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'''{{Anchor|Avatar of Nature}}:''' At 20th level, blah blah count as fey if you want, bonuses vs stuff, don't suffer from natural terrain
 
'''{{Anchor|Avatar of Nature}}:''' At 20th level, blah blah count as fey if you want, bonuses vs stuff, don't suffer from natural terrain
   
====Ex-<-pluralized class name->====
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====Ex-Worldseer====
   
 
<-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->.
 
<-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->====
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====Epic Worldseer====
   
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+ class="epic" |
 
|+ class="epic" |
<div>{{Anchor|Table: The Epic <-class name->}}</div>
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<div>{{Anchor|Table: The Epic Worldseer}}</div>
Hit Die: d<-Die size for Hit Die->
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Hit Die: d8
 
|-
 
|-
 
! Level !! Special
 
! Level !! Special
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<-... repeat.->
 
<-... 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.
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'''{{Anchor|Bonus Feats }}:''' The epic Worldseer gains a bonus feat (selected from the list of epic worldseer bonus feats) every <-number of feats per level-> levels after 20th.
   
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
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''Epic Worldseers Bonus Feat List:'' <-list of bonus epic feats->.
   
====<-Sample race of your choice-> <-class name-> Starting Package====
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====Human Worldseer Starting Package====
   
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
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'''Gold:''' <-Starting gold using this package.->.
 
'''Gold:''' <-Starting gold using this package.->.
   
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
 
===Campaign Information===
 
===Campaign Information===
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
   
 
====Playing a Worldseer====
<!-- 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->.
 
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
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'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
   
 
====Worldseers in the World====
<!-- 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->}}
 
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
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'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
 
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
   
 
====Worldseers Lore====
<!-- 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.
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Characters with ranks in Knowledge Nature can research worldseers 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"
 
{| class="zebra d20"
  +
|+ Knowledge Nature
|+ <-the appropriate skills->
 
 
! DC || class="left" | Result
 
! DC || class="left" | Result
 
|-
 
|-
| 5 || class="left" | <-common knowledge->.
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| 10 || class="left" | <-common knowledge->.
 
|-
 
|-
| 10 || class="left" | <-not so common knowledge->.
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| 15 || class="left" | <-not so common knowledge->.
 
|-
 
|-
| 15 || class="left" | <-rare information->.
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| 20 || class="left" | <-rare information->.
 
|-
 
|-
| 20 || class="left" | <-very rare information->.
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| 30 || 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====
 
   
 
====Worldseers 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.->.
 
'''Adaptation:''' <-Possible variant conceptions of this class.->.
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'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
 
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
   
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''EL 10:''
''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.->.
 
   
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
   
<!-- REMOVE THIS LINE BEFORE YOU SAVE! --> <nowiki>
 
 
----
 
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{{3.5e Base Classes Breadcrumb}}
 
{{3.5e Base Classes Breadcrumb}}

Revision as of 05:33, 5 July 2010

Created By
Eiji-kun (talk)
Date Created: 7-4-10
Status: Complete
Editing: Mechanical changes on Talk please.
Balance: Wizard

{{#set:Summary=Instead of druids turning into animals and gaining power through devotion, the worldseer obtains druidic casting through perfection of the body, becoming sensative enough to hear the voice of the planet. |Length=20 |Minimum Level=0 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Good |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Divine Spellcasting |Class Ability=Prepared Spellcasting }} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Worldseer

The worldseer is surprisingly as much of a monk as she is a druid, at least in terms of the concept of perfection. But while monks turn inward and become sensitive to the inner workings of their body allowing them acts beyond mere men, the worldseer focuses on the world outside, to the point where the slightest gust of wind and the reflection of sunlight on a lake can tell the worldseer volumes of her surroundings. In this way, worldseers gain the power of nature, not through reverence but through keen senses and training.

Making a Worldseer

Abilities: Worldseers use Wisdom for their spellcasting and spell DCs, making it critical for any spell-focus build. As with any class, a healthy Constitution prevents a horrible death. Strength and Dexterity are important for worldseers who wish to turn their pursuits towards martial ends. Intelligence can pad their skill points. Charisma is least important, unless you need to handle animals and deal with others.

