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Magnamune

34 Edits since joining this wiki
January 28, 2010

About meEdit

The time has come for final Judgement. Luckily, I have prepared for just such an eventaulity.

My DraftsEdit

This is where I shall put all of my drafts before I load them onto the wiki, with the exception of the Sentriet.

This is a draft I'll finish later


{{#set:Summary= |Length=20 |Base Attack Bonus Progression=Low |Fortitude Save Progression=Poor |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Arcane Spellcasting |Class Ability=Divine Spellcasting |Class Ability=Spontaneous Spellcasting |Class Ability=Psionics |Class Ability Progression=Full }} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Nevervoid HaunterEdit

Huge thanks to Stryker-Fyre who helped me with many parts of the creation process. Couldn't have done it without you, mate!

A nevervoid haunter has experienced the full effect of Nevervoid, a plane of corrupting darkness. Whether through subtle manipulation, or overt

destruction, a nevervoid haunter seeks to enlighten people to the darkness of nevervoid.

Making a Nevervoid HaunterEdit

Primarily a blaster, with a minor role as a manipulator.

Abilities: The most important ability for a nevervoid haunter depends on their choice of talent. A psychic haunter needs high Intelligence, an

arcane haunter needs high Charisma, a divine haunter needs high Wisdom. Constitution is needed by all nevervoid haunters, as the rigors of preaching

the dark can be trying on the body.

Races: Any race that can sleep, or have their subconsciousness manipulated can be brought to the wiles of Nevervoid.

Alignment: Non-Lawful, Non-Good.

Starting Gold: 4d6×10 gp (140gp).

Starting Age: "As Fighter".

Table: The Nevervoid Haunter

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day1,2 Power
Points/Day
3
Powers
Known
3
Maximum Power
Level Known
3
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th
1st +0 +0 +0 +2 Dark Path, Nevervoid Rip 42+1221st
2nd +1 +0 +0 +3 53+1431st
3rd +2 +1 +1 +3 54+1841nd
4th +3 +1 +1 +4 Tread the Dark Path 1st 55+12+11262nd
5th +3 +1 +1 +4 65+13+11672nd
6th +4 +2 +2 +5 65+14+12+12482nd
7th +5 +2 +2 +5 Tread the Dark Path 2nd 65+15+13+132103rd
8th +6/+1 +2 +2 +6 65+15+14+12+140113rd
9th +6/+1 +3 +3 +6 65+15+15+13+148124th
10th +7/+2 +3 +3 +7 Tread the Dark Path 3rd 65+15+15+14+12+156144th
11th +8/+3 +3 +3 +7 65+15+15+15+13+172155th
12th +9/+4 +4 +4 +8 65+15+15+15+14+12+188165th
13th +9/+4 +4 +4 +8 65+15+15+15+15+13+1104186th
14th +10/+5 +4 +4 +9 Tread the Dark Path 4th 65+15+15+15+15+14+12+1120196th
15th +11/+6/+1 +5 +5 +9 65+15+15+15+15+15+13+1136207th
16th +12/+7/+2 +5 +5 +10 65+15+15+15+15+15+14+12+1 160227th
17th +12/+7/+2 +5 +5 +10 Tread the Dark Path 5th 65+15+15+15+15+15+15+13+1 184238th
18th +13/+8/+3 +6 +6 +11 65+15+15+15+15+15+15+14+1 208248th
19th +14/+9/+4 +6 +6 +11 65+15+15+15+15+15+15+15+1 232268th
20th +15/+10/+5 +6 +6 +12 Nevervoid Master 65+15+15+15+15+15+15+15+1 256278th
  1. Nevervoid haunter's only get spells on the arcane or divine dark path (see below). The path chosen determines the power source.
  2. A Divine nevervoid haunter gains 1 spell from the madness, darkness or corruption domains. this is represented as +1. Arcane nevervoid haunter's

gain only the first number, not the domain spell.

  1. Nevervoid Haunter's only get powers on the psionic dark path (see below).

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis) Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Use Magic Device (Cha), Use Psionic Device (Cha),

Class FeaturesEdit

All of the following are class features of the nevervoid haunter.

Weapon and Armor Proficiency: Nevervoid Haunters are proficient with simple weapons, Light and Medium armor and shields (except tower shields).

Spells(Arcane): A Nevervoid haunter casts arcane spells. He can cast any spell he knows without preparing it ahead of time, the way

a wizard or a cleric must.

To learn or cast a spell, a nevervoid haunter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving

throw against a nevervoid haunter’s spell is 10 + the spell level + the nevervoid haunter’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on

Table: Nevervoid Haunter. In addition, he receives bonus spells per day if he has a high Charisma score.

A nevervoid haunter’s selection of spells is extremely limited. A nevervoid haunter begins play knowing four 0-level spells and two 1st-level spells

of your choice. At each new nevervoid haunter level, he gains one or more new spells, as indicated on Table:

Nevervoid Haunter Spells Known. (Unlike spells per day, the number of spells a nevervoid haunter knows is not affected by his Charisma score; the

numbers on Table: Nevervoid Haunter spells known are fixed.)

Unlike a wizard or a cleric, a nevervoid haunter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has

not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Nevervoid haunters choose their spells from the following list:

0—Acid Splash, Read Magic, Ray of Frost, Chalkboard, Shadowplay, Mage Hand, Message, Nosy Neighbor, Open/Close, Arcane mark.

