True Tsuntsu (3.5e Racial Paragon Class)
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Rarely, there will be a Tsuntsu born blessed by both earth and sky. 3 1 Moderate Good Good Poor Skirmish Partial
True Tsuntsu
Some Tsuntsu have the blessing of both Tsun and Tsu, and take after both of their parents. These are the True Tsuntsu. Equal parts beat mole, boxing bat, and beatboxing molebat, the True Tsuntsu belong both underground and in the sky.
Making a True Tsuntsu
True Tsuntsu are mobile in ways that open up interesting tactical options. In this way, a True Tsuntsu can be a good addition to any team, although the other skills a True Tsuntsu bring to the table are up to the individual.
Abilities: True Tsuntsu are pretty good at being most things other than full casters (on account of losing three levels of casting). Which abilities you need are dependant on what you do.
Races: Tsuntsu only. For some reason, to be a better molebat, you must first be a molebat.
Alignment: Any
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +2 | +2 | +0 | Dual Blessings, Natural Drummer | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +3 | +0 | Favored Child | ||||||||||||||||||||||||||||||||||||
3rd | +2 | +3 | +3 | +1 | Favored Child, Skirmish +1d6 | ||||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the True Tsuntsu.
Weapon and Armor Proficiency: True Tsuntsu are proficient with all Simple weapons, the X, and the Y. They have no armor or shield proficiencies.
Dual Blessings (Ex): A first level True Tsuntsu gets the selection from the Earth or Sky racial feature they did not already have (so a Tsuntsu who chose Earth also has Sky, and a Tsuntsu who chose Sky also has Earth). Bonuses from the base race stack, not overlap with the exception of racial ability score bonuses, so this grants a total of +3 natural armor, and if you find another creature with both the Earth and Air subtypes, you have a +2 bonus on all rolls pertaining to them.
Natural Drummer (Ex): True Tsuntsu get a +1 untyped bonus to Perform (Percussion) per class level. This becomes +1 per character level at 3rd level.
Favored Child: A level 2 True Tsuntsu chooses one of the abilities below. At level 3, they get the other ability.
Favored by Tsun (Ex): Your racial Flight increases to 60' (Good), your Blindsense increases to 120', and you can let out a echolocation pulse as a Move or Swift action. Letting out an Echolocation pulse increases the distance of your Blindsight to the range of your Blindsense. Additionally, the bonus from your Elemental Attunement increases by 1. Your racial bonus to Dexterity increases by +2.
Favored by Tsu (Ex): Your racial Burrow increases to 40', you may now burrow through rock, and you may choose to leave a tunnel when burrowing. Additionally, you gain Bardic Knowledge as a Bard of your class level. This becomes character level at 3rd level. Your racial bonus to Constitution increases by +2.
Skirmish (Ex): A third level True Tsuntsu has Skirmish (+1d6 damage) as the Scout ability of the same name. This stacks with other sources of Skirmish.
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Article Balance | High + |
Author | Undead_Knave + |
Base Attack Bonus Progression | Moderate + |
Class Ability | Skirmish + |
Class Ability Progression | Partial + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Racial Paragon Class + |
Length | 3 + |
Minimum Level | 1 + |
Rating | Undiscussed + |
Reflex Save Progression | Good + |
Skill | Balance +, Concentration +, Craft +, Disable Device +, Handle Animal +, Heal +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Search +, Survival +, Swim +, Tumble + and Use Magic Device + |
Skill Points | 6 + |
Summary | Rarely, there will be a Tsuntsu born blessed by both earth and sky. + |
Title | True Tsuntsu + |
Will Save Progression | Poor + |