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Cedges/Ruminator (3.5e Class)

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Revision as of 00:38, May 31, 2010 by Cedges (Talk | contribs)

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Created By
Cedges (talk)
Date Created: 5/30/2010
Status: Sketch
Editing: Please feel free to edit constructively!
Balance: Wizard

{{#set:Summary=Seen by others as mindless and heedless |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Poor |Fortitude Save Progression=Poor |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Arcane Spellcasting |Class Ability=Prepared Spellcasting }} {{#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}}


<-class name->Edit

<-general description->.

Making a <-class name->Edit

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

<span id="Table: The <-class name->">Table: The <-class name-></span>

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Rest
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Move Concentration 1, Distracted Magic *0
2nd +1 +0 +0 +3 Moving Concentration 1 *1
3rd +1 +1 +1 +3 <-any class features gained at this level-> *10
4th +2 +1 +1 +4 <-any class features gained at this level-> *21
5th +2 +1 +1 +4 <-any class features gained at this level-> *310
6th +3 +2 +2 +5 <-any class features gained at this level-> *321
7th +3 +2 +2 +5 <-any class features gained at this level-> *3310
8th +4 +2 +2 +6 <-any class features gained at this level-> *3321
9th +4 +3 +3 +6 <-any class features gained at this level-> *33310
10th +5 +3 +3 +7 <-any class features gained at this level-> *33321
11th +5 +3 +3 +7 <-any class features gained at this level-> *333310
12th +6/+1 +4 +4 +8 <-any class features gained at this level-> *333321
13th +6/+1 +4 +4 +8 <-any class features gained at this level-> *3333310
14th +7/+2 +4 +4 +9 <-any class features gained at this level-> *3333321
15th +7/+2 +5 +5 +9 <-any class features gained at this level-> *33333310
16th +8/+3 +5 +5 +10 <-any class features gained at this level-> *33333321
17th +8/+3 +5 +5 +10 <-any class features gained at this level-> *333333310
18th +9/+4 +6 +6 +11 <-any class features gained at this level-> *333333321
19th +9/+4 +6 +6 +11 <-any class features gained at this level-> *333333331
20th +10/+5 +6 +6 +12 <-any class features gained at this level-> *333333332
* Ruminators are not limited in how many times they may cast 0 level spells.

Class Skills ([[Skill Points::<-number of skill points->]] + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Ruminators are proficient with simple weapons and with light and medium armor.

When ruminators cast spells they do so with unusual ease, almost as if casting the spell were only a minor thought, a small inconvenience. They mutter the words and use only the smallest of gestures, and thus do not suffer from arcane spell failure for casting spells while in armor. Ruminators find armor uncomfortable and distracting, either because it is too hot, or too cold, because the undershirt itches, or because it keeps reflecting light from the sun in sparkly patterns on the horse's mane. Ruminators suffer from the following additional distractions when concentrating:

Concentration DC Distraction
5 Wearing light armor
10 Wearing medium armor
15 Wearing heavy armor
+5 Wielding a shield1
+15 Wielding a tower shield1
  1. When wearing armor and wielding a shield, make a single concentration check. Add the DC for wielding a shield to that for wearing armor to determine the DC of the concentration check

Spells: A ruminator's intelligence determines how many spells a ruminator my cast and how difficult her spells are to resist. Ruminators choose their spells from the following list:

0—Detect Magic, Mage Hand

1st—Detect Secret Doors, Detect Undead, Silent Image, Detect Chaos, Detect Evil, Detect Good, Detect Law

2nd—Detect Thoughts, Hypnotic Pattern, Minor Image, Summon Swarm, Calm Emotions

3rd—Major Image, Rage

4th—Rainbow Pattern, Wall of Fire, Discern Lies

5th—Contact Other Plane, Mirage Arcana, Telekinesis

6th—Mislead, Veil

7th—

8th—Scintillating Pattern

9th—Implosion, Storm of Vengeance

Table: Stretched Spells Known
Level Stretched Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1 1
2nd 2 1
3rd 2 1 1
4th 2 2 1
5th 2 2 1 1
6th 2 2 2 1
7th 3 2 2 1 1
8th 3 2 2 2 1
9th 3 3 2 2 1 1
10th 3 3 2 2 2 1
11th 3 3 3 2 2 1 1
12th 4 3 3 2 2 2 1
13th 4 3 3 3 2 2 1 1
14th 4 4 3 3 2 2 2 1
15th 4 4 3 3 3 2 2 1 1
16th 4 4 4 3 3 2 2 2 1
17th 5 4 4 3 3 3 2 2 1 1
18th 5 4 4 4 3 3 2 2 2 1
19th 5 5 4 4 3 3 3 2 2 1
20th 5 5 4 4 4 3 3 2 2 2

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->Edit

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->Edit

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + 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.->

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 PackageEdit

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-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 "—"->
<-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 "—"->

<-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.->.




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{{3.5e Base Classes Breadcrumb}}
[[Category:3.5e]]
[[Category:User]]
[[Category:Class]]
[[Category:Base Class]]

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