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Cedges/Natural (3.5e Class)

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Cedges (talk)
Date Created: 5/27/2010
Status: Done
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Balance: Rogue

{{#set:Summary=For some people, fighting just comes naturally. Some of these say they are twice as good as their peers. They may have reason. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Other |Fortitude Save Progression=Good |Reflex Save Progression=Good |Will Save Progression=Good |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}}


NaturalEdit

For some people, fighting just comes naturally. Some of these say they are twice as good as their peers. They may have reason.

Making a NaturalEdit

Abilities: Naturals don't need strength, dexterity, constitution, intelligence, wisdom, or charisma, they just need to be themselves. Stronger, tougher, more dexterous naturals seem to survive to greater ages.

Races: Naturals are equally common to all races.

Alignment: Any, though lawfully aligned naturals are rare.

Starting Gold: 12d8×10 gp (540).

Starting Age: As rogue

Table: The Natural

Hit Die: d12

Level Combat Ingenuity Saving Throws Special
Fort Ref Will
1st +2 +2 +2 +2 Combat Ingenuity, False Competence, Self-taught 2
2nd +4 +3 +3 +3
3rd +6/+1 +3 +3 +3 Self-taught 3
4th +8/+3 +4 +4 +4
5th +10/+5 +4 +4 +4 Self-taught 4
6th +12/+7/+2 +5 +5 +5
7th +14/+9/+4 +5 +5 +5 Self-taught 5, synergies
8th +16/+11/+6/+1 +6 +6 +6
9th +18/+13/+8/+3 +6 +6 +6 Self-taught 6
10th +20/+15/+10/+5 +7 +7 +7
11th +22/+17/+12/+7/+2 +7 +7 +7 Self-taught 7
12th +24/+19/+14/+9/+4 +8 +8 +8
13th +26/+21/+16/+11/+6/+1 +8 +8 +8 Self-taught 8
14th +28/+23/+18/+13/+8/+3 +9 +9 +9
15th +30/+25/+20/+15/+10/+5 +9 +9 +9 Self-taught 9
16th +32/+27/+22/+17/+12/+7/+2 +10 +10 +10
17th +34/+29/+24/+19/+14/+9/+4 +10 +10 +10 Self-taught 10
18th +36/+31/+26/+21/+16/+11/+6/+1 +11 +11 +11
19th +38/+33/+28/+23/+18/+13/+8/+3 +11 +11 +11 Self-taught 11
20th +40/+35/+30/+25/+20/+15/+10/+5 +12 +12 +12

Class Skills (Skill Points::0 + Int modifier per level, ×4 at 1st level)
The natural has no class skills.

Class FeaturesEdit

Weapon and Armor Proficiency: Naturals are not proficient with any weapons, armors, or shields.

Combat Ingenuity: Naturals learn their own methods and techniques of fighting which are largely incompatible with those taught by instructors. A natural may use his combat ingenuity in place of his base attack bonus. His combat ingenuity is equal to twice his class level. For the purposes other than calculating base attack bonus, the natural's base attack bonus is the maximum of his base attack bonus and his combat ingenuity.

False Competence: When a natural would suffer a penalty on an attack roll due to being improficient he may reduce the total penalty to his class level. A natural may reduce the same penalties on skill checks to -1. For example, a level one natural fighting with a whip, tower shield, and half plate would normally take a -21 penalty to attack. Instead he takes a -1 penalty; at level 2 this penalty would increase to -2.

Self-taught: Naturals possess a prodigious and almost instantaneous aptitude for almost anything. Unfortunately most of the knowledge a natural discovers is the same as what his peers learn in a more formal manner, and he is thus frequently unable to take advantage of both forms of learning. The natural may use any skill as if he had ranks equal to half his class level + 1 1/2. At level 7 he effectively has a 5th rank in every skill, so has access to all skill synergies.

Elf Natural Starting PackageEdit

Weapons: Longsword, Longbow, 100 arrows

Skill Selection: Pick a number of skills equal to 0 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Handle Animal 2 Cha
Listen 2 Wis
Ride 2 Dex
Spot 2 Wis

Feat: Power Attack.

Bonus Feats: Martial Weapon Proficiency for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow).

Gear: Backpack, bedroll, flint and steel, hooded lantern, 3 pints of oil, 1 days rations, 50ft of silk rope, sack, waterskin, steel mirror, signaling whistle

Gold: 9d8×10 gp (405).




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