Difference between revisions of "User:The-Marksman/Sandbox2"

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{{author
 
{{author
 
|author_name=The-Marksman
 
|author_name=The-Marksman
|date_created=August 2012
+
|date_created=June 2019
 
|status=In Progress
 
|status=In Progress
|editing=
+
|editing=Please discuss changes before editing
|balance=Rogue
+
|balance=Wizard
}}
 
<noinclude>{{3.5e Class Semantic
 
|description=This is a Platinum Dragoon class that is based strictly off of the abilities and lore of the Final Fantasy series, with as little deviation and as little hocus pocus as possible to stay as true to the original theme of Platinum Dragoons through out all Final Fantasy games as possible while tweeking it to balance it for Dungeons & Dragons.
 
 
}}
 
}}
 +
<div class="blank">
 +
[[Summary::XXX]]
 +
[[Length::20]]
 +
[[Minimum Level::1]]
 +
[[Base Attack Bonus Progression::Average]]
 +
[[Fortitude Save Progression::Good]]
 +
[[Reflex Save Progression::Poor]]
 +
[[Will Save Progression::Poor]]
 +
[[Class Ability::Ninja-like Ki Pool, Trapfinding, Ranger Casting, Slowfall]]
 +
[[Class Ability Progression::Full]]
 +
 +
[[Allowed Alignments::Lawful Good]]
 +
[[Allowed Alignments::Lawful Neutral]]
 +
[[Allowed Alignments::Lawful Evil]]
 +
[[Allowed Alignments::Neutral Good]]
 +
[[Allowed Alignments::Neutral]]
 +
[[Allowed Alignments::Neutral Evil]]
 +
[[Allowed Alignments::Chaotic Good]]
 +
[[Allowed Alignments::Chaotic Neutral]]
 +
[[Allowed Alignments::Chaotic Evil]]
 +
</div>
 +
 +
==Raider==
  
 +
===Making a Raider===
  
===Becoming a Platinum Dragoon===
+
Raiders have the following game statistics.
  
Platinum Dragoons
+
'''Abilities:''' Dexterity and Intelligence
  
{| class="dragon monstats" cellspacing="0" cellpadding="0"
+
'''Race:''' Any
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|-
 
! Base Attack Bonus:
 
| 6
 
|-
 
! Skills:
 
| Craft (Armorsmithing) 8 Ranks, Jump 8 ranks
 
|-
 
! Feats:
 
| Skill Focus (Jump)
 
|-
 
! Special:
 
| Must have made friendly contact with a metallic dragon.
 
|}
 
  
 +
'''Alignment:''' Any.
  
{| class="zebra d20"  
+
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.
 +
<br/><br/><br/><br/><br/>
 +
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: The Platinum Dragoon}}</div>
+
<div>{{Anchor|Table: Raider}}</div>
[[SRD:Hit Dice|Hit Die]]: d12
+
Hit Die: d6
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 41: Line 51:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
 +
! rowspan="2" | [[#Skirmish|Skirmish<br/>Dmg/AC]]
 +
! colspan="10" | [[#Spells|Spells per Day]]
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 +
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup>
 +
|-
 +
|1st|| class="left" | +0 || +0 || +2 || +2
 +
| class="left" |  [[#Trapfinding|Trapfinding]], [[#Ki Power|Ki Power]], [[#Darkvision|Darkvision]]
 +
| +1d6/+0 ||—||—||—||—
 +
|-
 +
|2nd|| class="left" | +1 || +0 || +3 || +3
 +
| class="left" | [[#Ghost Step|Ghost Step]] (Invisible), [[#Uncanny Dodge|Uncanny Dodge]]
 +
|—||—||—||—||—
 +
|-
 +
|3rd|| class="left" | +2 || +1 || +3 || +3
 +
| class="left" | [[#Stonecunning|Stonecunning]], ''[[#Augury|Augury]]'', [[#Trap Sense|Trap Sense]] +1,
 +
| +1d6/+1 ||—||—||—||—
 
|-  
 
|-  
|1st|| class="left" | +1 || +2 || +2 || +0
+
|4th||class="left" | +3 || +1 || +4 || +4
| class="left" | [[#Polearm Affinity|Polearm Affinity]] +1/+0 [[#Platinum Dragoon Armor|Platinum Dragoon Armor]], [[#Draconic Bound|Draconic Bound]]
+
| class="left" | [[#Armored Mage|Armored Mage]], [[#Evasion|Evasion]]
 +
|—||0||—||—||
 
|-  
 
|-  
|2nd|| class="left" | +2 || +3 || +3 || +0
+
|5th||class="left" | +3 || +1 || +4 || +4
| class="left" | [[#Jump Attack|Jump Attack]], [[#Armor Mastery|Armor Mastery]] (Medium)
+
| class="left" | [[#Ki Dodge|Ki Dodge]],
 +
| +2d6/+1 ||1||—||—||
 