Races: Races known for druids, rangers, and barbarians alike tend to form the inherently wild-oriented worldseer.

Alignment: Any neutral. While a worldseer does not nessicarly rever nature to the same extent as a druid, they still must have a mind that can relate to the inherent neutrality of the world.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Worldseer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Nature Sense, World Resonance 1 3 1
2nd +1 +3 +0 +3 Minor Leyline, Woodland Stride 4 2
3rd +2 +3 +1 +3 Spell Expansion (1st), Trackless Step 4 2 1
4th +3 +4 +1 +4 Minor Leyline, Resist Nature's Lure 5 3 2
5th +3 +4 +1 +4 World Resonance 2 5 3 2 1
6th +4 +5 +2 +5 Minor Leyline 5 3 3 2
7th +5 +5 +2 +5 Spell Expansion (3rd) 6 4 3 2 1
8th +6/+1 +6 +2 +6 Minor Leyline 6 4 3 3 2
9th +6/+1 +6 +3 +6 World Resonance 3 6 4 4 3 2 1
10th +7/+2 +7 +3 +7 Major Leyline 6 4 4 3 3 2
11th +8/+3 +7 +3 +7 Spell Expansion (5th) 6 5 4 4 3 2 1
12th +9/+4 +8 +4 +8 Major Leyline 6 5 4 4 3 3 2
13th +9/+4 +8 +4 +8 World Resonance 4 6 5 5 4 4 3 2 1
14th +10/+5 +9 +4 +9 Major Leyline 6 5 5 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Spell Expansion (7th) 6 5 5 5 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Major Leyline 6 5 5 5 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 World Resonance 5 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Master Leyline 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Spell Expansion (9th) 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Avatar of Nature, Master Leyline 6 5 5 5 5 5 4 4 4 4

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Listen (Wis) Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).

Class Features

All of the following are class features of the worldseer.

Weapon and Armor Proficiency: Worldseers are proficient with all simple weapons (except for crossbows) and longbows, shortbows, and scimitars. They may gain additional proficiencies depending on the nature of their world resonance class feature.

Worldseers are proficient with light and medium armor and shields (except tower shields). They do not have the same restriction as druids with metal armor.

Spells: A worldseer casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. To prepare or cast a spell, the worldseer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a worldseer’s spell is 10 + the spell level + the worldseer’s Wisdom modifier. She receives bonus spells per day if she has a high Wisdom score. She does not spontaneously cast summon spells as a druid does.

Nature Sense (Ex): A worldseer gains a +2 bonus on Knowledge (nature) and Survival checks.

World Resonance: The spiritual leylines of energy that criss-cross the natural world are the source of druidic magic, and contain information and skills of countless creatures. Certain frequencies resonate naturally with the worldseer, granting it a paticular combat style as she levels. Once the world resonance is selected, it cannot be changed. Choose from any resonance below:

The Green (Ex): You are in tune with the peaceful aspects of nature. At 1st level, you are constantly under the effects of an endure elements spell at your caster level. At 5th level, you no longer need to eat, drink, or sleep, and become immune to sleep effects. At 9th level, you gain fast healing 1 from the surrounding environment empowering you. At 13th level, the fast healing rises to 5. Finally at 17th level, the fast healing 5 transforms into regeneration which is bypassed by fire, electric, cold, or acid damage, or by a cold iron weapon.

The Predator (Ex): You are in tune with the spirit of hunters. At 1st level, you gain one Martial Weapon Proficiency or Exotic Weapon Proficiency feat of your choice, and gain Heavy Armor Proficiency. At 5th level, you gain the Weapon Focus feat, and are no longer slowed in medium armor. At 9th level, you gain the Weapon Specialization feat, and are no longer slowed in heavy armor. At 13th level, you gain the Greater Weapon Focus feat, and you no longer take the armor check penalty associated with your armor (but not shields). Finally at 17th level, you gain the Greater Weapon Specialization feat, and you may take 10 on one of your attack rolls each round.

