Capnomancer (3.5e Prestige Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 1-13-15
Status: Cake day!
Editing: Mechanical changes on Talk
Scale.png Unquantifiable
ArticleUndiscussed.png
Rate this article
Discuss this article

Able to draw knowledge and power out of smoke and vapor, the capnomancer is the master of cloud effects and inhaled dangers. 6 4 Moderate Good Poor Good Other Partial



Capnomancer[edit]

Like smoke in the wind, we will scatter their forces. Fate smiles on us tonight.
—Plume, Natalupe Cleric/Capnomancer, Record of Sacking of Peaceabee City

Nothing happens by chance. The past and future are foreseeable events, if one has the ability to feel its subtle influence on the present. Many have tried to divine the secrets of magic and nature from many things, from birds, to stars, to the bones of the dead and the skin of the living. For the capnomancer, smoke is their medium, a gentle and easily disturbed tapestry which can divine the world. In their mastery of learning how to read smoke and vapor so to do they learn how to control and master it to their own ends.

Becoming a Capnomancer[edit]

Entry Requirements
Skills: Craft Alchemy 4 ranks, Survival 7 ranks.
Feats: Skill Focus Survival.
Special: Must be exposed to dream haze.

Table: The Capnomancer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Advancement
Fort Ref Will
1st +0 +2 +0 +2 Cremate, Read Smoke (Augury, History), Smoke Out
2nd +1 +3 +0 +3 Read Smoke (Foretell Victory), Vaporize +1 level in pre-existing class
3rd +2 +3 +1 +3 Read Smoke (Divination), Vapor Breath +1 level in pre-existing class
4th +3 +4 +1 +4 Cremating Kill, Read Smoke (Foretell Defeat) +1 level in pre-existing class
5th +3 +4 +1 +4 Breathless, Read Smoke (Scrying) +1 level in pre-existing class
6th +4 +5 +2 +5 Fog Ghost, Fog Shift, Read Smoke (Commune, Improved Foretell), See in Fog

Class Skills (6 + Int modifier per level.)
Appraise (Int), Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (all skills taken seperately) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha).

Advancement: At every level (except 1st and 6th), you gain class features (including spellcasting ability) and an increase in effective level as if you gained a level in a class which you belonged to before adding the prestige class level. You do not, however, gain the benefit of your previous class's HD, attack progression, skill points, or saving throws. If you had more than one class before becoming a capnomancer, you must decide which class to add each level for the purpose of determining class features.

Cremate (Su): With a touch, the capnomancer can start a powerful but very localized combustion that can burn nearly any non-magical object to ash. Magical objects, and objects which "melt" rather than burn (such as most metals) are unaffected. Objects up to 5 cu ft large can be burned into ash as if subject to a powerful fire. The flames, while very hot, do not harm any other creature or object and the process is over in 1d4 rounds. This can be used to destroy most bodies.

At the capnomancer's option the burning can producing a great deal of smoke, duplicating the effects of obscuring mist in that 5 ft cube. They often use this in conjunction with Read Smoke.

Attended valid objects get a Fortitude save to resist destruction, save negates. The save DC is 10 + 1/2 HD + Wisdom modifier.

Read Smoke: As their name suggests, capnomancers are diviners who work through the patterns and flow of smoke. All uses of Read Smoke require a source of smoke (often via their Cremate ability) and 10 minutes of meditation and study of the smoke. At the end, they gain a special benefit as shown below. The saving throw for any abilities is Wisdom based.

Augury (Sp): At 1st level, the capnomancer can duplicate the effect of augury at will, but only once per smokey area studied.

History (Sp): At 1st level, the capnomancer can specifically burn an object and learn the object's past as if using object reading. Alternatively they can burn an object which used to be alive or a creature, such as a corpse, and gain the effect of speak with dead. They may use it at will, but for obvious reasons it is difficult to repeat it on the same object.

Foretell Victory (Sp): At 2nd level, the capnomancer can see the future and their inevitable success. They gain the effect of moment of prescience with a caster level of twice your class level. As with moment of prescience they may only have one effect active at a time, and it counts as a use of moment of prescience for interacting with the spell.

Divination (Sp): At 3rd level, the capnomancer can duplicate the effect of divination. They can pull it off up to half their class level times per day (maximum 3/day).

Foretell Defeat (Sp): At 4th level, the capnomancer can see the future and the defeat of opponents. They gain the effect of moment of prescience which instead provides a penalty to an opponent in 60 ft instead of a bonus, and which cannot be used on saving throws. However, there is no save to resist this ability. As with moment of prescience they may only have one effect active at a time, and it counts as a use of moment of prescience for interacting with the spell.

Scrying (Sp): At 5th level, the capnomancer can duplicate the effect of scrying, using the smoke itself as a focus to peer through. They may use it at will, but a creature which succeeds on the saving throw is immune to further attempts for 24 hours.

Commune (Sp): At 6th level, the capnomancer can duplicate the effect of commune. They can only use this once per day, and it leaves them fatigued for 1 hour afterwards.

Improved Foretell: At 6th level, the capnomancer's foretell abilities (both victory and defeat) now have a caster level equal to their character level.

