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User:Magnamune/Sandbox

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{{author
|author_name=Magnamune
|date_created=1807/0302/2011|adopter=|date_adopted= 2012|status=Just begun|editing=|balance=FighterIncomplete
}}
<div class="blank">
{{#set:Summary= A fighter that imitates water in her style.
|Length=20
|Minimum Level=1
|Base Attack Bonus Progression=Good
|Fortitude Save Progression=Poor
|Reflex Save Progression=Good
|Will Save Progression=Poor
|Class Ability=Other
|Class Ability Progression=Full
}}
 
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
</div>
 
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
 
==Fluidist==
 
A fluidist blah blah blah.
 
===Making a Fluidist===
 
An effective combatant, the fluidist focuses on melee battle. Her abilities focus on movement, making it difficult to flank an opponent well.
 
'''Abilities:''' Dexterity is of paramount importance. It increases the fluidists Armour Class, and reflex saves, as well as being key in some of her abilities. Strength is important for physical damage. Wisdom is also useful for some of her skills.
 
'''Races:''' Elves find this class to favourable, as it's movements are almost dance-like. Humans, Half-elves and Halflings are also found within its ranks, though not as commonly. Dwarves rarely see the subtle beauty and grace of this class, prefering the solidity of the Alluviust.
 
'''Alignment:''' Any. Although most fluidists are good in nature, there are no alignment restrictions for this class.
 
'''Starting Gold:''' 4d6times;10 gp (140 gp).
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]].
 
{| class="zebra d20"
|+
<div>{{Anchor|Table: The Fluidist>}}</div>
Hit Die: d8
|-
! rowspan="2" | Level
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st||class="left" | +1 || +0 || +2 || +0
| class="left" | Weapon Finesse, Fluidity (+1 AC)
|-
|2nd||class="left" | +2 || +0 || +3 || +0
| class="left" | Improved Unarmed Strike
|-
|3rd||class="left" | +3 || +1 || +3 || +1
| class="left" | -
|-
|4th||class="left" | +4 || +1 || +4 || +1
| class="left" | Fluidity (+1 Attack)
|-
|5th||class="left" | +5 || +1 || +4 || +1
| class="left" | Fluid Spectacle
|-
|6th||class="left" | +6/+1 || +2 || +5 || +2
| class="left" | Uncanny Dodge
|-
|7th||class="left" | +7/+2 || +2 || +5 || +2
| class="left" | -
|-
|8th||class="left" | +8/+3 || +2 || +6 || +2
| class="left" | Fluidity (Disarm, +2 AC)
|-
|9th||class="left" | +9/+4 || +3 || +6 || +3
| class="left" | -
|-
|10th||class="left" | +10/+5 || +3 || +7 || +3
| class="left" | Fluid Distraction
|-
|11th||class="left" | +11/+6/+1 || +3 || +7 || +3
| class="left" | -
|-
|12th||class="left" | +12/+7/+2 || +4 || +8 || +4
| class="left" | Fluidity (Trip, +2 Attack)
|-
|13th||class="left" | +13/+8/+3 || +4 || +8 || +4
| class="left" | -
|-
|14th||class="left" | +14/+9/+4 || +4 || +9 || +4
| class="left" | Improved Uncanny Dodge
|-
|15th||class="left" | +15/+10/+5 || +5 || +9 || +5
| class="left" | Fluid Being
|-
|16th||class="left" | +16/+11/+6/+1 || +5 || +10 || +5
| class="left" | Fluidity (+3 AC)
|-
|17th||class="left" | +17/+12/+7/+2 || +5 || +10 || +5
| class="left" | -
|-
|18th||class="left" | +18/+13/+8/+3 || +6 || +11 || +6
| class="left" | Opportunist
|-
|19th||class="left" | +19/+14/+9/+4 || +6 || +11 || +6
| class="left" | -
|-
|20th||class="left" | +20/+15/+10/+5 || +6 || +12 || +6
| class="left" | Fluid Perfection, Fluidity (+3 Attack)
|- class="noalt"
| colspan="9" class="skill" |
'''Class Skills ([[Skill Points 4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
{{3.5e Skills|Balance,
Climb,
Craft,
Escape Artist,
Jump,
Listen,
Perform (Dance),
Profession,
Sleight of Hand,
Spot,
Swim,
Tumble,
Use Rope}}
|}
 
====Class Features====
 
All of the following are class features of the fluidist.
 
'''Weapon and Armor Proficiency:''' A fluidist is proficient with all simple and martial weapons, and with light armour and shields (except tower shields).
 