The Prey (Ex): You are in tune with the spirit of survival. At 1st level, you gain the Endurance feat, and gain DR 1/cold iron. At 5th level, you gain the Diehard feat, and your damage reduction rises to DR 2/cold iron. At 9th level, you can drop into the negatives equal to your normal max hp (such as -48 if you had 48 hp) before you die, and your damage reduction rises to DR 3/cold iron. At 13th level, you gain Mettle, allowing you to ignore the effects on a successful saving throw against any spell which allows for Fortitude or Will half, and your damage reduction rises to DR 4/cold iron. Finally at 17th level, 1/week when you would die from hp damage you are targeted with a heal spell at your caster level as an immediate action (thus does not save you against effects which kill you through means other than hp damage). Your damage reduction also rises to DR 5/cold iron.

The Storm (Ex): You are in tune with the violent aspects of nature. At 1st level, all spells with elemental discriptors (fire, water, air, and earth) have their caster level raised by +1. At 5th level, the spell DCs for your elemental spells increases by +1. At 9th level, the cost of metamagic on your elemental spells decreases by 1 (to a minimum of 1), and the caster level rises to +2. At 13th level, the spell DCs for your elemental spells increase by +1 again. Finally at 17th level, the cost of metamagic on your elemental spells decreases by 1 again, and the caster level rises to +3.

The Weird (Ex): You are in tune with the flow of nature. At 1st level, you gain Track as a bonus feat as you are able to sense your surroundings, and gain +1 insight bonus to initiative. At 5th level, you may speak with animals as a spell-like ability at will, and gain +2 insight bonus to initiative. At 9th level, you may speak with plants at will, and gain +3 insight bonus to initiative. At 13th level, you may use stone tell at will as a standard action, and gain +4 insight bonus to initiative. Finally at 17th level, you are constantly under the effects of foresight as the world warns you of danger, and gain +5 insight bonus to initiative.

Minor Leyline (Sp): At 2nd level a worldseer discovers that certain patterns and shapes drawn upon the body can channel the energy of the world into new forms. By painting her body, she gains access to a series of abilities. She may select an ability at 2nd, and every two levels (up to 8th) after from the following:

Bad Taste (Ex): Creatures which bite you or attempt to swallow you whole must make a Fortitude save DC 10 + 1/2 HD + Constitution or become nausous for 1d4 rounds and take 1d4 Constitution damage from poisons born inside your body. Your poisonous flesh loses its potency shortly after removed from your body.

Blood Frenzy (Ex): You gain a +1 bonus to attack against an enemy you have wounded previously. The benefit lasts for 1 round, and does not stack with itself.

Detect Magic (Sp): You gain detect magic at will, and gain identify added to your spells known.

Devour Essence (Su): When you slay a living creature, you may take an immediate action to devour their fading life. You recover 1 hp per HD of the defeated creature.

Disturbing Presence (Ex): You seem to enlarge your body like animals do to scare away opponents. As a standard action you may make an intimidate check to all targets in 30 feet which can see you.

Elemental Affinity (Su): Whenever using items (such as alchemist fire or a Shocking weapon) or a spell which deals energy damage, you gain half your Wisdom modifier as a bonus on damage (minimum 1). The damage is of the same time as the energy damage. If the weapon, item, or attack deals more than one type of energy damage you must choose each round what type of damage it will be.

Life's Blessing (Su): You may spontaneously convert spells into "cure" spells as a cleric does. This means as well that you gain curative spells at the level a cleric does instead of the normal druidic progression.

Life Ward (Ex): You gain resistance to negative energy 5, and a +2 sacred bonus on saving throws against the spells and spell-like abilities of the undead.

Prescience (Su): Each day you gain a pool of divine knowledge equal to 4 + your class level. As a free action you may spend 1 or more points from this pool to grant an insight bonus to a skill check. You may divy it up in any amount you wish, minimum 1.

Shield of Wind (Su): You gain your Wisdom bonus as a deflection bonus to your AC against ranged projectile attacks (minimum 1). It does not apply to magical attacks, or siege weapons.

Woodland Stride (Ex): Starting at 2nd level, a worldseer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Spell Expansion: At 3rd level a worldseer's attempts at reading the currents of nature grants her insight on other forms of divination. She may select any divination spell 1st level or lower and add it to her class spells known list. At 7th level, she chooses a 3rd level or lower divination spell. At 11th, she chooses a 5th level or lower divination spell. At 15th, she chooses a 7th level or lower divination spell. At 19th, she chooses a 9th level or lower divination spell. The spell may be from any class list, but it must be divination. She may prepare the spell as normal afterwards.

