User:Leziad/Sandbox 7

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Clanblooded

The Legend of the Nine

Once upon a time, nine humans did some awesome shit, they were in fact extremely awesome guys and gals. Let say they were extremely good adventurers, they fought beast ten-time larger than themselves, stood on the highest mountain of the world and fought god-forsaken creature. The Nine-Heroes are:

Saul Masaru the warrior-king of the south. The man was so hard that some say he could bear the pain of the world on his shoulder without flinching. The man was born in a wasteland, there he fought for survival since his youngest age. Once upon reaching adulthood, he became the leader of his people and lead them to the promised land, he fought his way through barbarian and desert, defeating every single obstacle before him. Unfortunately, upon reaching the green pasture only a handful of person were remaining. They settled and became a small village, apparent;y defenceless they were often raided by bandits and other scums. Only to be defeated single handedly by Saul before being able to steal a single grain of wheat. One day a powerful empire started to subdue the villages around Saul and his people. Saul now an old man stood againt the empire when they came for his, he and 12 other warrior drove the empire out of the land and freed the land, a freedom that was going to lats 500 years. Saul died in his sleep, leaving a lot of descendant everywhere along the south coast and desert village. Saul's abilities as a warrior were matchless, he was faster and tougher than any other man, even againt the better armed, fully-armored elite knight of the empire he still prevailed.

Ysar Ch'alan, the lord of flames. Ysar Ch'alan was a mere blacksmith in a small village. Ysar lived a rather mundane life, except he had inexplicable ability to set things on fire Some say he was the son of a dragon, or even a oplymorphed dragon himself. Ysar only ever wanted to protect his village, he defended it against all kind of threat from the inside or outside. The village attracted a unatural mount of threat, but Ysar prevailed against them. After a tragic battle against an (today) unknown threat in the village, Ysar wife died. The man quickly caught up, he was the one who attracted these threat to the villages. He soon exiled himself, the fate of the man and the village are unknown. Whatever happened to Ysar, he left a handful of children around tribal villages. Some say he died on the top of the world, so all threat would be forever far from humanity. While Ysar bloodline still exist today it is impossible to know his true story, most of it was carried to us by oral tradition. He is possibly the oldest of the nine.

The Clanblooded

The Clanblooded are the offspring of the nine heroic bloodline, the son and daughters of the 9 greatest human heroes. Their awesomeness is their heritage, their blood is full of potential and booming power. Clanblooded are barely any different appearance-wise compared to other humans, each bloodline having different marks and sign. Each clanblooded are individually awesome, having a pinch of the power of their glorious ancestor.

Clan Masaru

The children of Saul Masaru, the Warrior-King of the south. Saul is a self-proclaimed God of War, it was incredibly hard to prove him wrong though. The Masaru clanblooded usually have very tan skin and are very muscular, they have a wide palette of eye and hair colors. Masaru clandblooded are respected everywhere for their physical prowess, as few can engage one in duel and win.

Masaru clanblooded are mostly found in southern countries among humans, they quickly prove themselves physically superior than their parents and fellows. Masaru Clanblooded mostly bear human names. Most Masaru clanblooded are free spirits and value freedom and goodness and because of this, most are Chaotic Good by nature.

Racial Traits

  • +2 Dexterity, +2 Constitution: The Masaru Clanblooded are strong and dexterous like their forefather, a self-proclaimed God of War.
  • Humanoid (Human, Clanblooded): Masaru Clanblooded are human but empowered by the blood that flow in their vein.
  • Medium: As Medium creatures, Masaru Clanblooded have no special bonuses or penalties due to their size.
  • Masaru Clanblooded base land speed is 30 ft. feet
  • Brave Heart: Masaru Clanblooded are immune to magical and mundane fear effects.
  • Great Warrior: Masaru Clanblooded always gain +1 BAB at their 1st class level; they also gain weapon proficiency in one martial weapon of their choice (or one exotic weapon if they already have weapon proficiency with all martial weapons)
  • Prideful: A Masaru Clanblooded gain a -2 moral penalty to all attack rolls, skill and ability check made after using the withdraw action or otherwise flee out of the combat. This penalty last for 1 minute +1 additional minute per CR the creature less than the Masaru Clanblooded. A Masaru Clanblooded also gains -2 AC penalty when using total defence or fighting defensively action.
  • +4 Racial bonus to Sense Motive checks.
  • Automatic Languages: Common. Bonus Languages: Any non-secret.
  • Favored Class: Fighter, Barbarian
  • Level Adjustment: +0

Masaru Clanblooded Paragon

Abilities: A Masaru Clanblooded Paragon needs constitution and either strength or dexterity.