'''{{Anchor|Fluidity}} {{Ex}}:''' A fluidist's power comes from her dance-like movements. At 1st level, if she moves at least 5ft in a round, she gains a +1 dodge bonus to AC. This bonus increases to +2 at 8th level and finally to +3 at 16th level. At 4th level, if she moves 5ft in a round, she gains +1 to attack rolls in addition to the AC bonus. This increases to +2 at 12th level and finally to +3 at 20th level. At 8th level, if she moves 5ft in a round, she is treated as having the Improved Disarm feat, even if she does not meet the prerequisites. At 12th level, if she moves 5ft in a round, she is treated as having the Improved Trip feat, even if she does not meet the prerequisites.
 
'''{{Anchor|Weapon Finesse}}:''' A fluisist gains the Weapon Finesse feat at 1st level.
 
'''{{Anchor|Improved Unarmed Strike}}:''' A fluidist gains the Improved Unarmed Strike feat at 2nd level.
 
'''{{Anchor|Fluid Spectacle}} {{Ex}}:''' At 5th level, a fluidist can use her movements to make psudo-magical water, that dissipates upon touching a solid object, from her fingertips. The display is a marvel the boosts the morale of any ally that sees her. A number of times per day equal to 1 + her Wisdom modifier, she can convey a +1 morale bonus to the attacks of all allies within 30ft for 3 rounds. They must have line of sight, and witness the display to recieve the benifits of this ability.
 
'''{{Anchor|Fluid Distraction}} {{Ex}}:''' At 10th level, a fluidist can mislead opponents with her water dance. She may make a feint attempt as though she had the Improved Feint feat a number of times equal to 1 + her Wisdom modifier.
 
'''{{Anchor|Opportunist}} {{Ex}}:''' At 14th level, a fluidist has mastered the twist and flow of her style to the point where she can find opportunities where others cannot. When an opponent fails to hit the fluidist, she can immediately make an attack of opportunity. This counts against the normal number of attacks of opportunity she can make in a round.
 
'''{{Anchor|Fluid Being}} {{Su}}:''' The fluidist's body takes on aspects of the liquid she imitates. At 15th level, a fluidist may transform her body into a liquid form for a number of rounds equal to 3 + her Wisdom modifier. This bestows several benefits. First, it grants her +3 Natural Armour. Second it grants her a swim speed of 60ft, and the ability to breathe underwater, as with the <i>Water breathing</i> spell. Lastly, her liquid body, drips and contorts confusing attackers, giving them a -1 to Armour Class, Attacks, Damage, so long as they focus on her. All equipment she is wearing or carrying is not transformed, but her body provides enough regidity to keep them on her person. When in this form she takes a -4 to all social skills.
 
'''{{Anchor|Fluid Perfection}} {{Su}}:''' At 20th level, a fluidist has so mastered her fighting form, and quasi-magical abilities that she permanently assumes her liquid form. She permanently gains the benefit of her Fluid Being form. In addition, she gains the Water type, and no longer needs to eat, though she still needs to drink and sleep. She may, at will, calm the water of her body, giving some appearance of solidity. Doing so negates the -4 penalty imposed on social skills, though it also negates the -1 imposed on enemies viewing her.
 
====Epic Fluidist====
 
{| class="zebra d20"
|+ class="epic" |
<div>{{Anchor|Table: The Epic Fluidist}}</div>
Hit Die: d8
|-
! Level !! Special
|-
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|- class
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|- class
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|- class=
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|- class="noalt"
| colspan="42" class="skill" |
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
|}
 
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
<-Lather, rinse...->
 
<-... repeat.->
 
'''{{Anchor|Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
 
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
 
====<-Sample race of your choice-> <-class name-> Starting Package====
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
{| class="zebra d20"
|-
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
|- class=
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
|- class=
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
<-copy and paste the rows as necessary.->
|}
 
'''Feat:''' <-1st-level feat selection->.
 
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
 
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
 
'''Gold:''' <-Starting gold using this package.->.
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
===Campaign Information===
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
====Playing a <-class name->====
 
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
 
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
 
'''Combat:''' <-Typical role in combat->.
 
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
====<-pluralized class name-> in the World====
 
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
 
<-Where characters of this class fit in a d20 world.->
 
'''Daily Life:''' <-day in the life of a character of this class->.
 
'''Notables:''' <-notable NPCs of this class->.
 
