Chosen by Gadlnaom (3.5e Prestige Class)

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Date Created: 3/29/11
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Chosen by Gadlnaom[edit]

Gadlnaom looked upon the heat death of the universe, and thought "that's a terrible ending". And so he granted his Chosen the powers they needed to undermine the great witch hunt which was to occur a short 3000 years later.
—Inscriber Jariuth, Christmas Elf Expert, The End Times, Volume I, Story 683

Gadlnaom occasionally feels the need to change the future. Rather than trying to do so himself, he chooses worshippers to do this for him.

Becoming Chosen by Gadlnaom[edit]

Characters seek to be chosen by Gadlnaom in order to gain some of his power to see the future. This mostly helps people who like to know things and to act quickly.

Entry Requirements
Skills: Knowledge (Religion) 8 ranks.
Patron: Gadlnaom.
Special: Must spend at least 1 year reciting The End Times all day.

Table: The Chosen by Gadlnaom

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Recitation, Sanity Pool, Divine Warning, Counterdodge
2nd +1 +0 +0 +3 Future Trivia, Determine Luck
3rd +2 +1 +1 +3 Lost Marbles, Prescient Planner
4th +3 +1 +1 +4 Divine Dodge
5th +3 +1 +1 +4 Very Lost Marbles, Just a Vision

Class Skills (6 + Int modifier per level.
Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Oratory) (Cha), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).


Class Features[edit]

All of the following are class features of the Chosen by Gadlnaom.

Recitation: If you go for more than 24 hours without spending at least an hour reciting some of Gadlnaom's alternate histories, you lose the ability to spend Sanity Points until you spend that hour reciting. Recitation requires that you either have one of his books handy, or that you make a DC 15 Knowledge (Religion) check. If you fail the check, Gadlnaom blasts you with images that he knows you won't like immediately before you open your mouth to begin reciting. This blast of images immediately drops your Sanity Pool to 0.

Sanity Pool: You have a Sanity Pool which can contain up to a number of points equal to your character level + your class level + your Wisdom modifier. Whenever your Sanity Pool hits 0, it refills to full and you gain a random Dementation. If you already have four Dementations, you take 2d8 points of Wisdom burn and lose the ability to spend Sanity points until you have no more than three Dementations. As a full-round action you can only take while your Sanity Pool is full, you may reduce your Sanity Pool to 1 and cure yourself of a Dementation.

You can choose to spend more points of Sanity than you currently possess. Doing so drops you to 0, not a negative value.

You naturally recover a number of points of Sanity equal to your Charisma bonus (minimum 1) each hour.

Divine Warning: You may always act during the Surprise Round. In addition, whenever you make an initiative check, after you see what you rolled, you may spend 1 point of Sanity to get a +20 bonus on the check.

Counterdodge: Whenever you make an attack, you may spend 3 points of Sanity to deny your target their Dexterity bonus to AC against this attack.

Future Trivia: At level 2, whenever you make a Knowledge check, you may spend 1 point of Sanity to get a +20 bonus on the check.

Determine Luck: At level 2, you can choose to spend 4 points of Sanity to roll a d20. The next time you would have to roll a d20, this is the number you will roll.

Lost Marbles: At level 3, you can no longer ever have fewer than one Dementation at a time. At level 5, this increases to two Dementations. However, the number of Dementations you may have before taking Wisdom damage increases to 5 at level 3 and 6 at level 5.

Prescient Planner: At level 3, you can change your mind about any choice you have made that hasn't done anything yet. Making this change costs you 8 points of Sanity. For example, if you buy a Decanter of Endless Water, until you use it or someone else acts on the knowledge that you have it, you can choose to replace it with a Necklace of Adaptation instead, provided that that was an option at the time you chose to buy the Decanter of Endless Water. As another example, if you know both Color Spray and Magic Missile, if you prepare Color Spray you can choose to have prepared Magic Missile instead.

Divine Dodge: At level 4, whenever you would be hit by an attack or fail a Reflex save, you may spend 5 points of Sanity to make that attack miss or succeed on the Reflex save.

Just a Vision: At level 5, you can effectively undo everything that has happened in the past round, since it turns out that all of that was Just a Vision granted to you by Gadlnaom. Since you still remember these events, any changes to your Sanity Pool and assortment of Dementations remain. You then lose 10 points of Sanity.

Dementations
Roll (1d8) (Reroll if contradictory) Name Effect
1 Silence You can't speak. Good luck trying to cast spells.
2 Jabbering You can't stop speaking. Good luck trying to sneak anywhere. Your annoying presence also gives you and anyone you associate with in your vicinity a -10 to Diplomacy checks.
3 Nonviolence You can't take any actions that might deal damage.
4 Excessive Violence If there is an enemy within 50', you can't choose not to attempt to damage someone on your turn. If you don't move into melee range and don't have any ranged weapons, you end up throwing rocks/possessions at the enemy.
5 Pain Sensitivity Whenever you take damage, you must succeed on a Will save (DC equal to damage dealt) or become nauseated for 1d4 rounds.
6 Bad Timing You are always denied your Dexterity modifier to AC.
7 Nervous Twitching You always get a natural 1 on all Balance, Jump, Climb, Tumble, and Hide checks. Whenever you would have to make a Reflex save, roll twice and take the worse result.
8 Extreme Panic When you roll an initiative check at the beginning of a battle, you also have a 25% chance of becoming panicked for 1d6 rounds.
9 Forgetfulness You always get a natural 1 on all Bluff checks, and fail all Knowledge checks.
10 Vision Confusion You always get a natural 1 on all Spot, Listen, and Sense Motive checks. Whenever you would have to make a Will save, roll twice and take the worse result.

Ex-Chosen by Gadlnaom[edit]

Gadlnaom is a generous god. He will continue granting divine power for as long as you keep reciting his alternate histories.


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Foxwarrior's Homebrew (780 Articles)
Foxwarriorv
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorFoxwarrior +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level6 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Forgery +, Gather Information +, Heal +, Hide +, Knowledge +, Listen +, Move Silently +, Perform +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot + and Use Magic Device +
Skill Points6 +
SummaryGadlnaom chooses to grant you visions of the future for your own benefit. +
TitleChosen by Gadlnaom +
Will Save ProgressionGood +