Races: Only Masaru Clanblooded can be Masaru Clanblooded Paragon.

Alignment: Any

Table: The Masaru Clanblooded Paragon

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Great Endurance
2nd +2 +3 +3 +0 Combat Technique
3rd +3 +3 +3 +1 Ability Boost +2 (str), Supreme Endurance

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis) Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the Masaru Clanblooded Paragon.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Great Endurance (Ex): At 1st level, a Masaru Clanblooded paragon is always under the effect of endure elements.

Combat Technique (Ex): At 2nd level, a Masaru Clanblooded paragon gains the benefit of the 1st level of a single full-BAB class. Effectively, they only gain the class features of the class (not the HD, saves or bab point). For example: A Masaru Paragon could gain the class feature of a 1st level barbarian (Fast Movement, Illiteracy, Rage 1/day). If the Masaru clanblooded paragon already gained a level in a full-BAB class, she may use this ability to advance by 1 level in that class (only gaining the next level class feature). Example: Tharil is a Masaru Clanblooded Paragon with 1 level of fighter; upon reaching level 2 of Masari Clanblooded Paragon, she decides to advance her fighter level (gaining a bonus feat). If she takes fighter next level she will effectively be a level 3 fighter for the purpose of which class features are gained.)

Ability Boost: At 3rd level, a Masaru Clanblooded Paragon's strength score increases by 2.

Supreme Endurance (Ex): At 3rd level, a Masaru Clanblooded Paragon gain +2 hit point per HD, applied retroactively.

Clan Ch'alan

The children of Ysar Ch'alan, the Lord of Flames, Clan Ch'alan Clanblooded are know for their incredibly strong will and physical strength. Clan Ch'alan have the innate ability to control flames, an ability few other mortals have. Clan Clan Ch'alan are usually tan with thigh eyes, they usually have black hairs and brown eyes. They are slightly taller and a tad larger than the regular human and other clanblooded. Both males and females tend to be quite muscular, but are also beautiful and graceful.

Ch'alan Clnblooded are mostly found either in blood community (Clan Ch'alan-only villages) or among tribal civilizations almost everywhere on the planet. Their ability to create fire is prized by tribe members, thus Ch'alan Clanblooded usually take leadership position quickly. Being more often than not, better warriors and leaders than the common human.

Racial Traits

  • +2 Strength , -2 Wisdom, +2 Charisma: Ch'alan Clanblooded have strong arms and wits, they are infused by the charismatic personality and incredibly strong will of their forefather, but tend to be reckless and careless.
  • Humanoid (Human, Clanblooded): Ch'alan Clanblooded are human but empowered by the blood that flow in their vein.
  • Medium: As Medium creatures, Ch'alan Clanblooded have no special bonuses or penalties due to their size.
  • Ch'alan Clanblooded base land speed is 30 ft. feet.
  • Legacy of the Flame Lord (Sp): Ch'alan clanblooded are able to master flames with incredible ease. They may cast Produce flame (as a swift action) and Pyrotechnic at will.
  • Will of Fire: Cha'alan clanblooded gain a +3 racial bonus on will save.
  • Automatic Languages: Common. Bonus Languages: Any non-secret.
  • Favored Class: Sorcerer, Fire Mage.
  • Level Adjustment: +0

Ch'alan Clanblooded Paragon

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any

Table: The Ch'alan Clanblooded

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Control Flames, Immunity to Fire +1 Arcane Spellcasting level.
2nd +1 +3 +0 +3 Savage Fire +1 Arcane Spellcasting level.
3rd +2 +3 +1 +3 Ability Bonus (+2 Cha) +1 Arcane Spellcasting level.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis) Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Ch'alan Clanblooded.

