Evolutionist (3.5e Racial Paragon Class)

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Complete Xeno

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Author: Franken Kesey (talk)
Date Created: 11/11/10
Status: Fin
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3



Psionics, Other Full

Evolutionist[edit]

A self-biology mechanic.

Making an Evolutionist[edit]

Abilities: This classes uses the same ability benefits as the previous manifesting class.

Races: Zherihnghil, Uongo-mijusi, Skandar, Setenall and Osteon.

Alignment: Any.

Character Level: Must have at least three character levels, and one level in a manifesting class (can be one of the character levels).

Table: The Guide

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Powers Known
2nd +2 +3 +0 +3 +1 level of existing manifesting class
3rd +3 +3 +1 +3 +1 level of existing manifesting class
4th +4 +4 +1 +4 +1 level of existing manifesting class

Class Skills (4 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Xeno) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

Weapon and Armor Proficiency: The evolutionist is proficient in the use of only simple weapons and need xeno specific armor.

Powers Known: At 1st level, an evolutionist adds two of the following powers to his powers known: biofeedback, catfall, chameleon, compression, claws of the beast, expansion and/or prevenom. All powers gained from the evolutionist class are added to the previous manifester class and thus can be augmented. These powers are treated as 1st level, and cost 1 power points to manifest.

At 2nd level, an evolutionist adds two of the following (or three from the previous): body adjustment, darkvision, lion's charge, scent, specified energy adaptation, sustenance and/or wall walker. These powers are treated as 2nd level, and cost 3 power points to manifest.

At 3rd level, an evolutionist adds two more powers from either of the previous lists.

At 4th level, an evolutionist adds two of the following (or three from the previous): adapt body, claw of energy, claws of the campire, danger sense, escape detection, freedom of movement, graft weapon, metamorphosis and/or touchsight. These powers are treated as 3rd level, and cost 5 power points to manifest.

Existing Manifesting Class: At 2nd, 3rd and 4th level, an evolutionist gains additional power points per day as if he had also gained a level in whatever manifesting class he belonged to before he became an evolutionist. He does not, however, gain any other benefits of the previous class. An evolutionist can only select one manifester class to advance in from this feature. Unlike other previous class progressions, the evolutionist does not learn new powers from the previous class.


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Franken Kesey's Homebrew (138 Articles)
Franken Keseyv
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionGood +
Class AbilityPsionics + and Other +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Racial Paragon Class +
Length4 +
Minimum Level3 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillBalance +, Bluff +, Climb +, Concentration +, Diplomacy +, Escape Artist +, Handle Animal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Sense Motive +, Spot +, Survival +, Swim + and Tumble +
Skill Points4 +
TitleEvolutionist +
Will Save ProgressionGood +