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
'''NPC Reactions:''' <-How NPCs react to PCs of this class->. REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->==Banderi==
<![[Summary::Banderi are a child-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE ".like race in appearance and personality.They live in schools, and explore the world looking for suitable living space. LORE" SECTION====<-class name-> Lore====]]
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.===Personality===
{| class="zebra d20"|+ <-the appropriate skills->! DC || class="left" | Result|- | 5 || class="left" | <-common knowledgeHighly inquisitive by nature, Banderi look at life like a mystery. They look at everything with child->like wonder, no matter how many times they've experienced it.|- | 10 || class="left" | <-not They don't hesitate to ask people, even total strangers, about topics that confuse them, even if doing so common knowledge->.|- | 15 || class="left" | <-rare information->.|- | 20 || class="left" | <-very rare information->would be considered rude.|} REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "Despite this seemingly rash trait, they are surprisingly patient, and have been known to spend years perusing tomes to understand archaic topics... LORE" SECTION -->
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION====<-pluralized class name-> in the Game=Physical Description===
<Banderi disrupt the sensibilities of many other races due to their child-like appearance. A casual glance would suggest a banderi to be a blue 7-How characters of this class fit in year-old child, standing at 3 to 4 feet tall with the women slightly taller than the game (PC men. Closer inspection reveals webbed hands and NPC) feet each consisting of three fingers and what roles two thumbs, one on each side. They only clothing they playwear is a harness, which holds several bags used for carrying important small tools, or currency.->
'''Adaptation:''' <-Possible variant conceptions of this class.->.===Relations===
'''Sample Encounter:''' <-DM placement for NPCs Of all other races, banderi enjoy the company of this classhumans the most.They share a curiosity rarely seen in long->lived races, and aren't as violent as other young races. Due to a long history with aquatic elves, they have learned to trust them. The Xinni are violent and worry Banderi, even though there is no animosity between them. They see the other races only very rarely, but always provide the benefit of the doubt.
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.===Alignment===
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "Banderi tend towards neutrality, combining the chaotic nature of their interests with the ordered manner in which they investigate them.They also have more good than evil amongst their ranks, but are mostly neutral in this regard as well.. IN THE GAME" SECTION -->
= Student of the Black Lotus ==Lands===
<div class="blank">{{#set:Summary=A master of Banderi live in a nomadic society, existing in the shallows around islands or near the art of waters surface when travelling. They travel in schools, taking their possessions with them. They sleep in portable houses that can be constructed and de-constructed quickly. They follow the silent deathcurrents, and a student of school can be seen anywhere in the black lotus is a master of stealth and poisonsworld, though they are more concentrated around thriving human or aquatic elf cities.|Length=level 20|Minimum Level=1|Base Attack Bonus Progression=Moderate|Fortitude Save Progression=Good|Reflex Save Progression=Good|Will Save Progression=Poor|Class Ability=Other}}{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}</div>
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->===Religion===
==Student Blilwhish is the patron god of the Black Lotus==Banderi, though not all banderi worship her. Banderi are very religious as a people, and must choose who to worship early in life. There are no atheist banderi.
Through intense study and experimentation, a student of the black lotus has learnt all there is to know about poisons. During his studies he has learnt not only how poisons work, but also the most effective ways of implementing them. This makes the student proficient in persuasion, coersion and infiltration. They are seen in all walks of life, from the shaman of an orc tribe, to an aristocrat of the kings court, to a hunter and trapper of a Thri-kreen clutch.===Language===
===Making Banderish is a Student derivative of Aquan that is centuries old. It uses the Black Lotus===Celestial script for writing, though there are few uses for it underwater.
Students of the Black Lotus are stealthy, and good at ranged combat, prefering to poison from the dark than hope to strike at the heart up close. Their craft can be dangerous, especially if an ally gets in the way.===Names===
