Difference between revisions of "User:Aarnott/Lego Bin 11"

From Dungeons and Dragons Wiki
Jump to: navigation, search
m (Class Features)
 
(21 intermediate revisions by the same user not shown)
Line 1: Line 1:
<!--
+
== [[Marshal (3.5e Class)|Marshal]] 5/[[SRD:War Mind|Warmind]] 5 ==
{{author
 
|author_name=Aarnott
 
|date_created=
 
|status=
 
|balance=Rogue
 
}}
 
-->
 
  
<!--
 
<div class="blank">
 
{{#set:Summary=
 
|Length=5
 
|Minimum Level=6
 
|Base Attack Bonus Progression=Moderate
 
|Fortitude Save Progression=Poor
 
|Reflex Save Progression=Good
 
|Will Save Progression=Good
 
|Class Ability=Other
 
|Class Ability Progression=Other
 
}}
 
{{#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}}
 
</div>
 
-->
 
  
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
+
'''Idea:''' Use the Marshal's Stand your Ground + the War Mind's Hustle power to be able to put up a crapton of temp HP each round.
  
== Keeper of the Black Key ==
+
'''GW's Point Buy, 20 points:'''  9 Str, 14 Con, 12 Dex, 10 Int, 14 Wis, 16 Cha
  
{{quote
+
'''After Balanced Wealth:'''  12 Str, 20 Con, 16 Dex, 13 Int, 18 Wis, 24 Cha
|<-Some quote from a character of this class->
 
|orig=<-NPC name->, <-race-> <-class->
 
|src=<!--The source of the quote (manuscript, book, etc)-->
 
}}
 
  
* Secret society
+
'''HP (with average HP/HD):''' 103 = 8 (marshal level 1) + 18 (marshal 4) + 27 (warmind 5) + 50 (bonus)
* Know how to unlock the "doors" to the plane of shadow
 
  
===Becoming a Keeper of the Black Key===
+
'''HP (with max HP/HD):''' 140 = 8 (marshal level 1) + 32 (marshal 4) + 50 (warmind 5) + 50 (bonus)
  
<-why characters persue this class, what other classes they typically have, and what abilities are important->
+
'''Feats'''
  
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
+
* 1 - Spiritual Weapon (Charisma, Spiked Chain), EWP(Spiked Chain)
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
+
* 3 - Goad
|-
+
* 6 - Frightful Presence
! Base Attack Bonus:
+
* 9 - ?
| +3
 
|-
 
! Skills:
 
| [[SRD:Hide Skill|Hide]] 8 ranks, [[SRD:Move Silently Skill|Move Silently]] 5 ranks.
 
|-
 
! Special:
 
| Must have spent at least 1 day in the [[SRD:Plane of Shadow|Plane of Shadow]].
 
|}
 
  
{| class="zebra d20"
+
'''Highlights'''
|+ <div>{{Anchor|Table: The Keeper of the Black Key}}</div>
 
<p>Hit Die: d6</p>
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
| 1st || +0 || +0 || +2 || +2
 
| class="left" | [[#Shadow Pool|Shadow Pool]], [[#Nondetection|Nondetection]], [[#Secrets of the Black Key|Secrets of the Black Key]]
 
|-
 
| 2nd || +1 || +0 || +3 || +3
 
| class="left" | [[#Undetectable Alignment|Undetectable Alignment]]
 
|-
 
| 3rd || +2 || +1 || +3 || +3
 
| class="left" | [[#Void Being|Void Being]]
 
|-
 
| 4th || +3 || +1 || +4 || +4
 
| class="left" | [[#Hide Auras|Hide Auras]]
 
|-
 
| 5th || +3 || +1 || +4 || +4
 
| class="left" | [[#Shadowed Mind|Shadowed Mind]]
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/>
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]) (all, taken individually),
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
|}
 
  
====Class Features====
+
*PP: 30 = 20 (warmind 5) + 10 (bonus)
 +
*Battle Order Points: 9 = 2 (class level /2) + 7 (cha mod)
 +
*Stand your ground temp HP: 44 = 2 * (10 (character level) + 5 (class level) + 7 (cha mod))
 +
**Option 1: One target = 44 HP, 1 BO point
 +
**Option 2: Two targets, no hustle = 88 HP, 3 BO points
 +
**Option 3: Two targets, hustle = 88 HP, 2 BO points, 3 PP
 +
**Option 4: Three targets = 132 HP, 4 BO points, 3 PP
 +
**Option 4: Four targets = 176 HP, 6 BO points, 3 PP
 +
* BAB +8/+3
 +
** +2 Spiked Chain wielded
 +
** Attack routine is +17/+12 (2d4 + 13), sweeping strike
 +
** This does 68 damage average, if there are sweeping strike targets and all attacks hit
 +
** +1 to attacks whenever he uses BO points, which should be most of the time
  
All of the following are class features of the Keeper of the Black Key.
 