|-  
 
|-  
|3rd|| class="left" | +3 || +3 || +3 || +1
+
|6th||class="left" | +4 || +2 || +5 || +5
| class="left" | [[#Lancet|Lancet]]
+
| class="left" | [[#Ghost Sight|Ghost Sight]], Trap Sense +2
 +
|—||1||—||—||—
 
|-  
 
|-  
|4th|| class="left" | +4 || +4 || +4 || +1
+
|7th||class="left" | +5 || +2 || +5 || +5
| class="left" | [[#Polearm Affinity|Polearm Affinity]] +1/+2
+
| class="left" | [[#Improved Evasion|Improved Evasion]]
 +
| +2d6/+2 ||1||—||—||—
 
|-  
 
|-  
|5th|| class="left" | +5 || +4 || +4 || +1
+
|8th||class="left" | +6/+1 || +2 || +6 || +6
| class="left" | [[#Dragon Mount|Dragon Mount]]
+
| class="left" | [[#Ghost Strike|Ghost Strike]]
 +
|—||1||0||—||—
 
|-  
 
|-  
|6th|| class="left" | +6 || +5 || +5 || +2
+
|9th||class="left" | +6/+1 || +3 || +6 || +6
| class="left" | [[#Armor Mastery|Armor Mastery]] (Heavy)
+
| class="left" | ''[[#Passwall|Passwall]]'', Trap Sense +3
 +
| +3d6/+2 ||2||1||—||—
 
|-  
 
|-  
|7th|| class="left" | +7 || +5 || +5 || +2
+
|10th||class="left" | +7/+2 || +3 || +7 || +7
| class="left" | [[#Polearm Affinity|Polearm Affinity]] +2/+2
+
| class="left" | [[#Ghost Step|Ghost Step]] (Ethereal), [[#Skill Mastery|Skill Mastery]]
 +
|—||2||1||—||—
 
|-  
 
|-  
|8th|| class="left" | +8 || +6 || +6 || +2
+
|11th||class="left" | +8/+3 || +3 || +7 || +7
| class="left" | [[#Improved Shield Use|Improved Shield Use]]
+
| class="left" | [[#Blindsense|Blindsense]] 30 ft
 +
| +3d6/+3 ||2||1||0||—
 
|-  
 
|-  
|9th|| class="left" | +9 || +6 || +6 || +3
+
|12th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | [[#Summon Wyvern|Summon Wyvern]]
+
| class="left" | ''[[#Find the Path|Find the Path]]'', Trap Sense +4
 +
|—||2||2||1||—
 
|-  
 
|-  
|10th||class="left" | +10 || +7 || +7 || +3
+
|13th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | [[#Polearm Affinity|Polearm Affinity]] +2/+4 [[#Dragonheart|Dragonheart]]
+
| class="left" | ''[[#Phasedoor|Phasedoor]]''
|- class="noalt"
+
| +4d6/+3 ||3||2||1||
| colspan="42" class="skill" |
+
|-  
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
|14th||class="left" | +10/+5 || +4 || +9 || +9
 
+
| class="left" | [[#Ghost Mind|Ghost Mind]]
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]),
+
|||3||2||2||0
[[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]),
+
|-
[[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]),
+
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9
[[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]),
+
| class="left" | Trap Sense +5
[[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),
+
| +4d6/+4 ||3||3||2||1
[[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]),
 
[[SRD:Knowledge Skill|Knowledge]] (Nobility & Royalty) ([[SRD:Intelligence|Int]]),
 
[[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).
 
|}
 
 
 
====Class Features====
 
 
 
All of the following are [[SRD:Class|class]] features of the Platinum Dragoon.
 
 
 
'''Weapon and Armor Proficiency:''' Platinum Dragoons are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]] and [[SRD:Martial Weapon Proficiency|martial weapons]]. Platinum Dragoons are proficient with [[SRD:Armor Proficiency (Light)|light armor]], [[SRD:Armor Proficiency (Medium)|medium armor]], [[SRD:Armor Proficiency (Heavy)|heavy armor]], and with [[SRD:Shield Proficiency|shields]] but not Tower Shields.
 
 
 
'''{{Anchor|Polearm Affinity}}:''' Platinum Dragoons are masters of polearms without equals. At first level a Platinum Dragoon gains Weapon Focus (Polearms) as a bonus feat even if he does not meet the prerequisites. At 4th level a Platinum Dragoon gains Weapon Specialization (Polearms) as a bonus feat even if he does not meet the prerequisites. At 7th level a Platinum Dragoon gains Greater Weapon Focus (Polearms) as a bonus feat even if he does not meet the prerequisites, and at 10th level a Platinum Dragoon gains Greater Weapon Specialization (Polearms) as a bonus feat, even if he does not meet the prerequisites. This ability defines polearms as every two-handed weapon which the Platinum Dragoon is proficient with, that are like Spear, Longspear, Glaive, Guisarme, Halbard and Ranseur. It is always a DM's discression which weapon counts for the purpose of this ability.
 
