User:Guygantor/Sandbox

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Author: Guygantor‎ (talk)
Date Created: June 23 2010
Status: Extremely Raw/Untested
Editing: Clarity edits only please
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Ardent Pacifist[edit]

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

Ardent Pacifist's are combat-stoppers. They approach problems from a perspective of negotiation or persuasion. They apply their pacifistic powers to friend and foe alike, and will not willingly support anybody who plans violence. They are not your typical PC - in general, they only will fit in with a party of other Ardent Pacifist's, or characters that have chosen to use their unique abilities in non-violent ways.

Making an Ardent Pacifist[edit]

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

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

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

Alignment: Good.

Starting Gold: 1d6 x 10 gp.

Starting Age: As wizard

Table: The Ardent Pacifist

Hit Die: d6

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

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Int), Sense Motive (Wis), Speak Language (None), Tumble (Dex),

Class Features[edit]

All of the following are class features of the Ardent Pacifist.

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

Spells: Ardent Pacifists cast spells spontaneously with spells per day equivalent to the Sorcerer, but unlike the Sorcerer they know all spells on their spell list. Spells which can be used for non-pacifistic purposes (such as Limited Wish) must be used for peaceful reasons by the Ardent Pacifist or the spell will fail and she may risk losing her Ardent Pacifist abilities. NOTE: Unlike other spellcasting classes, the Ardent Pacifist does NOT gain bonus spells per day!

Ardent Pacifists cast spells from the following list with Wisdom as the controlling attribute:

0— Cure Minor Wounds, Daze, Detect Poison, Flare, Mending, Resistance, Touch of Fatigue

1st— Calm Animals, Cure Light Wounds, Deathwatch, Expeditious Retreat, Mage Armor, Restoration (Lesser), Sanctuary, Shield, Sleep

2nd— Blur, Calm Emotions, Cure Moderate Wounds, Delay Poison, Gentle Repose, Hold Animal, Hold Person, Make Whole, Remove Paralysis, Rope Trick

3rd— Cure Serious Wounds, Deep Slumber, Dispel Magic, Displacement, Protection from Energy, Ray of Exhaustion, Remove Blindness/Deafness, Remove Curse, Remove Disease

4th— Break Enchantment, Cure Critical Wounds, Death Ward, Globe of Invulnerability (Lesser), Hold Monster, Neutralize Poison, Reincarnate, Resilient Sphere, Restoration

5th— Cure Light Wounds (Mass), Dismissal, Dispel Magic (Greater), Mark of Justice, Raise Dead, Waves of Fatigue

6th— Cure Moderate Wounds (Mass), Globe of Invulnerability, Heal

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

8th— Cure Critical Wounds (Mass), Temporal Stasis

9th— Foresight, Freedom, Heal (Mass), Mage's Disjunction, Miracle, True Resurrection


Aura of Peace (Su): At 1st level the Ardent Pacifist radiates an Aura of Peace with a radius of 20' + 5' per class level. Any creature within this radius must succeed on an Will save (DC 10 + 1/2 Ardent Pacifist's CL + Wisdom Bonus) or lose one attack for the round. For every 5 points by which the save fails one additional attack is lost for that round. The check must be made each round.

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

Weakness (Su): Beginning at 3rd level any creature within the Ardent Pacifist's Aura of Peace suffers a damage penalty on all attacks equal to the Ardent Pacifist's Strength bonus.

Clumsiness (Su): Beginning at 5th level any creature within the Ardent Pacifist's Aura of Peace suffers an attack penalty on all attacks equal to the Ardent Pacifist's Dexterity bonus.

Hardiness (Su): Beginning at 7th level any creature within the Ardent Pacifist's Aura of Peace gains a damage reduction bonus equal to the Ardent Pacifist's Constitution bonus. This DR stacks with any existing DR.

Resistance (Su): Beginning at 9th level any creature within the Ardent Pacifist's Aura of Peace gains a spell resistance bonus equal to twice the Ardent Pacifist's Intelligence bonus.

Prudence (Su): Beginning at 11th level any creature within the Ardent Pacifist's Aura of Peace gains a prudence bonus to AC equal to the Ardent Pacifist's Wisdom bonus.

Brotherhood (Su): Beginning at 13th level any creature within the Ardent Pacifist's Aura of Peace suffers a penalty to their BAB equal to twice the Ardent Pacifist's Charisma bonus.

Single Combat (Su): Beginning at 15th level any creature within the Ardent Pacifist's Aura of Peace must succeed on a Will saving throw (DC 10 + 1/2 Ardent Pacifist's CL + Ardent Pacifist's Wisdom bonus) or refuse to fight a target that was attacked by a different creature on the previous round.

Chivalry (Su): Beginning at 17th level any creature within the Ardent Pacifist's Aura of Peace must succeed on a Will saving throw (DC 10 + 1/2 Ardent Pacifist's CL + Ardent Pacifist's Wisdom bonus) or refuse to deal lethal damage - any damage dealt that round must be nonlethal.

Untouchable (Su): At 19th level the Ardent Pacifist is affected by a permanent Sanctuary effect as per the spell at a CL equal to the Ardent Pacifist's class level. The Ardent Pacifist cannot lower this effect, and if it is dispelled it will resume operation at the beginning of the next round.

Ex-Ardent Pacifists[edit]

An Ardent Pacifist who engages in combat or intentionally supports a violent action loses all of her supernatural abilities and spells (but keeps her attribute increases) until she atones for her transgression. The DM must be very strict in monitoring the Ardent Pacifist's behavior. Loopholes should not be tolerated.

Epic Ardent Pacifist[edit]

Table: The Epic Ardent Pacifist

Hit Die: d8

Level Special
21st
22nd Attribute Bonus
23rd
24th Attribute Bonus
25th
26th Attribute Bonus
27th
28th Attribute Bonus
29th
30th Attribute Bonus

4 + Int modifier skill points per level.

Attribute Bonus: The Epic Ardent Pacifist continues to gain an attribute increase of her choice at every even-numbered level.