  
'''{{Anchor|Shadow Pool}}:''' Keepers of the Black Key learn how to perform what they call "unlocking the doors to the realms of darkness". What they have really learned to do is draw power from the plane of shadow. You have access to a pool of shadow points with a maximum size equal to half your ranks in the [[SRD:Hide Skill|hide skill]]. You use these shadow points to use class abilities.
+
== Knight 4/Marshal 6 ==
  
If you are in an area with shadowy illumination or darker (including magical darkness), you can spend a standard action to recover all of your shadow points.
+
'''Idea:''' Use the Marshal's Stand your Ground + the Knight's Test of Mettle to draw enemies to attack you and have the damage get soaked up by temp HP.
  
'''{{Anchor|Nondetection}} ([[Su]]):''' Keepers of the Black Key are taught, as part of joining the secret society how to protect themselves from being magically watched and instead remain hidden in the shadows. You are continually under the effects of a ''[[SRD:Nondetection|Nondetection]]'' spell.
+
'''GW's Point Buy, 20 points:''' 13 Str, 14 Con, 14 Dex, 10 Int, 8 Wis, 16 Cha
  
'''{{Anchor|Secrets of the Black Key}} ([[Su]]):''' At each class level, you can mimic certain spells or gain benefits by using shadow points. You can only use an ability that has a shadow point cost less than or equal to your Keeper of the Black Key class level. The DCs of these effects are 10 + 1/2 your HD + your intelligence modifier.
+
'''After Balanced Wealth:''' 16 Str, 20 Con, 19 Dex, 13 Int, 11 Wis, 24 Cha
  
{|  class="zebra d20"
+
'''HP (with average HP/HD):''' 108 = 12 (knight level 1) + 19 (knight 3) + 27 (marshal 6) + 50 (bonus)
|-
 
|+'''Table: Secrets of the Black Key'''
 
|-
 
!Shadow Point Cost
 
! align="left" | Ability
 
! align="left" | Effect
 
|-
 
|1
 
| align="left" | Cloak of shadows
 
| align="left" | As an immediate action, you gain the effects of the ''[[SRD:Blur|blur]]'' spell. This ability lasts until the end of your next turn. If you already have a miss chance due to concealment and you are in an area of darkness or shadowy illumination, increase the miss chance by 20%.
 
|-
 
|1
 
| align="left" | Penumbral curtain
 
| align="left" | As a standard action, you or an object you are carrying projects a 20ft. radius of shadowy illumination as the ''[[SRD:Darkness|darkness]]'' spell. This effect lasts for 10 rounds and counts as a [[SRD:Darkness Effect|darkness effect]] created by a spell of 2nd level.
 
|-
 
|1
 
| align="left" | Ebon sight
 
| align="left" | As a swift action, you are able to see clearly in all forms of darkness including magical darkness. This effect lasts for 3 rounds.
 
|-
 
|1  
 
| align="left" | Shadow strike
 
| align="left" | As a swift action, you deal +1d6 sneak attack damage. This ability lasts until the start of your next turn.
 
|-
 
|2
 
| align="left" | Greater penumbral curtain
 
| align="left" | As a standard action, you or an object you are carrying projects a 60ft. radius of shadowy illumination as the ''[[SRD:Deeper Darkness|deeper darkness]]'' spell. This effect lasts 10 rounds and counts as a [[SRD:Darkness Effect|darkness effect]] created by a spell of 3rd level.
 
|-
 
|2
 
| align="left" | Footsteps of the keymaster
 
| align="left" | As a standard action, you gain the effects of a ''[[SRD:Silence|silence]]'' spell, but it affects only yourself and your gear. This effect lasts 3 rounds.
 
|-
 
|2
 
| align="left" | Fade to black
 
| align="left" | As a standard action, you gain the effects of the ''[[SRD:Invisibility|invisibility]]'' spell. You can only activate this ability when you are in darkness or shadowy illumination and it lasts 5 rounds (or until discharged).
 
|-
 
|2
 
| align="left" | Quiet death
 
| align="left" | As a swift action, you can make any projectiles or ammunition you use this round act as if it were under the effect of a ''[[SRD:Silence|silence]]'' spell.
 
|-
 
|3
 
| align="left" | Shadow jump
 
| align="left" | As a move action, you can ''[[SRD:Dimension Door|dimension door]]'' to and from shadowy illumination or darkness. Unlike dimension door, you can continue to act after you finish teleporting.
 
|-
 
|3
 
| align="left" | Improved shadow strike
 
| align="left" | As a swift action, you deal +2d6 sneak attack damage. This effect lasts until the start of your next turn. If you hit and deal sneak attack damage during this time, recover 1 shadow point (but only 1 point per usage of this ability).
 
|-
 
|3  
 
| align="left" | Umbral curtain
 
| align="left" | As a standard action, you can create the effects of the ''[[SRD:Blacklight|blacklight]]'' on yourself or a point in space within 50ft. (with a will save to ignore the effects as the spell), except that you are unable to see in the area (unless you use Ebon sight). These effects last 5 rounds.
 
