User:Ganteka Future/Keumaen Disciple

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Author: Ganteka Future (talk)
Date Created: 3 December 2019
Status: In Progress
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Gain the powers of the keumaens, the insectile giants. 10 2 Moderate Good Good Poor Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting Partial

Keumaen Disciple[edit]

When the country of Trakeum (The Land of Great Flowers) was rediscovered, and its inhabitants, the keumaen giants, who had remained forgotten to history for ages had reemerged, many nations and their kings, as well as private interests like Ghulzott Foul Coil (whose bones now lay as a curse upon the soil) and the legions of the echoing dead, led by Madame Xzarmist, had tried to invade and usurp power and take over the great riches and resources found there, they found only their own destruction, or at the very least, enough of a reason to turn back and cut losses or reevaluate and attempt diplomacy. The armored battalions of gargantuan scarab knights with their ballistas in hand, the aerial ladies of the wasp forces, the legions of ants (smallest among their numbers at the mere size of a heavy horse), the magical aid of the moth court and the driving fortitude of the mantis cavalry all laid their force upon any aggression against their home nation. The strength, coordination and innate power of the keumaens was more than any invading force has yet been able to muster a chance against. While it is believed that there are forces to challenge them, the ones that do have little concern or need for such affairs. Instead, the Primary Emissaries were sent forth from the nation of Yumec at the behest of one of their patron godesses, Caed Colluxe. From the dealings with the Primaries led a long and powerful alliance with the outside world, and through cooperation and magic, the might of the keumaens was made available to those willing to seek and bargain for it.

Through this prestige class, the initiate gains the powers of the keumaens, the insectile giants.

Becoming a Keumaean Disciple[edit]

Entry Requirements
Skills: Diplomacy or Gather Information 4 ranks, Knowledge (arcana) or Spellcraft 7 ranks.
Special: Ability to understand Giant. Must have insectile features or traits (naturally or through feats such as Insectile).

Table: The Keumaean Disciple

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +2 +0 Bloodline Progression, Initial Infusion, Insectile Power, Natural Armor (+1)
2nd +1 +3 +3 +0 Ability Boost (+2 STR or +2 DEX) +1 level of existing arcane spellcasting class
3rd +2 +3 +3 +1 Insectile Power, Tremorsense (10 ft.) +1 level of existing arcane spellcasting class
4th +3 +4 +4 +1 Ability Boost (+2 CON), Natural Armor (+2) +1 level of existing arcane spellcasting class
5th +3 +4 +4 +1 Insectile Power, Monstrous Shape, Tremorsense (20 ft.)
6th +4 +5 +2 +2 Ability Boost (+2 STR or +2 DEX) +1 level of existing arcane spellcasting class
7th +5 +5 +2 +2 Insectile Power, Natural Armor (+3), Tremorsense (30 ft.) +1 level of existing arcane spellcasting class
8th +6 +6 +2 +2 Ability Boost (+2 INT or +2 WIS or +2 CHA) +1 level of existing arcane spellcasting class
9th +6 +6 +3 +3 Insectile Power, Tremorsense (40 ft.)
10th +7 +7 +3 +3 Ability Boost (+2 STR or +2 DEX or +2 CON), Natural Armor (+4), Keumaen Form +1 level of existing arcane spellcasting class

Class Skills (4 + Int modifier per level.)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the keumaen disciple.

Spellcasting: At every level except 1st, 5th and 9th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a keumaen disciple, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

If you did not possess a spellcasting class, you gain spellcasting as a sorcerer to advance with this feature.

Bloodline Progression (Ex): A keumaen disciple progresses any existing bloodline progression (or similar feature) from one other class, treating her keumaen disciple levels as levels in the chosen class for its advancement.

Initial Infusion (Ex): At 1st level, the keumaen disciple is infused with the spark of power from the keumaen giants. Her type changes to aberration and she counts as vermin whenever not beneficial. This grants her darkvision out to 60 feet. If she already possessed darkvision, its range is increased by 60 feet. She gains her old typing as an augmented subtype.

