User:The-Marksman/Sandbox5

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Date Created: October 2017
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Outlaw

A Outlaw is a reconnaissance specialist trained in an elite branch of the military whose job it is to obtain, distribute, and share vital combat and battlefield information on the enemy and on combat circumstances and environmental conditions.

Making a Outlaw

Abilities: As a Outlaw's job is to look and listen from a distance, Wisdom — which is tied to the Listen and Spot skills — is the most important ability for the Outlaw. Wisdom is also responsible for allowing the Outlaw to use her Survival skill to track someone. Wisdom also determines how often she can use the useful spell-like abilities that she gains every 4 levels. Dexterity is next most important because a Outlaw is also responsible for using Disable Device and Open Locks when needed and also for the ranged attack rolls which most Outlaws prefer.

Characteristics: When information about the enemy is needed, the military call in a Outlaw. She gathers information by mounted or on foot reconnaissance patrols to track and report enemy movement and activities. The job of a Outlaw is to operate as one of the first personnel in an area, provide forward reconnaissance and spotting for the military, and to navigate any necessary terrain, unnoticed, to find and relay key information about the enemy to commanders and leaders in the field. A Outlaw is also highly trained in battle field tactics, warfare and the intricacies of battle.

Races: Humans make exceptional Outlaws because their diverse nature allows them to learn more skills than other equally experienced Outlaws. Elves and Half-Elves are the most common Outlaws because of their ability to see in limited light and naturally keen senses. Dwarves and Halflings make respectable Outlaws, Dwarves especially so in subterranean environments and Halflings because of their natural coordination. Due to their larger size and lower intelligence, Half-Orcs don't often find themselves suited to the job of a Outlaw.

Alignment: Because of the military environment in which they are trained, Outlaws tend to be almost exclusively lawful; however, some people can complete the training as a Neutral alignment, but these people are generally viewed as mavericks or even difficult to work with. A Chaotic Outlaw is all but unheard of.

Starting Gold: 5d4 × 10 gp (125 gp).

Starting Age: "Complex" or "As Wizard"

Table: The Outlaw

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Speed
Bonus
Fort Ref Will
1st +0 +0 +2 +0 Weapon Finesse, Trapfinding, Track +0 ft
2nd +1 +0 +3 +0 Evasion, Battle Grace +1 +10 ft
3rd +2 +1 +3 +1 Insightful Strike, Poison Use, Trap Sense +1 +10 ft
4th +3 +1 +4 +1 Uncanny Dodge, Great Leap +10 ft
5th +3 +1 +4 +1 Daring Strike +1d6, Swift Stalker +20 ft
6th +4 +2 +5 +2 Master Tracker, Acrobatics +2, Trap Sense +2 +20 ft
7th +5 +2 +5 +2 Flawless Stride, Speed Climb +20 ft
8th +6/+1 +2 +6 +2 Camouflage, Improved Flanking +30 ft
9th +6/+1 +3 +6 +3 Improved Evasion, Trap Sense +3 +30 ft
10th +7/+2 +3 +7 +3 Skill Mastery, Daring Strike +2d6 +30 ft
11th +8/+3 +3 +7 +3 Improved Poison Use, Battle Grace +2 +40 ft
12th +9/+4 +4 +8 +4 Acrobatics +4, Trap Sense +4 +40 ft
13th +9/+4 +4 +8 +4 +40 ft
14th +10/+5 +4 +9 +4 Hide in Plain Sight, +50 ft
15th +11/+6/+1 +5 +9 +5 Daring Strike +3d6, Trap Sense +5 +50 ft
16th +12/+7/+2 +5 +10 +5 +50 ft
17th +12/+7/+2 +5 +10 +5 Free Movement +60 ft
18th +13/+8/+3 +6 +11 +6 Acrobatics +6, Trap Sense +6 +60 ft
19th +14/+9/+4 +6 +11 +6 Battle Grace +3 +60 ft
20th +15/+10/+5 +6 +12 +6 Daring Strike +4d6 +70 ft

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Outlaw.

Weapon and Armor Proficiency: Outlaws are proficient with all simple and martial weapons, and plus bolas, hand crossbows, kukris, spiked chains, and whips. Outlaws are proficient with light armor, but not with shields.

