Difference between revisions of "User:Guygantor/Sandbox"

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0— Cure Minor Wounds, Detect Poison, Lullaby, Mending, Resistance
 
0— Cure Minor Wounds, Detect Poison, Lullaby, Mending, Resistance
  
1st— Charm Person, Cure Light Wounds, Expeditious Retreat, Sleep
+
1st— Charm Person, Command, Cure Light Wounds, Deathwatch, Expeditious Retreat, Sanctuary, Sleep
  
2nd— Blur, Calm Emotions, Cure Moderate Wounds, Enthrall, Hold Person, Suggestion
+
2nd— Blur, Calm Emotions, Cure Moderate Wounds, Delay Poison, Enthrall, Find Traps, Gentle Repose, Hold Person, Make Whole, Remove Paralysis, Restoration (Lesser), Suggestion
  
3rd— Cure Serious Wounds, Deep Slumber, Displacement, Geas (Lesser)
+
3rd— Cure Serious Wounds, Deep Slumber, Displacement, Geas (Lesser), Remove Blindness/Deafness, Remove Curse, Remove Disease
  
4th— Break Enchantment, Cure Critical Wounds, Hold Monster
+
4th— Break Enchantment, Cure Critical Wounds, Death Ward, Hold Monster, Neutralize Poison, Restoration
  
5th— Cure Light Wounds (Mass), Dispel Magic (Greater), Suggestion (Mass)
+
5th— Break Enchantment, Cure Light Wounds (Mass), Dispel Magic (Greater), Mark of Justice, Raise Dead, Suggestion (Mass), Symbol of Sleep
  
6th— Charm Monster (Mass), Cure Moderate Wounds (Mass), Geas/Quest
+
6th— Charm Monster (Mass), Cure Moderate Wounds (Mass), Geas/Quest, Heal, Symbol of Persuasion
  
7th&mdash;<-spells, spells, spells->
+
7th&mdash; Cure Serious Wounds (Mass), Regenerate, Restoration (Greater), Resurrection,
  
8th&mdash;<-spells, spells, spells->
+
8th&mdash; Cure Critical Wounds (Mass)
  
9th&mdash;<-spells, spells, spells->
+
9th&mdash; Heal (Mass), Miracle, True Resurrection
  
  

Revision as of 01:11, 24 June 2010

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Author: Guygantor‎ (talk)
Date Created: June 23 2010
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Ardent Pacifist

The Ardent Pacifist is so devoted to the idea of peace that she feels compelled to force others to behave in an orderly, peaceful manner. There is to be no fighting around an Ardent Pacifist, and her skills and abilities are designed to prevent, mitigate, or reverse any harm that foolishly aggressive individuals might cause.

Making an Ardent Pacifist

Ardent Pacifists are very good at avoiding and preventing combat. This can annoy party members who like to get their swords wet, since the Ardent Pacifist does not make exceptions for friends - everyone, and she means EVERYONE, is going to BEHAVE, understand?

Abilities: The Ardent Pacifist radiates an Aura of Peace which reduces the likelihood and severity of combat. She also has a small selection of spells relating to healing or preventing injury which she can cast spontaneously.

Races: Ardent Pacifists can be of any race that at least entertains the idea that warfare is a Bad Idea.

Alignment: Good.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: As wizard

Table: The Ardent Pacifist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st + + + + Aura of Peace, Peaceful Spells
2nd + + + + Attribute Bonus
3rd + + + + Weakness
4th + + + + Attribute Bonus
5th + + + + Clumsiness
6th + + + + Attribute Bonus
7th + + + + Hardiness
8th + + + + Attribute Bonus
9th + + + + Resistance
10th + + + + Attribute Bonus
11th + + + + Prudence
12th + + + + Attribute Bonus
13th + + + + Brotherhood
14th + + + + Attribute Bonus
15th + + + +
16th + + + +
17th + + + + Attribute Bonus
18th + + + +
19th + + + + Attribute Bonus
20th + + + +

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Int), Sense Motive (Wis), Speak Language (None), Tumble (Dex),

Class Features

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

Weapon and Armor Proficiency: Ardent Pacifists are not proficient in any weapons or armor.

Spells: Ardent Pacifists cast spells spontaneously with spells per day equivalent to the Sorcerer, but unlike the Sorcerer they know all spells on their spell list. Spells which can be used for non-pacifistic purposes (such as Limited Wish) must be used for peaceful reasons by the Ardent Pacifist or the spell will fail and she may risk losing her Ardent Pacifist abilities.

Ardent Pacifists choose their spells from the following list:

0— Cure Minor Wounds, Detect Poison, Lullaby, Mending, Resistance

1st— Charm Person, Command, Cure Light Wounds, Deathwatch, Expeditious Retreat, Sanctuary, Sleep

2nd— Blur, Calm Emotions, Cure Moderate Wounds, Delay Poison, Enthrall, Find Traps, Gentle Repose, Hold Person, Make Whole, Remove Paralysis, Restoration (Lesser), Suggestion

3rd— Cure Serious Wounds, Deep Slumber, Displacement, Geas (Lesser), Remove Blindness/Deafness, Remove Curse, Remove Disease

4th— Break Enchantment, Cure Critical Wounds, Death Ward, Hold Monster, Neutralize Poison, Restoration

5th— Break Enchantment, Cure Light Wounds (Mass), Dispel Magic (Greater), Mark of Justice, Raise Dead, Suggestion (Mass), Symbol of Sleep

6th— Charm Monster (Mass), Cure Moderate Wounds (Mass), Geas/Quest, Heal, Symbol of Persuasion

7th— Cure Serious Wounds (Mass), Regenerate, Restoration (Greater), Resurrection,

8th— Cure Critical Wounds (Mass)

9th— Heal (Mass), Miracle, True Resurrection


Ability Bonus (Ex): Starting at 2nd level and every even-numbered level thereafter the Ardent Pacifist may gain one ability point in the ability of her choice. This is an innate bonus such as is gained every four levels by all characters. The same ability need not be chosen every time.

Aura of Peace (Su): At 1st level the Ardent Pacifist radiates an Aura of Peace with a radius of 20' + 5' per class level. Any creature within this radius must roll under the Ardent Pacifist's class level or be incapable of attacking for 1 round. The roll must be made each round. If the aura's of multiple Ardent Pacifist's overlap only the highest level aura is used.

Weakness (Su): Any creature within the Ardent Pacifist's Aura of Peace suffers a damage penalty on all attacks equal to the Ardent Pacifist's Strength bonus.

Clumsiness (Su): Any creature within the Ardent Pacifist's Aura of Peace suffers an attack penalty on all attacks equal to the Ardent Pacifist's Dexterity bonus.

Hardiness (Su): Any creature within the Ardent Pacifist's Aura of Peace gains a damage reduction bonus equal to the Ardent Pacifist's Constitution bonus.

Resistance (Su): Any creature within the Ardent Pacifist's Aura of Peace gains a spell resistance bonus equal to twice the Ardent Pacifist's Intelligence bonus.


Ex-Ardent Pacifists

An Ardent Pacifist who engages in combat or intentionally supports a violent action loses all of her class abilities until she atones for her transgression.

Epic Ardent Pacifist

<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->

<-Lather, rinse...->

<-... repeat.->

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

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.->.




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