Insectile Powers: At 1st level and every odd level after, a keumaen disciple gains an Insectile Power chosen from the list below. She must meet any prerequisites for it.

Natural Armor (Ex): At 1st level and again at 4th, 7th and 10th, she gains a +1 bonus to her natural armor.

Ability Boost: At 2nd level, the keumaen disciple gains a +2 bonus to an ability score. She may choose to apply it to either her Strength or her Dexterity. At 4th level, she gains a +2 bonus to her Constitution. At 6th level, she again gains a +2 bonus to apply to either her Strength or her Dexterity. At 8th level, she gains a +2 bonus she may apply to either her Intelligence, Wisdom or Charisma. At 10th level she gains a +2 bonus she may apply to either her Strength, Dexterity or Constitution.

Tremorsense (Ex): At 3rd level, the keumaen disciple's senses further expand as she gains tremorsense out to 10 feet. This increases every odd level, becoming 20 feet at 5th, 30 feet at 7th and 40 feet at 9th.

Monstrous Shape: At 5th level, the keumaen disciple's form no longer fits in clothing and armor as easily as it did. Armor made for her now needs to be fitted at the non-humanoid cost. Additionally, she gains the Augmented Giant subtype. She counts as quadrupedal for her carrying capacity and for stability.

Keumaean Form (Sp): At 10th level, the keumaean disciple may transform her body temporarily. 1/day she may use giant sizeCA as a spell-like ability. Her caster level for this ability is equal to her own caster level and uses her same primary casting ability as her keumaen disciple spellcasting progression. Additionally, she adds this spell to her class spell list for this advanced progression as well.

Insectile Powers[edit]

Ambusher (Ex): Gain a +4 bonus on stealth-based skill checks (Hide and Move Silently). Additionally, gain a +2 bonus on attack rolls during a surprise round.

Bite (Ex): You gain a bite attack (dealing 1d6 damage as a Medium creature). If you already have a bite, you gain Improved Natural Attack for that bite. Your bite bypasses hardness of 5 and lower.

Claws (Ex): You gain a pair of claw attacks (dealing 1d4 damage as a Medium creature). If you already have claws, you gain Improved Natural Attack for those claws.

Climbing Grip (Ex): You gain a climb speed of 30 feet and a +8 racial bonus on Climb skill checks. You may always "take 10" on such checks. You may take the run action while climbing, provided you move in a straight line.

Deep Diver (Ex): You gain a swim speed of 30 feet and a +8 racial bonus on swim checks. You may always "take 10" on such checks. You may take the run action while swimming, provided you move in a straight line. You gain the ability to breath underwater.

Extra Arms: Gain the Vestigial Arms feat and the Quicker Picker Upper skill trick.

Increased Size (Ex): Your size increases one category. You may gain either a +2 bonus to Strength or a +4 bonus to Strength and a –2 penalty to Dexterity.

Resistant (Ex): Gain energy resistance 5 to [Light], [Sonic] and radiation effects. Automatically stabilize while dying and gain rapid healing equal to 1/3rd your HD, rounded down (minimum of 1).

Skitter (Ex): Gain a +10 bonus to your land speed. Additionally, when taking the run action, you may make up to a two 45° turns during the movement, moving at least 5 feet between turns.

Stinger (Ex): Gain a stinger as a secondary natural attack (dealing 1d4 damage as a Medium creature). It deals a dose of poison as either a monstrous centipede, monstrous scorpion or monstrous spider of your size.

Springy Legs (Ex): Gain a +4 bonus on Jump and Tumble skill checks. Additionally, you may stand up from prone as a swift action and move 5 feet without provoking an attack of opportunity.

Wide Vision (Ex): Gain a +4 bonus on perception-based skill checks (Listen, Search and Spot). Additionally, you cannot be flanked.

Wings (Ex): Wings sprout from your back, granting you a fly speed of 60 feet (clumsy maneuverability). If you already possess a fly speed, it increases by 10 feet and its maneuverability increases 1 step.



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