 
 
'''{{Anchor|Platinum Dragoon Armor}}:''' Platinum Dragoons are renownly identifiable by thier destinctive dragonhide armor, which has a dragons skull as a helmet, and 2 finned wing-like plates across the back. At 1st level a Platinum Dragoon may make an exceptional suit of dragonhide armor that is destinctive to the order. To do this a Platinum Dragoon must slay or otherwise obtain the corpse of; any chromatic dragon (most commonly a blue dragon) of at least large size or larger. A Platinum Dragoon is better able to identify which dragon scales are in good usable condition, compared to a normal armorsmith. Because of this, a Platinum Dragoon can make the equivilant of a heavy armor and 1 light shield or buckler for a medium creature, from 1 large dragon corpse (instead of the normal medium hide armor for a creature 1 size smaller. See the 'Dungeon Masters Guide' page 283 for more information).
 
 
 
A suit of Platinum Dragoon armor has a value of 40 gold, and a DC of 16 to make. The Platinum Dragoon does not need to pay any costs for raw materials so long he has a set of artisan tools, he can get all the raw material he needs from the dragons corpse. A completed set of Platinum Dragoon Armor functions like a light armor suit of masterwork breastplate with a +2 increase to armor and max dexterity, no armor check penalty, a 15% chance of arcane spell failure.
 
 
 
A Platinum Dragoon may only have 1 suit of armor in existance at any given time, and only for themselves. A Platinum Dragoon who attempts to make Platinum Dragoon armor for another person, or attempts to make a second suit of armor for himself instead creates a suit of masterwork hide armor for a medium character, with no special bonuses on the armor.
 
 
 
 
 
{| class="zebra d20"  
 
|-
 
! rowspan="2" | Name
 
! rowspan="2" | Market<br/>Value
 
! rowspan="2" | Armor<br/>Bonus
 
! rowspan="2" | Maximum<br/>Dex Bonus
 
! rowspan="2" | Armor Check<br/>Penalty
 
! rowspan="2" | Arcane Spell<br/>Failure Chance
 
! colspan="3" | -------Speed-------
 
|-
 
! (30 ft) || (20 ft) || Weight
 
 
|-  
 
|-  
|Platinum Dragoon Armor || 40 gp|| +7 || +5 || 0 || 15% || 30 ft || 20 ft || 20 lbs
+
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10
|-
+
| class="left" | [[#X|X]]
|}
+
|||3||3||3||2
 
 
 
 
 
 
'''{{Anchor|Draconic Bound}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Platinum Dragoon is an adept at making incredible and inhuman jumps, even while armored, at 4th level and higher, a Platinum Dragoon always makes Jump checks as if he was running and had the Run feat, enabling him to make long jumps without a running start (see the skill description, page 77 of the Players Handbook). A Platinum Dragoon also halves the DC of all Jump checks, and gains a competency bonus on all Jump checks equal to his class level (up to a maximum of +10 at 10th level). This ability can only be used if the Platinum Dragoon is carrying no more than a light load.
 
 
 
'''{{Anchor|Jump Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level a Platinum Dragoon gains his signature attack called a Jump Attack. To make a Jump Attack a Platinum Dragoon must target a single foe within 100 feet, and make a successful vertical Jump check of at least 5 feet as a full round action that provokes an attack of opportunity. Opon making a successful Jump check, the Platinum Dragoon jumps so high that he must spend the rest of the current round in the air and cannot take any other actions this round. A Platinum Dragoon gets a +2 bonus on his Jump check if he takes a 5 foot step towards the target as part of his Jump check.
 
 
 
In his turn in the following round, when the Platinum Dragoon comes down, he makes one attack roll at his highest base attack bonus, which is treated as a charge attack granting a +2 bonus to the attack roll, and the target is concidered to be flat footed. The Jump Attack deals any appropriate weapon and strength damage plus 1d6 damage per Platinum Dragoon level. The Platinum Dragoon then lands 10 feet away from the target in the direction that he began his Jump Attack from, if that square is occupied than he lands in the next nearest open square to the left or right of the square he was supposed to arrive in. The Platinum Dragoon does not provoke an attack of opportunity for approching his oppenent or for leaving the opponents threatened area during a Jump Attack.
 
 
 
If the Platinum Dragoon rolls a critical hit with a Jump Attack, the Platinum Dragoon does not need to roll a critical confirmation and the Jump Attack is automatically considered a critical hit with a X4 multiplier on the Jump Attacks critical hit. The bonus dice damage is not from dealing damage to a certain part of the opponents anatomy so bonus damage dice from a Platinum Dragoons Jump Attack still affect creatures that are immune to critical hits, although this bonus damage is never multipled on a critical hit.
 
 
 
'''{{Anchor|Armor Mastery}}: (Medium/Heavy)''' Starting at 2nd level a Platinum Dragoon wears his armor like a second skin and ignores the standard speed reduction for wearing any medium armors. Starting at 6th level, he ignores the speed reduction imposed by any heavy armors as well. 
 