1st—Shield, Grease, Obscuring Mist, Orb of Cold, Orb of Sound, Summon Voidwarped I, Unseen Servant, Identify, Glimpse of Fear, Net of Shadows,

Cause Fear.

2nd— Fog Cloud, Glitterdust, Summon Voidwarped II, Summon Swarm, Listening Lorecall, Vision of Fear, Shadow Mask, Shadow Spray, Wall of Gloom,

Scare, Whispering Wind.

3rd—Shadow Tenticle, Summon Voidwarped III, Tounges, Hold Person, Suggestion, Warcry, Blacklight, Sensory Depravation, Shadow Binding,

Shadowslip, Deeper Darkvision.

4th—Evard's Black Tenticles, Orb of Cold, Orb of Sound, Solid Fog, Summon Voidwarped IV, Unseen Servant Mass, Confusion, Phantasmal Killer,

Shadow Well, Sphere of Terror, Fear.

5th—Greater Shadow Tenticle, Servent Horde, Summon Voidwarped V, Hold Monster, Insidious Suggestion, Nightmare, Shadow Form, Spiritwall,

Baleful Polymorph, Nightstalker's Transformation, Shadow Guardians.

6th—Acid Fog, Fire Spiders, Spore Cloak, Summon Voidwarped VI, Tunnel Swallow, Suggestion Mass, Shadow Canopy, Shadow Walk, Solipsism,

Disintergrate, Translocstion Trick.

7th—Plane Shift, Summon Voidwarped VII, Crown of Dispair, Hold Person Mass, Insanity, Forcecage, Simulacrum, Finger of Death, Sword of

Darkness, Ghostform, Limited Wish.

8th—Summon Voidwarped VIII, Maddening Scream, Blackfire, Summon Voidwarped IX*, Mindrape*, Wierd*, Greater Plane Shift, Maddening Whispers,

Blackfire, Field of Icy Razors, Maze.

* May only be cast 1/day no matter the number of spell slots left

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

Spells(Divine): A Nevervoid haunter casts divine spells. He must prepare his spells ahead of time by meditating, and spiritually

connecting with Nevervoid.

To cast a spell, a nevervoid haunter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against

a nevervoid haunter’s spell is 10 + the spell level + the nevervoid haunter’s Wisdom modifier.

Like other spellcasters, a Nevervoid haunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is

given on Table: Nevervoid Haunter. In addition, he receives bonus spells per day if he has a high Wisdom score.

Nevervoid haunters choose their spells from the following list:

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

Power Points/Day: A Nevervoid haunter’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Nevervoid Haunter. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: The Difficulty Class for saving throws against a nevervoid haunters powers is equal to 10 + the power level + the nevervoid haunters Intelligence modifier. Nevervoid Haunters choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a nevervoid haunter must have an Intelligence score of at least 10 + the power’s level.

Dark Path (Ex): At first level, a nevervoid haunter must choose one of three dark

paths. They determine his power source, and special abilities. His choices are Haunthorde, Neverstrength or Voidmind. Haunthorde nevervoid haunters summon creatures and create illusions to confuse their enemies, and destroy their minds. Neverstrength draw upon the darkness of Nevervoid to boost their allies, and weaken their enemies. A Voidmind nevervoid haunter moves about the battlefield quickly to confuse his enemies, while they torment their minds. The 1st level ability gained is described iin the Tread the Dark Path table below.

Tread the Dark Path (Ex): At 4th, 7th, 10th, 14th, 17th and 20th level the

Nevervoid haunter progresses along his path enough to be blessed with a new ability. These are different depending on the path chosen, and are

described in the following table.

Table: Tread the Dark Path

Level Dark Path
Arcane Divine Psionic General
1st Armored Mage (Light) Domain Mantle Nevervoid Rip 1d4
4th Armoured Mage (Medium) Domain Mantle Call of the Void
7th +1 +0 +0 Nevervoid Rip 1d6
10th +1 +0 +0 Confusion
14th +1 +0 +0 Nevervoid Rip 1d6 + Stun
17th +1 +0 +0 Void Mind

Nevervoid Rip (Su): From first level, a nevervoid haunter has the ability to call forth the essence of Nevervoid into the material plane. It appears as pure blackness, shooting from the haunter's hand, and striking an opponent for 1d4 damage per Nevervoid Haunter level. This ability is Supernatural, and bypasses Damage reduction. At 7th level the damage caused increases to 1d6 per Nevervoid Level. At 14th level, on a successful hit with this ability, the target must succeed on a will save or be stunned for one round. The difficulty class is 10 + 1/2 Nevervoid Haunter level + main ability modifier (Int for Psionic, Wis for Divine, Cha for Arcane).

Call of the Void (Sp or Ps): At 4th level, a nevervoid haunter may cast Fear as the spell at will. This is either a spell-like or psi-like ability, depending on his chosen Dark Path.

Confusion (Sp or Ps): At 10th level, a nevervoid haunter may cast Confusion as the spell/power a number of times per day equal to 3 + his main ability modifier (Int for Psionic, Wis for Divine, Cha for Arcane).

Void Mind (Sp or Ps): At 17th level, a nevervoid haunter may cast Insanity as the spell/power a number of times per day equal to 3 + his main ability modifier (Int for Psionic, Wis for Divine, Cha for Arcane).

Nevervoid Master (Ex): Upon achieving 20th, the corrupting darkness of Nevervoid has enabled the nevervoid haunter not only over their own Dark path, but limited ability over the remaining dark paths. He may use the spells/powers of the other paths at half his nevervoid haunter level. He chooses new spells/powers from the lists above.

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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