Smoke Out (Su): A capnomancer can produce a low-level effect not unlike pyrotechnics at will, provided there is a flame about. Once per round as a free action, they can cause any flame (even magical flames) within 60 ft to emit a burst of smoke which covers a 5 ft cube of space in obscuring mist for 1 round. This snuffs mundane flames, but does not affect magical flames. Creatures of the [Fire] subtype can be injured by this ability, taking 1 hp of damage per HD, with a Fortitude save for half damage. The DC is 10 + 1/2 HD + Wisdom modifier.

Vaporize (Su): A 2nd level capnomancer can touch any liquid medium and render it into a mist or vapor. With most substances like water, this can produce the effect of obscuring mist. With magical liquids, it disperses the effect of the liquid across the entire area though the cloud only lasts for 1 round. For example, one could vaporize a potion of cure light wounds for a 20 ft radius cloud of cure light wounds for 1 round. This can also apply to liquid poisons... at your own peril.

This can be used as a touch attack against creatures of the [Water] subtype, dealing 1d6 points of damage per character level, no save.

Vapor Breath (Su): A 3rd level capnomancer can swallow alchemical items, potions, and poisons and transform them into a smokey miasma which they can deploy like a breath weapon. Consuming one of these items deals no harm to the user nor gives the effect to the user, enabling them to swallow even poison. As a standard action at any time, they may breath a 30 ft cone (or a 60 ft line, chosen when breathing) of gas which deploys the effect of the alchemical item, potion, or poison to all those in the area. Even non-inhaled poisons can be converted into an inhaled gas. Things which require attack rolls to activate (such as a tanglefoot bag) have a Reflex save to negate, DC 10 + 1/2 HD + Wisdom modifier. All creatures which fail are treated as if hit, and there is no splash damage, save negates.

The capnomancer may only store one alchemical item, potion, or poison in reserve at one time, and must breathe out a pre-existing swallowed object before consuming a new one.

Cremating Kill (Su): A 4th level capnomancer can choose to cremate the bodies of creatures they have killed (as if using Creamate) as a free action when dropping the opponent to 0 hp or below.

Breathless (Ex): The 5th level capnomancer no longer needs to breathe, for his breath is the world itself.

Fog Ghost (Sp): A 6th level capnomancer can become gaseous as if using gaseous form, but a stronger form. They are naturally invisible, not even seen by true seeing, though they can still be heard and (barely) felt as a passing wind. While in this state they leave their helpless body behind as their living breath travels around. Treat this as magic jar for duration and for what happens if their gaseous form perishes outside of their body. Your own body is considered to be your magic jar. At any point you may return to your body as a 1 round action.

Fog Shift (Su): A 6th level capnomancer has become one with the smoke. Whenever concealed by smoke, fogs, and cloud effects they become partly fog themselves. There miss chance from concealment applies to everything as if they were incorporeal, and it applies even if they would otherwise have no concealment while attacking you. For example, a capnomancer still benefits from 50% miss chance in a obscuring mist, even though their location is known and targeted by a seeking longbow +1.

As an additional benefit, as their forms meld with the clouds around them they take no ill effect from cloud effects, such as the poison of cloudkill or the slowing effect of solid fog.

See in Fog (Su): A 6th level capnomancer can see through fogs, gases, and cloud effects as if they weren't there.

Campaign Information[edit]

Playing a Capnomancer[edit]

Combat: You continue to act as you were in your previous class, but now you have the ability to prepare in advance and learn new things with your divination. You even become more difficult to hit as you become one with the fog.

Advancement: Capnomancers usually return to the class they entered with.

Resources: Capnomancers are usually seen as oracles and wisemen, but these people tend to work alone.

Capnomancers in the World[edit]

Wisdom.
—Unknown Giant Father, Storm Giant Capnomancer

NPC Reactions: The commonfolk may hear tales of the wise oracle, sitting upon a mountain surrounded by mystic smoke. One day they may pay visit to learn their own secrets.

Capnomancer Lore[edit]

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

Knowledge Religion
DC Result
10 Capnomancers are oracles who divine via smoke. They can see a trail of smoke and learn secrets unknown to men from it.
15 Capnomancers seem to be able to predict, or perhaps change, fate to how they see it. They're known to be very lucky.
20 Capnomancers work with smoke and vapor so much they can often vaporize things with a touch, and sometimes weaponize these objects.
30 Those who reach this level of success can learn about specific capnomancers, their location, motives, trivia, and other bits of lore.

Capnomancers in the Game[edit]

Adaptation: Oracles often have a strong religion undercurrent to them. This could be a divine-only class.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
Article BalanceUnquantifiable +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionPartial +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length6 +
Minimum Level4 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Concentration +, Craft +, Decipher Script +, Forgery +, Gather Information +, Knowledge +, Listen +, Profession +, Search +, Sense Motive +, Spellcraft +, Spot +, Survival + and Use Magic Device +
Skill Points6 +
SummaryAble to draw knowledge and power out of smoke and vapor, the capnomancer is the master of cloud effects and inhaled dangers. +
TitleCapnomancer +
Will Save ProgressionGood +