.

Alignment: Any

Starting Gold: 5d5×10 gp (150 gp).

Starting Age: "Complex"

Table: The Student of the Black Lotus

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Master of the Purple Lotus
2nd +1 +3 +3 +0 -
3rd +2 +3 +3 +1 Poison Lore, Harvest
4th +3 +4 +4 +1 -
5th +3 +4 +4 +1 Master of the Grey Lotus
6th +4 +5 +5 +2 -
7th +5 +5 +5 +2 Obscure Harvest
8th +6 +6 +6 +2 Poison
9th +6 +6 +6 +3 -
10th +7 +7 +7 +3 Master of the Yellow Lotus
11th +8 +7 +7 +3 -
12th +9 +8 +8 +4 Speed Harvest
13th +9 +8 +8 +4 Imunity to poison
14th +10 +9 +9 +4 -
15th +11 +9 +9 +5 Master of the White Lotus
16th +12 +10 +10 +5 -
17th +12 +10 +10 +5 Miracle Harvest
18th +13 +11 +11 +6 Poison shift
19th +14 +11 +11 +6 -
20th +15 +12 +12 +6 Master of the Black Lotus

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis).

Class Features[edit]

All of the following are class features of the Student of the Black Lotus.

Weapon and Armor Proficiency: A student of the Black Lotus is proficient with simple weapons as well as shuriken and his own poison points. He is proficient with light armour and shields (except tower shields).

<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->

Master of the coloured Lotus: At first level, and every fifth level, the student of the black lotus advances in rank, having a sufficient repotoire of poisons to be considered a more adept poisoner. These ranks have various naming conventions, depending on race and society. Each new mastery bestows multiple abilities, outlined below:

Purple:

  • Poison Use - The student no longer risks poisoning himself when using poisons, except during experimentation.
  • Poison Craft - The student gains +2 to all Craft (Poisonmaking) checks, and can design his own poisons (see Designing Poisons below)
  • Experiment - All poisons must be tested to ensure their effectiveness. By volutarily sipping some of his poison while brewing it, he can negate the 10% failure chance when designing a new potion. If he does, he takes 2 points of Constitution damage.

Grey:

  • Poison Point - While making a poison, a student of the black lotus can choose to instead ultra concentrate his creation into a small pin. Poison points are treated as Fine throwing daggers, coated with the appropriate poison.
  • Speed Poison - The time it takes to craft a poison is halved.
  • Without a Trace - Poisons created by the student of the black rose can leave no trace, or be delayed in effect. Delaying the effect does not affect the Craft DC, though leaving no trace inreases it by +2.

Yellow:

  • Arcane Poison - By dabbling with magical fauna and flora a student of the black lotus can create poisons of an arcane nature. These bypass poison immunities in creatures with a metabolism, but not in constructs, undead, etc. They are subject to Spell Resistence, in addition to the Fortitude saving throw for initial damage. Secondary damage is not subject to spell resistance.

White:

Black:

Epic <-class name->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-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->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable 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.->.