'''Abilities:''' Intelligence is the most vital ability for a student of the black lotusBanderi name themselves when they reach adulthood, 35 years old on average. Until then they are known as many the son or daughter of his poison use abilities and skills rely on ittheir parents. Dexterity is also important for ranged attacks and There are no differences in names for defensesmales or females. Constitution is good for resisting those pesky mishaps In addition to a first name, banderi also use the name of their school of birth when interacting with experimental poisonsoutsiders. A school name functions just like a surname in human naming conventions.
'''Races<b>Chosen Names:''' All races are likely to have Students of the black lotus</b> Ashlip, as all races have need for poisonsBlil, whatever the reasonsBooplim, Crulsh, Feshcral, Liltoop, Marool, Paloosh, Plimip, Shuul, Skol, Welitool.
'''Alignment<b>School Names:''' Any</b> Aplishipi, Bantoli, Futoopi, Jukegi, Ragnoli, Tungkori, Wathogi, Zarori.
'''Starting Gold:''' 5d5&times;10 gp (150 gp).===Racial Traits===
'''* "{{Property Link|Racial Ability Adjustments|SRD:Dexterity|+2 Dexterity}}","{{Property Link|Racial Ability Adjustments|SRD:Intelligence|+2 Intelligence}}", "{{Property Link|Racial Ability Adjustments|SRD:Strength|-2 Strength}}","{{Property Link|Racial Ability Adjustments|SRD:Charisma|-2 Charisma}}": Banderi are agile and highly inquisitive, but weak, with alien social customs.* [[Type::Humanoid]] ([[Subtype::Aquatic]]): Banderi are humanoids with the Aquatic Subtype. They breathe water, and are subject to drowning when in substances other than water.* {{Racial Size|Small|Banderi}} * Banderi [[SRD:Base Land Speed|base land speed]] is 20 feet: Banderi have a [[SRD:Swim Speed|swim speed]] of 30 feet.* Amphibious {{Ex}}: A banderi may leave the water for 1 hour per 2 points of Constitution before suffering the effects of drowning.* +2 racial bonus to Constitution checks to avoid drowning.* +1 Racial bonus to attacks made with melee weapons* [[SRD:Automatic Languages|Automatic Languages]]: Common, Aquan, Banderish.* [[SRD:Race Descriptions#Starting AgeBonus Languages|Starting AgeBonus Languages]]: Any.* [[SRD:Favored Class|Favored Class]]:''' "Complex{{Property Link|Favored Class|SRD:Psion|Psion}}"* [[Level Adjustment]]: +[[Level Adjustment::0]] * [[ECL|Effective Character Level]]: [[Effective Character Level::1]]
{| class="zebra d20"|+<div>{{Anchor|Table: The Student of the Black Lotus}}</div>Hit Die: d6|-! rowspan="2" | Level! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]! colspanVital Statistics="3" | [[SRD:Saving Throw|Saving Throw]]s! rowspan="2" | Special|-| Fort || Ref || Will |-|1st||class="left" | +0 || +2 || +2 || +0| class="left" | Master of the Purple Lotus|-|2nd||class="left" | +1 || +3 || +3 || +0| class="left" | - |-|3rd||class="left" | +2 || +3 || +3 || +1| class="left" | Poison Lore, Harvest |-|4th||class="left" | +3 || +4 || +4 || +1| class="left" | - |-|5th||class="left" | +3 || +4 || +4 || +1| class="left" | Master of the Grey Lotus |-|6th||class="left" | +4 || +5 || +5 || +2| class="left" | -|-|7th||class="left" | +5 || +5 || +5 || +2| class="left" | Obscure Harvest|-|8th||class="left" | +6 || +6 || +6 || +2| class="left" | <i>Poison</i> |-|9th||class="left" | +6 || +6 || +6 || +3| class="left" | -|-|10th||class="left" | +7 || +7 || +7 || +3| class="left" | Master of the Yellow Lotus|-|11th||class="left" | +8 || +7 || +7 || +3| class="left" | - |-|12th||class="left" | +9 || +8 || +8 || +4| class="left" | Speed Harvest|-|13th||class="left" | +9 || +8 || +8 || +4| class="left" | Imunity to poison |-|14th||class="left" | +10 || +9 || +9 || +4| class="left" | -|-|15th||class="left" | +11 || +9 || +9 || +5| class="left" | Master of the White Lotus|-|16th||class="left" | +12 || +10 || +10 || +5| class="left" | - |-|17th||class="left" | +12 || +10 || +10 || +5| class="left" | Miracle Harvest |-|18th||class="left" | +13 || +11 || +11 || +6| class="left" | Poison shift |-|19th||class="left" | +14 || +11 || +11 || +6| class="left" | - |-|20th||class="left" | +15 || +12 || +12 || +6| class="left" | Master of the Black Lotus|- class="noalt"| colspan="42" class="skill" |'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>{{3.5e Skills|Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Hide, Intimidate, Knowledge (all skills taken individually), Listen,Move Silently, Profession, Search, Sleight of Hand, Spot, Survival}}|}
{{3.5e Racial Starting Age|name=Banderi|start=85|simple=4d6|moderate=Class Features===6d6|complex=8d6}}
All of the following are class features of the Student of the Black Lotus{{3.5e Racial Aging Effects|name=Banderi|middle=150|old=275|venerable=300|maximum=2d%}}
'''Weapon {{3.5e Racial Height and Armor Proficiency:Weight|name=Banderi|mHeightBase=2'5"|mHeightMod=2d4|mWeightBase=25|mWeightMod=1|fHeightBase=2'' A student of the Black Lotus is proficient with simple weapons as well as shuriken and his own poison points. He is proficient with light armour and shields (except tower shields).8"|fHeightMod=2d4|fWeightBase=30|fWeightMod=1}}
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information->
 