 
 
'''{{Anchor|Lancet}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''  A number of times per day equal to the Platinum Dragoons class level plus his constitution modifier (minimum of once per day), a 4th level Platinum Dragoon may make a special attack called a Lancet. A Platinum Dragoon must declare he is using Lancet before attacking, thus a missed attack uses up an attempt. While in melee range a Platinum Dragoon may make 1 attack at his highest base attack bonus. If the Platinum Dragoon successfully strikes his target he does not deal weapon damage, but instead deals 1 point of damage per character level the Platinum Dragoon has plus his strength modifier. The damage dealt by the Lancet ability is then applied to the Platinum Dragoons own current hit points as though applied by a healing spell. This means that the hit points gained are not temporary, and a Platinum Dragoon may never gain a total number of hit points greater than his maximum hit points from this ability.
 
 
 
'''{{Anchor|Dragon Mount}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Upon reaching 5th level, a Platinum Dragoon gains the service of an intelligent, strong and loyal dragon steed to serve him in his battles. This mount is a young adult [[Drake_(3.5e_Monster)|drake]] whos color may be chosen by the Platinum Dragoon when he first gains this ability from the available shades described in the drakes description. Once this choice has been made, it can never be changed until he either retires his drake or his drake dies.
 
 
 
Once per day, as a full round action, a Platinum Dragoon may magically call his mount from the realm in which it resides. The drake mount immediately appears adjacent to the Platinum Dragoon and remains for 4 hours per Platinum Dragoon level; it may be dismissed at any time as a free action. The drake is the same creature each time it is summoned, though the Platinum Dragoon may release a particular drake from service if he so chooses. Each time the drake is called, it appears in full health, reguardless of any damage it may have taken previously. The drake also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a drake is a conjuration (calling) effect.
 
 
 
Should the Platinum Dragoons drake die, it immediately disappears, leaving behind any equipment it was carrying. The Platinum Dragoon may not summon another mount until he gains a new Platinum Dragoon level. If no new Platinum Dragoon level exists, then the next character level is sufficent. Until the Platinum Dragoon gains his next level, he takes a -1 on all attack and damage rolls. This restriction still exists even if the drake is somehow brought back to life.
 
 
 
'''{{Anchor|Improved Shield Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Platinum Dragoon is adept at making the most of his defenses while weilding a two-handed polearm weapon. An 8th level or better Platinum Dragoon who is weilding a polearm or weapon that the DM rules counts as a polearm for the purposes of his Polearm Affinity ability, may equip any light shield as though it were a buckler, meaning that a Platinum Dragoon may use a light shield and still make full use of a two-handed polearm weapon at all times.
 
 
 
'''{{Anchor|Summon Wyvern}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 9th level, a Platinum Dragoon is able to summon a draconic creature to his aid, specificly a Wyvern. Platinum Dragoons gains the ability to cast [[Summon_Wyvern_(3.5e_Spell)|Summon Wyvern]] as a spell-like ability a number of times per day equal to the Platinum Dragoons Constitution modifier (minimum of once per day). The Platinum Dragoon (and only the Platinum Dragoon) adjusts the spell so that the spell has a duration of 2 rounds/class level (D), and requires no material components.
 
 
 
'''{{Anchor|Dragonheart}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 10th level a Platinum Dragoon gains the ability to link his soul with that of his drake mount. Forever more the souls of the Platinum Dragoon and his drake mount are linked. Once per day, so long as the Platinum Dragoons drake mount is alive, even if hes not present, and the Platinum Dragoon recieves an attack that would reduce him to -1 hit points or fewer (including -10), is instead healed for a number of hit points equal to 1/4th of his total hit points plus his character level. After this ability is triggered a Platinum Dragoon becomes fatigued and takes a number of points of temporary constitution damage equal to his constitution modifier. This ability damage can be healed magically, but a Platinum Dragoon cannot recieve the benefits of this ability so long as he still has temporary constitution damage active.
 
 
 
 
 
====The Platinum Dragoon's Drake====
 
 
 
The Platinum Dragoon’s drake is superior to a normal drake of its kind and has special powers, as described below. A Platinum Dragoon’s drake is treated as a dragon, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
 
 
 
{| class="zebra d20"  
 
|-
 
!Platinum Dragoon<br/>Level || [[#Bonus HD|Bonus<br/>HD]] || [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] || [[#Str Adj.|Str<br/>Adj.]] || [[#Int|Int]] || Special
 
 
|-  
 
|-  
|5th–6th || +2 || +4 || +1 || 6 || class="left" | [[#Empathic Link|Empathic Link]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Share Saving Throws|Share Saving Throws]]
+
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10
 +
| class="left" | [[#Greater Ki Dodge|Greater Ki Dodge]]
 +
| +5d6/+4 ||4||3||3||2
 
|-  
 
|-  
|7th-8th || +4 || +6 || +2 || 7 || class="left" | [[#Improved Speed|Improved Speed]]
+
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11
 +
| class="left" | Trap Sense +6
 +
|—||4||4||3||3
 
|-  
 
|-  
|9th || +6 || +8 || +3 || 8 || class="left" | ''[[#Command|Command]]'' Creatures of Its Kind
+
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11
 +
| class="left" | [[#Blindsight|Blindsight]] 30 ft
 +
| +5d6/+5 ||4||4||4||3
 