Weapon and Armor Proficiency: Ch'alan Clanblooded Paragon are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Spellcasting: When a new paragon level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast spells before he added the racial paragon class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class before he became an Ch'alan clanblooded paragon, he must decide to which class he adds each level of Ch'alan Clanblooded for the purpose of determining spells per day.

Control Flames (Ex): A 1st level may use an effect identical to control flames at will. the save DC is Cha-based.

Fire Immunity (Ex): A Ch'alan Clanblooded Paragon gain immunity to fire.

Savage Flames (Ex): At 2nd level, a Ch'alan Clanblooded Paragon add +2 to all DC of his abilities dealing fire damage be there spells, spell-like abilities, supernatural abilities or even extraordinary abilities.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

Clan Irkalan

Clan Irkalan descend from the famous pirate James Irkalan, because of James' nature, it is possible to find Irkalan Clanblooded in almost all port city of the world. Most share many of James traits, most are blond with blue eyes, usually tall and handsome. Both gender are slightly taller rand slender than a regular human. Each have a strange tattoo-like birthmark on a shoulder (rarely on the back or on the arm). Irkalan Clanblooded are fast and smart, but quite physiscally weak.

Clanblooded of Irkalan are mostly found in port cities or on the sea, most tend to quickly become captain of the ship they are sailing on, using their incredible skills and high intelligence. Irkalan Clanblooded are mostly Chaotic Neutral, although the blooline as it fair share of chaotic good, neutral good and neutral evil individual.

Racial Traits

  • -2 Strength, +2 Dexterity, +2 Intelligence: Irkalan Clanblooded are fast and smart but lack strong arms as their ancestor James Irkalan.
  • Humanoid (Human, Clanblooded): Irkalan Clanblooded are human but empowered by the blood that flow in their vein.
  • Medium: As Medium creatures, Irkalan Clanblooded have no special bonuses or penalties due to their size.
  • Irkalan Clanblooded base land speed is 40 ft. feet: Irkalan Clanblooded also have a swim speed of 30 ft.
  • Irkalan Clanblooded gain a +4 racial bonus on Climb Skill, Handle Animal (aquatic animal only), Knowledge (Geography; Navigation only), Profession (Sailor) and Use Rope check.
  • Seafaring Nomad (Ex): A Irkalan Clanblooded is at home on a ship lazing all day and fight sea serpents from time to time, they gain a +4 dodge bonus on AC and a +2 insight bonus on attack roll against all creature with the aquatic subtype and gain a +2 competence bonus on all skill and ability check made aboard a ship.
  • Water Breathing: A Irkalan Clanblooded may breath underwater without any problem, they incur no penalties for being underwater and may even talk underwater.
  • Automatic Languages: Common. Bonus Languages: Any non-secret.
  • Favored Class: Rogue, Wizard.
  • Level Adjustment: +0

Irkalan Clanblooded Paragon

Abilities: Dexterity is the mian ability for a Irkalan Clanblooded Paragon.

Races: Only Irkalan Clanblooded can become Irkalan Clanblooded Paragon.

Alignment: Any

Table: The Irkalan Clanblooded Paragon

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Ship Bounded, Speak with Dolphins
2nd +1 +1 +3 +0 Sneak attack +1d6
3rd +2 +1 +3 +1 Ability Focus (+2 dex), Planar Pirate

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), 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 <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Bounded Ship (Ex) and (Su): <-class feature game rule information->

Speak with Dolphins (Sp): <-class feature game rule information->

Sneak Attack: <-class feature game rule information->

Ability Boost: <-class feature game rule information->

Planar Pirate (Su): <-class feature game rule information->

Vital Statistics

Table: Random Starting Ages
Adulthood Simple Moderate Complex
years + + +
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
years years years + years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male ' " + lb. × () lb.
Female ' " + lb. × () lb.



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