'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information->
 
'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information->
 
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information->
 
'''{{Anchor|Master of the coloured Lotus}}:''' At first level, and every fifth level, the student of the black lotus advances in rank, having a sufficient repotoire of poisons to be considered a more adept poisoner. These ranks have various naming conventions, depending on race and society. Each new mastery bestows multiple abilities, outlined below:
 
''{{Anchor|Purple}}:''
* Poison Use - The student no longer risks poisoning himself when using poisons, except during experimentation.
* Poison Craft - The student gains +2 to all Craft (Poisonmaking) checks, and can design his own poisons (see Designing Poisons below)
* Experiment - All poisons must be tested to ensure their effectiveness. By volutarily sipping some of his poison while brewing it, he can negate the 10% failure chance when designing a new potion. If he does, he takes 2 points of Constitution damage.
 
''{{Anchor|Grey}}:''
* Poison Point - While making a poison, a student of the black lotus can choose to instead ultra concentrate his creation into a small pin. Poison points are treated as Fine throwing daggers, coated with 1 dose of the appropriate poison.
* Speed Poison - The time it takes to craft a poison is halved.
* Without a Trace - Poisons created by the student of the black rose can leave no trace, or be delayed in effect. Delaying the effect does not affect the Craft DC, though leaving no trace inreases it by +2.
 
''{{Anchor|Yellow}}:''
* Arcane Poison - By dabbling with magical fauna and flora a student of the black lotus can create poisons of an arcane nature. These bypass poison immunities in creatures with a metabolism, but not in constructs, undead, etc. They are subject to Spell Resistence, in addition to the Fortitude saving throw for initial damage. Secondary damage is not subject to spell resistance.
* Poison Concentration - After intense study, a master of the yellow lotus can craft his known poisons with half the materials. This does not change the Craft DC.
* Poison Resistance - Constant contact with various toxins causes a student of the black lotus to nullify some of their effects within his body. He gains an inherant +4 on all saves to do with poisons.
 
''{{Anchor|White}}:''
*
*
*
 
''{{Anchor|Black}}:''
*
*
*
 
====Epic <-class name->====
 
{| class="zebra d20"
|+ class="epic" |
<div>{{Anchor|Table: The Epic <-class name->}}</div>
Hit Die: d<-Die size for Hit Die->
|-
! Level !! Special
|-
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|-
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|- class
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|- class
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|- class=
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
|- class="noalt"
| colspan="42" class="skill" |
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
|}
 
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
'''{{Anchor|Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
 
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
 
====<-Sample race of your choice-> <-class name-> Starting Package====
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
{| class="zebra d20"
|-
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
|- class=
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
|- class=
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
<-copy and paste the rows as necessary.->
|}
 
'''Feat:''' <-1st-level feat selection->.
 
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
 
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
 
'''Gold:''' <-Starting gold using this package.->.
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
===Campaign Information===
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
====Playing a <-class name->====
 
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
 
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
 
'''Combat:''' <-Typical role in combat->.
 
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
====<-pluralized class name-> in the World====
 
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
 
<-Where characters of this class fit in a d20 world.->
 
'''Daily Life:''' <-day in the life of a character of this class->.
 
'''Notables:''' <-notable NPCs of this class->.
 
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
 
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
====<-class name-> Lore====
 
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
{| class="zebra d20"
|+ <-the appropriate skills->
! DC || class="left" | Result
|-
| 5 || class="left" | <-common knowledge->.
|-
| 10 || class="left" | <-not so common knowledge->.
|-
| 15 || class="left" | <-rare information->.
|-
| 20 || class="left" | <-very rare information->.
|}
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
====<-pluralized class name-> in the Game====
 
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
 
'''Adaptation:''' <-Possible variant conceptions of this class.->.
 
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
 
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
----
{{3.5e Base Classes Races Breadcrumb}}
[[Category:3.5e]]
[[Category:User]]
[[Category:ClassRace]][[Category:Base Class]] ==Poison Design==
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