|-  
 
|-  
|10th || +8 || +10 || +4 || 9 || class="left" | [[#Spell Resistance|Spell Resistance]]
+
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12
 +
| class="left" | [[#Ghost Walk|Ghost Walk]]
 +
|—||4||4||4||4
 +
|- class="noalt"
 +
| colspan="42" class="skill" |
 +
'''Class Skills ([[Skill Points::8]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 +
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
 +
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 +
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
 +
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),
 +
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Hide Skill|Hide}}  ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),
 +
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Local) ([[SRD:Intelligence|Int]])
 +
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 +
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]), 
 +
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Tumble Skill|Tumble}}  ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]])
 
|}
 
|}
  
'''Platinum Dragoon’s Drake Basics:''' Use the base statistics for a drake, but make changes to take into account the attributes and characteristics summarized on the table and described below.
+
====Class Features====
 
 
''{{Anchor|Bonus HD}}:'' Extra twelve-sided (d12) Hit Dice, each of which gains a [[SRD:Constitution|Consitution]] modifier, as normal. Extra Hit Dice improve the drake’s base attack and base save bonuses. A drake’s base attack bonus is equal to the drake’s HD. A drake has all good saves (treat it as a character whose level equals the animal’s HD). The drake gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
 
 
 
''{{Anchor|Natural Armor Adj.}}:'' The number on the table is an improvement to the drake’s existing natural armor bonus.
 
 
 
''{{Anchor|Str Adj.}}:'' Add this figure to the drake’s [[SRD:Strength|Strength]] score.
 
 
 
''{{Anchor|Int}}:'' The drake’s [[SRD:Intelligence|Intelligence]] score.
 
 
 
''{{Anchor|Empathic Link}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' The Platinum Dragoon has an empathic link with his drake out to a distance of up to 1 mile. The Platinum Dragoon cannot see through the drake’s eyes, but they can communicate empathically.
 
 
 
Note that even intelligent drakes see the world differently from humans, so misunderstandings are always possible.
 
 
 
Because of this empathic link, the Platinum Dragoon has the same connection to an item or place that his drake does, just as with a master and his familiar (see [[SRD:Familiars|Familiars]]).
 
 
 
''{{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' When subjected to an attack that normally allows a Reflex saving throw for half damage, a drake takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
 
 
 
''{{Anchor|Share Spells}}:'' At the Platinum Dragoon’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his drake.
 
 
 
The drake must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the drake if it moves farther than 5 feet away and will not affect the drake again even if it returns to the Platinum Dragoon before the duration expires. Additionally, the Platinum Dragoon may cast a spell with a target of “You” on his drake (as a touch range spell) instead of on himself. A Platinum Dragoon and his drake can share spells even if the spells normally do not affect creatures of the drake’s type (dragon).
 
 
 
''{{Anchor|Share Saving Throws}}:'' For each of its saving throws, the drake uses its own base save bonus or the Platinum Dragoon’s, whichever is higher. The drake applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
 
 
 
''{{Anchor|Improved Speed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The drake’s ground and fly speed increases by 10 feet.
 
 
 
''{{Anchor|Command}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' Once per day per Platinum Dragoon levels of its master, a drake can use this ability to command other any normal animal of approximately the same kind as itself (for elemental drakes, pseudodragons, this category includes dragonnel's, dragonne's and wyverns,), as long as the target creature has fewer Hit Dice than the drake. This ability functions like the command spell, but the drake must make a DC 21 [[SRD:Concentration Skill|Concentration]] check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the drake’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 Platinum Dragoon’s level + Platinum Dragoon’s Con modifier) to negate the effect.
 
 
 
''{{Anchor|Spell Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A drake’s spell resistance equals twice its master’s Platinum Dragoon level + 5. To affect the drake with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the drake’s spell resistance.
 
 
 
 
 
===Campaign Information===
 
 
 
====Playing a Platinum Dragoon====
 
 
 
'''Religion:'''
 
  
'''Other Classes:'''
+
All of the following are [[SRD:Class|class]] features of the Raider.
  
'''Role:'''  
+
'''Weapon and Armor Proficiency:''' Raiders are proficient with all [[SRD:Simple Weapon Proficiency|simple]] weapons, and plus bolas, hand crossbows, kukris, long bow, rapier, short bow, shortsword, spiked chains, and whips. Raiders are also proficient with all [[SRD:Armor Proficiency (Light)|light]] armors, but not with any [[SRD:Shield Proficiency|shields]].
  
'''Advancement:'''  
+
'''{{Anchor|Trapfinding}}:''' Raiders can use the Search skill to locate [[SRD:Traps|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. Raiders can use the Disable Device skill to [[SRD:Disarm|disarm]] magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. a Raider 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 his party) without disarming it.
  
====Platinum Dragoons in the World====
+
'''{{Anchor|Darkvision}}:''' A Raider can see in the dark up to 60 feet. [[SRD:Darkvision|Darkvision]] is black and white only, but it is otherwise like normal sight, and a Raider can function just fine with no light at all. If a Raider already has Darkvision from another source they instead increase their current Darkvision by +30 ft.
  