Weapon Finesse: At fist level an Outlaw gains Weapon Finesse as a bonus feat even if he doesn't meet the prerequisites. If he already has Weapon Finesse from another source he may instead select any feat for which he qualifies.

Trapfinding: Outlaws can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Outlaws can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Outlaw who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Track: At fist level an Outlaw gains Track as a bonus feat even if he doesn't meet the prerequisites. If he already has Track from another source he may instead select any feat for which he qualifies.

Evasion (Ex): At 2nd level and higher, a Outlaw can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion and Improved Evasion can be used only if the Outlaw is wearing light armor or no armor. A helpless Outlaw does not gain the benefit of evasion.

Battle Grace (Ex): Starting at 2nd level, a Outlaw gains a +1 bonus on all initiative checks and on all Reflex saving throws. This bonus improves by an additional +1 11th and 19th levels (+2 at 11th level, +3 at 9th level). A Outlaw loses this bonus when wearing medium or heavy armor or carrying a heavy load.

Insightful Strike (Ex): X

Poison Use (Ex): X

Trap Sense (Ex): At 3rd level, a Outlaw gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Outlaw reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a Outlaw can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Outlaw already has uncanny dodge from a different class she automatically gains Improved Uncanny Dodge instead.

Great Leap (Ex): A 5th level Outlaw is adept at jumping over and around various obstacles, and always makes Jump checks as if she was running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Players Handbook). A Outlaw loses this bonus when wearing medium or heavy armor or carrying a heavy load.

Camouflage (Ex): Beginning at 2nd level, a Outlaw can use the hide skill in any sort of terrain, whether natural or not, even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing medium or heavy armor.

Swift Stalker (Ex): Starting at 5th level, a Outlaw can move at her normal speed while following tracks without taking the normal −5 penalty. She only takes a −10 (instead of the normal −20) when moving at up to twice her normal speed while tracking. A Outlaw can also move stealthily even at a quick pace. She no longer takes a −5 penalty on Hide and Move Silently checks when moving at any speed up to her normal speed, and she takes only a −10 (instead of the normal −20) on Hide and Move Silently checks when running. (She still takes the normal −20 on such checks when charging).

Master Tracker (Ex): A Outlaw gains the Urban Tracking feat as a bonus feat at 4th level, allowing her to more readily use Gather Information to locate and track people within communities. This feat can be found on page 154 in Races of Destiny or page 56 of the Unearthed Arcana. Also starting at 4th level, a Outlaw is so good at following tracks that she can even track someone that is under the influence of a "Pass without Trace" spell or similar effect, though she takes a −10 on her Survival checks when doing so. A Outlaw leaves absolutely no trail while traveling in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Flawless Stride (Ex): Starting at 7th level, a Outlaw can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at her normal movement speed and without taking damage or suffering any other impairment. This ability also allows her to run and charge in situations where others cannot. She may charge, or run over difficult terrain that normally slows movement or allies or neutral characters blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, and tumble over tables to get to her destination. Depending on the circumstances, she still may need to make appropriate checks (Jump and Tumble, in particular) to successfully move over the terrain. This ability does not let her move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. A Outlaw loses this ability when wearing heavy armor, or carrying a heavy load.

Speed Climb (Ex): A Outlaw of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end her move on a horizontal surface (such as the ground or a flat rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A Outlaw only needs to have one hand free to use this ability. A Outlaw loses this ability when wearing heavy armor or carrying a heavy load.

Improved Evasion (Ex): At 9th level a Outlaw gains Improved Evasion. This ability works like evasion, except that while the Outlaw still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Outlaw does not gain the benefit of improved evasion.

Skill Mastery (Ex): At 10th level The Outlaw becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Outlaw may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.

Improved Poison Use (Ex): X

Hide in Plain Sight (Ex): While in any sort of terrain, whether natural or not, a Outlaw of 9th level or higher may make use the Hide skill even while being observed.

Free Movement (Ex): A Outlaw is relentless in her pursuit and can slip out of grapples, bonds and even the effects of confining spells easily. Starting at 10th level, this ability duplicates the effects of a "Freedom of Movement" spell at will.