Trackless Step (Ex): Starting at 3rd level, a worldseer leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a worldseer gains a +4 bonus on saving throws against the spell-like abilities of fey.

Major Leyline (Sp): At 10th level a worldseer discovers how to use leylines to greater effect. She may select an ability at 10th, and every two levels after (up to 16th) from the following:

Blood Rage (Ex): If you fall below 50% of your maximum hp, you may willingly slip into the effects of a barbarian's rage, as if a barbarian of half your level. While raging you do not have access to your spells, and are subject to fatigue when it ends as normal. You may do this up to your normal constitution modifier times per day (minimum 1).

Life Touch (Su): You may stabilize a creature with a touch attack at will. Any healing spells cast by you never deal less than half amount. For example if you roll a 2 and a 7 on 2d8+7 for a cure moderate wounds, it automatically becomes as if you rolled a 4 instead of a 2.

Improved Life's Ward (Ex): You gain resistance to negative energy 10, and +6 sacred bonus on saving throws against the spells and spell-like effects of the undead. Requires, and overlaps with, Life's Ward.

No Enemy To You (Su): You are under the effects of a sanctuary spell in relation to encounters with animals, fey, and magical beasts. It does not fall unless they make their saving throw against the effect, or you attack them. Attacking them removes the effect for the assaulted target, but not for others.

Hazard Sense (Ex): You gain half your class level as a saving throw again natural hazards and traps, such as a rock slide, a simple non-mechanical pit, or brown mold. You always take minimum damage from ambient terrain effects such as the heat of lava, or taking nonlethal damage from smoke inhalation. This does not protect you against magically produced threats, such as the results of a earthquake spell.

Inhabit Animal (Ex): You may attempt to possess an animal with a melee touch attack, and the animal gets a Will save to negate, DC 10 + 1/2 HD + Wisdom bonus. If you are successful, your body falls helpless and inert, and you control the animal as if it were your own body. The possession lasts for as long as you like (though your body is in danger while you are away). You have access to your feats, saving throws, and skill ranks, but use the animal's abilities otherwise. If the animal dies for any reason, you take 1d10 backlash damage per HD of the animal possessed, and you are shunted back to your own body. You may dismiss control over the animal as a standard action.

Written In The Genes (Sp): You can divine the knowledge of the dead at will by reading their palms, bones, or entrials for markings. The corpse must not be older than 1 day per class level. The effect is identical to speak with dead but you do not have to speak the creature's language. It is a purely mental effect. However, the creature must have a language, or you will only get vague answers in the form of emotions and images.

Master Leyline (Sp): At 20th level a worldseer masters the art of channeling leyline's mystic energy. She may select an ability at 18th, and every two levels after from either the minor or major leylines, or the following:

Improved Blood Rage (Ex): As Blood Rage, but you are no longer fatigued, and may do it regardless of your hp total. You are still limited by your Contitution modifier on how many rages you may perform per day.

?????????????? (Ex): ????

?????????????? (Ex): ????

?????????????? (Ex): ????

Unquenchable Life (Ex): You are constantly under the effect of death ward as a caster level equal to your character level. Requires Improved Life Ward.

Avatar of Nature: At 20th level, blah blah count as fey if you want, bonuses vs stuff, don't suffer from natural terrain

Ex-Worldseer

<-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 Worldseer

Table: The Epic Worldseer

Hit Die: d8

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 Worldseer gains a bonus feat (selected from the list of epic worldseer bonus feats) every <-number of feats per level-> levels after 20th.

Epic Worldseers Bonus Feat List: <-list of bonus epic feats->.

Human Worldseer 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.

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.->.

Campaign Information

Playing a Worldseer

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->.

Worldseers in the World

<-Some quote from a character of this 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->.

Worldseers Lore

Characters with ranks in Knowledge Nature can research worldseers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Nature
DC Result
10 <-common knowledge->.
15 <-not so common knowledge->.
20 <-rare information->.
30 <-very rare information->.


Worldseers in the Game

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL 10:



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