{{quote|Blah |orig=Tarlach, Human Captain of the Royal Guard}}
+
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Raider can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Raider already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.
  
'''Adventures:'''  
+
'''{{Anchor|Stonecunning}}:''' This ability grants a Raider a +2 racial bonus on [[SRD:Search Skill|Search]] checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone counts as unusual stonework. A Raider who merely comes within 10 feet of unusual stonework can make a [[SRD:Search Skill|Search]] check as if he were actively searching and can use the [[SRD:Search Skill|Search]] skill to find stonework traps as a [[SRD:Rogue|rogue]] can. A Raider can also intuit depth, sensing his approximate depth underground as naturally as a [[SRD:Humans (Race)|human]] senses which way is up. If a Raider has this ability from another source the bonuses stack.
  
'''Notables:'''  
+
'''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Raider gains an intuitive sense that alerts him to danger from [[SRD:Traps|traps]], giving him 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 Raider reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack and this ability stacks with the bonus to Reflex saves from his Reactive Instinct ability.
  
'''Organizations:'''  
+
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level and higher, a Raider can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion and [[#Improved Evasion|Improved Evasion]] can be used only if the Raider is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Raider does not gain the benefit of evasion.
  
'''NPC Reactions:'''  
+
'''{{Anchor|Spells}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Begining at 4th level, a Raider gains the ability to cast a number of arcane spells from the Raider spell list (see below). When a Raider gains access to a new level of spells, he automatically knows all of the spells for that level on the Raider spell list. He can cast any spell he knows without preparing it ahead of time. Essentially the Raiders spell list is the same as his spells known list.
  
====Platinum Dragoon Lore====
+
To cast a spell, a Raider must have an Intelligence score of at least 10 + the spell's level, so a Raider with an Intelligence of 10 or lower cannot cast these spells. His spells are based on Intelligence and saving throws against these spells have a DC of 15 + the spells level + the Raider's Intelligence bonus (if any). When he gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level Raider), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Raider's spell list appears below.
  
Characters with a lore skill or ranks in Knowledge (Arcana) can research Platinum Dragoons to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
'''1st level:''' ''[[SRD:Acid Splash|Acid Splash]], [[SRD:Comprehend Languages|Comprehend Languages]], [[SRD:Delay Poison|Delay Poison]], [[SRD:Detect Magic|Detect Magic]], [[SRD:Disguise Self|Disguise Self]], [[SRD:Enlarge Person|Enlarge Person]], [[SRD:Expeditious Retreat|Expeditious Retreat]], [[SRD:Feather Fall|Feather Fall]], [[SRD:Identify|Identify]], [[SRD:Light|Light]], [[SRD:Mage Hand|Mage Hand]], [[SRD:Magic Aura|Magic Aura]], [[SRD:Mount|Mount]], [[SRD:Obscuring Mist|Obscuring Mist]], [[SRD:Open/Close|Open/Close]], [[SRD:Pass without Trace|Pass without Trace]], [[SRD:Reduce Person|Reduce Person]], [[SRD:Sleep|Sleep]], [[SRD:Touch of Fatigue|Touch of Fatigue]], [[SRD:Undetectable Alignment|Undetectable Alignment]]''.
 
 
{| class="zebra d20"
 
|+ Knowledge (Local)
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" |
 
|-
 
| 10 || class="left" |  
 
|-
 
| 15 || class="left" | 
 
|-
 
| 20 || class="left" |
 
|}
 
  
====Platinum Dragoons in the Game====
+
'''2nd level:''' ''[[SRD:Alter Self|Alter Self]], [[SRD:Bull's Strength|Bull's Strength]], [[SRD:Cat's Grace|Cat's Grace]], [[SRD:Daze Monster|Daze Monster]], [[SRD:Detect Thoughts|Detect Thoughts]], [[SRD:Glitterdust|Glitterdust]], [[SRD:Gust of Wind|Gust of Wind]], [[SRD:Hold Person|Hold Person]], [[SRD:Hypnotic Pattern|Hypnotic Pattern]], [[SRD:Knock|Knock]], [[SRD:Locate Object|Locate Object]], [[SRD:Make Whole|Make Whole]], [[SRD:Ray of Exhaustion|Ray of Exhaustion]], [[SRD:Resist Energy|Resist Energy]], [[SRD:Silence|Silence]], [[SRD:Snare|Snare]], [[SRD:Spider Climb|Spider Climb]], [[SRD:Suggestion|Suggestion]], [[SRD:Tongues|Tongues]], [[SRD:Wood Shape|Wood Shape]]''.
  