Human Outlaw Starting Package

Weapons: Longbow (1d8, crit 20/x3),

Skill Selection: Pick a number of skills equal to 8 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 2 Str
Disable Device 4 Dex
Hide 4 Dex
Jump 2 Str
Listen 4 Wis
Move Silently 4 Dex
Open Locks 4 Dex
Search 4 Int
Spot 4 Wis
Survival 4 Wis

Feat: Nimble Fingers

Bonus Feats: Point Blank Shot for Human.

Gear: Studded Leather.

Gold: 5d4 X 10.


Epic Outlaw

Table: The Epic Outlaw

Hit Die: d8

Level Special
21st Epic Trap Sense +8, Bonus Feat
22nd Teamwork (Tactical Superiority)
23rd Bonus Feat
24th Attentiveness +8, Epic Trap Sense +10
25th Bonus Feat
26th Gate
27th Epic Trap Sense +12, Bonus Feat
28th Eternal Freedom
29th Bonus Feat
30th Attentiveness +10, Epic Trap Sense +14

8 + Int modifier skill points per level.

Epic Trap Sense: (Ex): The epic Outlaw’s bonus on Trap Sense increases by +2 at every three levels higher than 18th.

Bonus Feats: The epic Outlaw gains a bonus feat at 21st level and every other level there after. These feats are selected from the Outlaw class feat list presented above. Alternatively your DM may also allow class appropriate epic feats as well.

Teamwork (Tactical Superiority): (Su): When a Outlaw uses her Tactical Genius ability her bonus she grants all allies within 100 feet who can see or hear her a number of temporary hit points equal to 20 + twice her number of epic levels and a bonus on Attack and Damage Rolls, a Dodge bonus to AC and a bonus on all saves equal to 5 + her number of epic levels. This effect lasts for the round that the Outlaw uses it and for 10 rounds there after.

Gate (Sp): The scope of the problems that an epic Outlaw deals with involves having to move ahead to other planes to Outlaw out the surroundings. A 26th level Outlaw gains the ability to cast "Gate" a number of times per day equal to her Wisdom modifier (minimum of once per day) with a couple of exceptions.

Firstly, the Outlaw may only cast this spell using the first "Planar Travel" effect for making an inter-dimensional doorway, a Outlaw cannot use this ability to summon other creatures. Since the Outlaw does not have the ability to use the summoning effect, the Outlaw does not pay the experience point cost for this spell. Secondly, the Gate stays open for the appropriate number of rounds, but does not require the Outlaw's focus, concentration or even the Outlaw's presence to function. This effect has a caster level equal to her Outlaw class level.

Eternal Freedom: (Su) A Outlaw is so attuned with slipping out of grapples, bonds and even the effects of confining spells that starting at 26th level, she is always considered to be under the effects of an "Eternal Freedom" spell, except that it is always active. This spell, located on page 80 of the Epic Level Handbook grants permanent immunity to the following spells, effects and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web.


Campaign Information

Playing a Outlaw

Religion: Outlaws have diverse and personal views on religion, and no one particular religion stands out from any other as being common for the class. However it is common for Outlaws to pay homage to deities of nature as much of her job finds her travelling through the wilderness and she feels at home in such locations. She does not see nature in the way a Druid or a Ranger does, being something to be revered or protected. Rather she see terrain over which she must do her job. Although most Outlaws do enjoy the beauty of nature, she does not draw power from it the way these other classes do.

Other Classes: Outlaws gets along well with most all classes. Her beliefs and job does not directly conflict with any given class and she enjoys both doing reconnaissance for a slow, loud group of adventurers, ensuring that each area they venture to is safe and also she enjoys even more subtle quieter groups where others are as naturally nimble and quiet as she is. She also enjoys most parities who are willing to heed her tactical advice in combat and the feeling of being able to help lead them to victory.

Role: A Outlaw plays multiple roles in a party. Primarily like her job description, with her fast movement speed and bonuses on navigating terrain a Outlaw does reconnaissance ahead of the group to check for dangers and often volunteers for first watch at night to secure the perimeter before going to bed. Her stealth and trapfinding abilities make her the natural choice for entering and searching dangerous areas. Assisting as a back-up melee combatant or ranged expert in battle she likes to find a place from which she can both give an ally her enhanced flanking bonus and view the battle field to use that information to provide tactical information for her allies to give them an advantage.