 +
'''3rd level:''' ''[[SRD:Arcane Eye|Arcane Eye]], [[SRD:Arcane Sight|Arcane Sight]], [[SRD:Deep Slumber|Deep Slumber]], [[SRD:Dispel Magic|Dispel Magic]], [[SRD:Flame Arrow|Flame Arrow]], [[SRD:Glibness|Glibness]], [[SRD:Halt Undead|Halt Undead]], [[SRD:Invisibility Purge|Invisibility Purge]], [[SRD:Invisibility Sphere|Invisibility Sphere]], [[SRD:Neutralize Poison|Neutralize Poison]], [[SRD:Nondetection|Nondetection]], [[SRD:Remove Curse|Remove Curse]], [[SRD:Repel Vermin|Repel Vermin]], [[SRD:Sculpt Sound|Sculpt Sound]], [[SRD:Shrink Item|Shrink Item]], [[SRD:Speak with Dead|Speak with Dead]], [[SRD:Speak with Plants|Speak with Plants]], [[SRD:Stone Shape|Stone Shape]], [[SRD:Water Breathing|Water Breathing]], [[SRD:Water Walk|Water Walk]]''.
  
'''Sample Encounter:'''  
+
'''4th level:''' ''[[SRD:Death Ward|Death Ward]], [[SRD:Detect Scrying|Detect Scrying]], [[SRD:Dimension Door|Dimension Door]], [[SRD:Greater Invisibility|Greater Invisibility]], [[SRD:Hold Monster|Hold Monster]], [[SRD:Legend Lore|Legend Lore]], [[SRD:Locate Creature|Locate Creature]], [[SRD:Mass Enlarge Person|Mass Enlarge Person]], [[SRD:Mass Reduce Person|Mass Reduce Person]], [[SRD:Mass Suggestion|Mass Suggestion]], [[SRD:Mislead|Mislead]], [[SRD:Modify Memory|Modify Memory]], [[SRD:Prying Eyes|Prying Eyes]], [[SRD:Rainbow Pattern|Rainbow Pattern]], [[SRD:Secret Chest|Secret Chest]], [[SRD:Seeming|Seeming]], [[SRD:Solid Fog|Solid Fog]], [[SRD:Telekinesis|Telekinesis]], [[SRD:Waves of Fatigue|Waves of Fatigue]], [[SRD:Zone of Silence|Zone of Silence]]''.
  
''EL 7:''  
+
''' {{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a Raider gains Improved Evasion. This ability works like [[#Evasion|evasion]], except that while the Raider still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Raider does not gain the benefit of improved evasion.
  
'''Rydel Taerun'''
+
'''{{Anchor|Skill Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level The Raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. 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. a Raider may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.
  
'''Medium Humanoid (Human)'''
+
[[File:Raider1.jpg|thumb|300 px|]]
 
'''Hit Dice:''' 7d6 (24) + (14 con) = (56 hp max or 38 hp average)<br/>
 
'''Initiative:''' 9<br/>
 
'''Speed:''' 30 ft <br/>
 
'''Armor Class:''' Normal  19 ( Armor +4, Dex +4, 1 Magic), Touch 14, Flat Foot 15 <br/>
 
'''Base Attack / Grapple:''' +5 / +6<br/>
 
'''Full Attack:''' Rapier +10  1d6 +3 (+1 (str), +1 (int), +1 (Magic)),  18-20 X2 <br/>
 
'''Space / Reach:''' 5 ft / 5 ft<br/>
 
'''Special Qualities:''' Trap Finding, Uncanny Dodge, Battle Grace +1, Trap Sense +2, Insightful Strike, Great Jump, Evasion, Slowfall 20ft, Tricks of the Trade +2, Urban Camouflage, Quick Ascent<br/> 
 
'''Saves:''' Fort 4, Ref 10, Will 2<br/>
 
'''Skills:''' 10 ranks each in Bluff, Disable Device, Hide, Listen, Move Silently, Open Locks, Search and Spot, 5 ranks each in Climb and Jump <br/>
 
'''Feats:''' Weapon Finesse, Improved Initiative, Agile Athlete (Dex to Climb and Jump checks), Stealthy, Nimble Fingers, Tactile Trapsmith (Dex to Search and Disable Device) <br/>
 
'''Abilities:'''  Str: 12, Dex 18, Con 15, Int 13, Wis 10, Cha 16<br/>
 
'''CR:''' 7<br/>
 
'''Treasure:'''  +1 Rapier, +1 Mithril Chain Shirt, Hat of Disguise, Brooch of Shielding, Backpack, Masterwork Thieves Tools, Disguise Kit, Climbers Kit, Acid Flask, Vial of Anti-toxin, Smokestick X5, Tanglefoot bag, Thunderstone, Crowbar, Caltrop X4, Grappling Hook X2, Silk Rope 50ft, Piton X10, Waterskin, Torch X10, 1454 gp<br/>
 
'''Alignment:''' Lawful Neutral<br/>
 
  
  
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Raider[edit]

Making a Raider[edit]

Raiders have the following game statistics.

Abilities: Dexterity and Intelligence

Race: Any

Alignment: Any.

Starting Age: Complex.