Advancement: Outlaw's who choose to take levels in other classes than Outlaw would most likely do so to either gain more combat abilities like with Order of the Bow Initiate2 Dark Hunter2 or Darkwood Stalker2. Alternatively she might take a more focused section of her profession to enhance. Such as enhancing her trapfinding with Dungeon Delver1 or enhancing her tracking skill by use of Bloodhound1 or Justicar2. Enhancing her infiltration ability by use of Spy Master1 or even her agility with use of Thief Acrobat1 or Exemplar1.

1: Found in Complete Adventurer
2: Found in Complete Warrior

Outlaws in the World

A Outlaw is never taken by surprise, he always knows what to do when anything unexpected happens.
—Jay Peterson, Human Navy Admiral

Adventures: Most Outlaws find themselves as adventurers as part of the military organization that trained them, whether serving as a reconnaissance specialist for a larger military force, or even posted at a tower or fort to watch for enemy movements. Most PC Outlaws have since left behind their position within the military for whatever personal reason that leads them to become adventurers, as where others while still an active member of the military are assigned to the adventuring group as a Outlaw or guide because the adventurers goals align with the kingdoms goals which leads to a longer mutually beneficial relationship.

Notables: One of the most notable Outlaws in history is James Houlton, a Human Outlaw from a large kingdom that was reassigned from his post in the kingdom to an adventuring group who was helping repel an invasion of devils. At the height of the battle James lead the adventurers through the devil's portal and Outlawed ahead of the adventurers to gather the information on the devil leader's location and defenses which allowed the adventurers to find an opening to get access to and eventually confront and kill the devil leader. This caused a the devils to become disorganized which led to their eventual downfall.

Organizations: While Outlaws don't have a specific organization of their own, a vast majority of all Outlaws receive military training at the start of their career and serve as reconnaissance specialist and outriders for the organization or kingdom that trained them.

NPC Reactions: Most NPCs view Outlaws as a member of the local military, even if the she is not currently still with the military. Such NPCs tend to view the Outlaw fondly and with some level of cordial respect. Especially even more so if she is still active member of the local military that is tasked with protecting them.

Outlaw Lore

Characters with a lore skill or ranks in Knowledge (History) can research Outlaws to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 Outlaw's are reconnaissance specialists that move ahead at blazing speeds in front of a military to get information for battles and wars. Outlaws are also experts at find traps and following the tracks and trails of enemies.
10 Outlaw's are also master tacticians trained in battle tactics and wars and use this to guide their companions to tactical advantages in battles. Outlaws also learn a small selection of spells they can cast to facilitate their job.
15 Outlaws also are masters at traversing difficult terrain and can even follow trails and sneak around quickly with ease. Outlaws can even see in almost pitch blackness and smell enemies coming.
20 Anyone making this level of success can learn about most any Outlaw ability, and even stories about specific Outlaws, how a Outlaw is trained and even the current location of a specific Outlaw provided she's not in hiding.

Outlaws in the Game

Sample Encounter:


James Houlton

CR 14

Male Human Outlaw 14
LN Medium Humanoid (Human)
Init/Senses +10 (4 dex, 4 class, 2 feat)/Darkvision 60 ft, Scent and Blindsense 30 ft; Listen +23 (+5 to pinpoint invisible creature), Spot +23
Aura Allies gain +4 bonus on saves VS traps and can have tracks hidden within 30 ft.
Languages Common, Undercommon, Dwarven, Elven, Orc, Draconic
AC 23, touch 18, flat-footed 19; +4 (Battle Intuition)
(+5 armor (+1 chain shirt), +4 dex)
Miss Chance Improved Evasion
hp 91 average or 140 maxed (14d8 (63) HD); +28 from ()
Fort/Ref/Will +6/+13/+8; Trap Sense +4
Speed 70 ft. (6 squares), climb 70 ft
Melee +1 rapier +9 1d6 + 2 (+1 (str), +1 (int), +1 (Magic) ) / 18-20 ×2)
Ranged hand crossbow +9 1d4 / 19-20 ×2 30 ft. range
Space/Reach 5 ft./5 ft.
Base Atk/Grp +10/+11
Combat Gear +1 Rapier, hand crossbow, chain shirt
Spell-Like Abilities (CL 14th The save DC is Intelligence-based):
Always under effect—'"Know Direction", "Status", "Detect Snares and Pits"
4/day Each—"Feather Fall", "Tree Stride", "Phase Door"
Abilities Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 20 (+5), Wis 18 (+4), Cha 12 (+1)
SQ Teamwork (Tactics), Trapfinding, Uncanny Dodge, Great Leap, Camouflage, Speed Climb, Flawless Stride, Swift Stalker, Hide in Plain Sight, Teamwork (Tactical Resistance)
Feats Alertness, Endurance, Run, Track, Nimble Fingers Agile Athlete1, Fleet of Foot2, Keen Eared Outlaw3, Quick Reconnitor4, Steady Mountaineer5
Skills Climb (Str) +9 (5r), Disable Device (Int) +21 (10r), Hide (Dex) +14 (10r), Jump (Dex) +13 (5r), Move Silently (Dex) +14 (10r), Listen (Wis) +23 (10r), Open Lock (Dex) +16 (10r), Search (Int) +19 (10r), Spot (Wis) +23 (10r), Survival (Wis) +18 (10r),
Possessions combat gear plus Hat of Disguise, Goggles of Minute Seeing, Elixir of Vision, potion of Expeditious Retreat, Backpack, acid (flask), Antitoxin (vial), Bedroll, Belt Pouch, Caltrops ×4, Crowbar, Flask, Flint and Steel, Grappling Hook X2, Hammer, Ink Vial, Ink Pen X2, Parchment X10, Piton X10, Silk Rope 50ft, smokestick ×5, Sunrod X2, tanglefoot bag, Tent, Thunderstone, Torch X5, Trail Rations (6 days), Waterskin, Whetstone. 274 gp
Patron Deity Obad hai
Trapfinding: James can detect traps with a DC over 20 as if he were a Rogue.
Awareness: Whenever James passes within 5 feet of a secret or concealed door he is entitled to a search check to notice it as if he was actively looking for it. James gains a +5 bonus on such checks when wearing his goggles of minute seeing.

James can also make an active spot and listen check once each round as a free action instead of a move action.

If James beats the DC of a listen check by 5 or more he can determine the size, speed and direction of the source of the noise. If he beats the DC by 10 or more he can also determine the precise currrent position of the creature or object that made the sound. If he beats it by 15 or more he can determine the type of armor it wears and what it carries, if anything. If he beats it by 20 or more he can determine the creatures type and subtypes. This applies to both standard and opposed listen checks.

Swift Stalker: James doesnt take penalties on Hide and Move Silently checks when moving up to his normal speed, and only takes a -10 on such checks when running.
Shadowy Figure: James is always considered to be taking 10 on hide and move silently even while walking around normally, unless he wants to be seen or heard. The DM must make opposed spot and listen checks for any NPC's to be aware of the James' presence. While in any sort of terrain, whether natural or not, James may use the Hide skill even while being observed.
Flawless Stride: James can move through any sort of terrain that slows movement (such as rubble, undergrowth, overgrown areas, natural thorns, briars and similar terrain) at his normal movement speed and without taking damage or suffering any other impairment. He may also run and charge over difficult terrain that normally slows movement or allies or neutral characters blocking his path. This ability enables him to run down steep stairs, leap down from a balcony and tumble over tables to get to his destination.
Skill Mastery: James is so certain in the use of Listen, Spot, Hide, Move Silently, Search, Disable Device, Open Lock and that he can use them reliably even under adverse conditions. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. James may also take 10 on climb and jump checks because of his final feat.


What the feats do
Agile Athlete: (Dex to Climb and Jump)
Fleet of Foot: (Make one direction change during run or charge)
Keen Eared Outlaw: (Listen check reveals extra information about source of sound and +5 to pinpoint invisible creatures)
Quick Reconnitor: (Make Spot and Listen checks each round as free action, +2 initiative)
Steady Mountaineer: (Always take 10 on Climb and Jump)
Feat Locations
1: Found in Races of Wild
2: Found in Complete Warrior
3: Found in Players Handbook II
4: Found in Complete Adventurer
5: Found in Races of Stone


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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