Table: Raider

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Skirmish
Dmg/AC
Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Trapfinding, Ki Power, Darkvision +1d6/+0
2nd +1 +0 +3 +3 Ghost Step (Invisible), Uncanny Dodge
3rd +2 +1 +3 +3 Stonecunning, Augury, Trap Sense +1, +1d6/+1
4th +3 +1 +4 +4 Armored Mage, Evasion 0
5th +3 +1 +4 +4 Ki Dodge, +2d6/+1 1
6th +4 +2 +5 +5 Ghost Sight, Trap Sense +2 1
7th +5 +2 +5 +5 Improved Evasion +2d6/+2 1
8th +6/+1 +2 +6 +6 Ghost Strike 1 0
9th +6/+1 +3 +6 +6 Passwall, Trap Sense +3 +3d6/+2 2 1
10th +7/+2 +3 +7 +7 Ghost Step (Ethereal), Skill Mastery 2 1
11th +8/+3 +3 +7 +7 Blindsense 30 ft +3d6/+3 2 1 0
12th +9/+4 +4 +8 +8 Find the Path, Trap Sense +4 2 2 1
13th +9/+4 +4 +8 +8 Phasedoor +4d6/+3 3 2 1
14th +10/+5 +4 +9 +9 Ghost Mind 3 2 2 0
15th +11/+6/+1 +5 +9 +9 Trap Sense +5 +4d6/+4 3 3 2 1
16th +12/+7/+2 +5 +10 +10 X 3 3 3 2
17th +12/+7/+2 +5 +10 +10 Greater Ki Dodge +5d6/+4 4 3 3 2
18th +13/+8/+3 +6 +11 +11 Trap Sense +6 4 4 3 3
19th +14/+9/+4 +6 +11 +11 Blindsight 30 ft +5d6/+5 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Ghost Walk 4 4 4 4

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local) (Int) Listen (Wis) Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha)

Class Features[edit]

All of the following are class features of the Raider.

Weapon and Armor Proficiency: Raiders are proficient with all simple weapons, and plus bolas, hand crossbows, kukris, long bow, rapier, short bow, shortsword, spiked chains, and whips. Raiders are also proficient with all light armors, but not with any shields.

Trapfinding: Raiders 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. Raiders 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 Raider 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 his party) without disarming it.

Darkvision: A Raider can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a Raider can function just fine with no light at all. If a Raider already has Darkvision from another source they instead increase their current Darkvision by +30 ft.

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

Stonecunning: This ability grants a Raider a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone counts as unusual stonework. A Raider who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching and can use the Search skill to find stonework traps as a rogue can. A Raider can also intuit depth, sensing his approximate depth underground as naturally as a human senses which way is up. If a Raider has this ability from another source the bonuses stack.

Trap Sense (Ex): At 3rd level, a Raider gains an intuitive sense that alerts him to danger from traps, giving him 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 Raider reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack and this ability stacks with the bonus to Reflex saves from his Reactive Instinct ability.

Evasion (Ex): At 4th level and higher, a Raider can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion and Improved Evasion can be used only if the Raider is wearing light armor or no armor. A helpless Raider does not gain the benefit of evasion.

Spells (Sp): Begining at 4th level, a Raider gains the ability to cast a number of arcane spells from the Raider spell list (see below). When a Raider gains access to a new level of spells, he automatically knows all of the spells for that level on the Raider spell list. He can cast any spell he knows without preparing it ahead of time. Essentially the Raiders spell list is the same as his spells known list.

To cast a spell, a Raider must have an Intelligence score of at least 10 + the spell's level, so a Raider with an Intelligence of 10 or lower cannot cast these spells. His spells are based on Intelligence and saving throws against these spells have a DC of 15 + the spells level + the Raider's Intelligence bonus (if any). When he gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level Raider), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Raider's spell list appears below.

1st level: Acid Splash, Comprehend Languages, Delay Poison, Detect Magic, Disguise Self, Enlarge Person, Expeditious Retreat, Feather Fall, Identify, Light, Mage Hand, Magic Aura, Mount, Obscuring Mist, Open/Close, Pass without Trace, Reduce Person, Sleep, Touch of Fatigue, Undetectable Alignment.

2nd level: Alter Self, Bull's Strength, Cat's Grace, Daze Monster, Detect Thoughts, Glitterdust, Gust of Wind, Hold Person, Hypnotic Pattern, Knock, Locate Object, Make Whole, Ray of Exhaustion, Resist Energy, Silence, Snare, Spider Climb, Suggestion, Tongues, Wood Shape.

3rd level: Arcane Eye, Arcane Sight, Deep Slumber, Dispel Magic, Flame Arrow, Glibness, Halt Undead, Invisibility Purge, Invisibility Sphere, Neutralize Poison, Nondetection, Remove Curse, Repel Vermin, Sculpt Sound, Shrink Item, Speak with Dead, Speak with Plants, Stone Shape, Water Breathing, Water Walk.

4th level: Death Ward, Detect Scrying, Dimension Door, Greater Invisibility, Hold Monster, Legend Lore, Locate Creature, Mass Enlarge Person, Mass Reduce Person, Mass Suggestion, Mislead, Modify Memory, Prying Eyes, Rainbow Pattern, Secret Chest, Seeming, Solid Fog, Telekinesis, Waves of Fatigue, Zone of Silence.

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

Skill Mastery (Ex): At 10th level The Raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. 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. a Raider may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.


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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