|-
 
|4
 
| align="left" | Greater umbral curtain
 
| align="left" | As a standard action, you can create a 30ft. radius area of magical total darkness either as an emanation from you or centered on a point is space within 50ft. These effects last 5 rounds.
 
|-
 
|4
 
| align="left" | Improved ebon sight
 
| align="left" | As a swift action, you are able to see clearly in all forms of darkness including magical darkness. This effect lasts for 10 minutes.
 
|-
 
|5
 
| align="left" | Greater shadow strike
 
| align="left" | As a swift action, you deal +3d6 sneak attack damage. This effect lasts until the start of your next turn. If you hit and deal sneak attack damage during this time, recover 1 shadow point (but only 4 points per usage of this ability).
 
|-
 
|5
 
| align="left" | Umbral strike
 
| align="left" | As a free action, you can make all melee attacks you make for the next 3 rounds as touch attacks instead (dealing your normal damage) as long as you are in darkness or shadowy illumination.
 
|}
 
  
'''{{Anchor|Undetectable Alignment}} ([[Su]]):''' At 2nd level, you are continually under the effect of a ''[[SRD:Undetectable Alignment|Undetectable Alignment]]'' spell.
+
'''HP (with max HP/HD):''' 146 = 12 (knight level 1) + 36 (knight 3) + 48 (marshal 6) + 50 (bonus)
  
'''{{Anchor|Void Being}} ([[Su]]):''' Upon reaching 3rd level, you are protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by divination spells or effects that reveal location. The ability even foils limited wish, miracle, and wish when they are used to gain information about your location (however, metafaculty can pierce this protective barrier). In the case of scrying that scans an area you are in, the effect works, but you are simply not detected. Remote viewing or scrying attempts that are targeted specifically on you do not work. Furthermore, magical sensors and traps, such as Explosive Runes, Glyph of Warding, or Symbol of Pain do not register, threaten, or harm you unless triggered by another creature.
+
* 1 - Spiritual Weapon (Charisma, Spiked Chain), EWP(Spiked Chain), Combat Reflexes (flaw), Stand Still (flaw)
 +
* 2 - Mounted Combat (bonus)
 +
* 3 - Hold the line
 +
* 6 - Mage Slayer
 +
* 9 - Blind Fight
 +
* 12 - Pierce Magical Concealment (not this level yet)
  
:<small>'''Note:''' "Borrowed" from [[User:Ghostwheel|Ghostwheel]]'s [[Trapsmith (3.5e Prestige Class)|Trapsmith]].</small>
+
'''Highlights'''
  
'''{{Anchor|Hide Auras}} ([[Su]]):''' You can conceal the magic auras on yourself or any item in your possession as a free action as far as magical detection is concerned. Once an item leaves your possession it displays its auras in 5 rounds. You can also reveal any of the auras as a free action.
+
* Battle Order Points: 10 = 3 (class level / 2) + 7 (cha mod)
 
+
* Stand your ground temp HP: 46 = 2 * (10 (character level) + 6 (class level) + 7 (cha mod))
'''{{Anchor|Shadowed Mind}} ([[Su]]):''' At 5th level, you are protected from all devices, powers, and spells that would allow another creature to read your mind or emotions unless you otherwise allow it to. You also can make a second saving throw the round after you fail a saving throw against a mind-affecting spell or effect at the same DC as the original saving throw.
+
* Challenges 9/day all enemies in 100 ft. DC 19 (if 1/2 character level allowed, which it should be imo, DC 22)
 
+
** With 3 BO points, he can soak 92 damage per round
 
+
* The Hold the line + spiked chain + stand still combo helps keep enemies stuck to him
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
+
* Mage slayer allows him to keep casters occupied
===Campaign Information===
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION
 
====Playing a <-class name->====
 
 
 
'''Combat:''' <-Typical role in combat->
 
 
 
'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->
 
 
 
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations->
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION -->
 
 
 
<!-- 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->|4=<-NPC name->, <-race-> <-class->}}
 
 
 
<-Where characters of this class fit in a d20 world->
 
 
 
'''NPC Reactions:''' <-How NPCs react to characters of this class->
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
 
====<-class name-> Lore====
 
 
 
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> 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"
 
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 11 || class="left" | <-not so common knowledge->.
 
|-
 
| 16 || class="left" | <-rare information->.
 
|-
 
| 21 || class="left" | <-very rare information->.
 
|-
 
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.
 
|}
 
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====
 
 
 
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
 
 
 
'''Adaptation:''' <-Fitting this class in your campaign->
 
 
 
'''Sample Encounter:''' <-DM placement for NPC of this class->
 
 
 
''EL <- whatever ->:'' <-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 -->
 
 
 
<!--
 
----
 
{{3.5e Prestige Classes Breadcrumb}}
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:Class]]
 
[[Category:Prestige Class]]
 
-->
 

Latest revision as of 16:54, 25 October 2013

Marshal 5/Warmind 5[edit]

Idea: Use the Marshal's Stand your Ground + the War Mind's Hustle power to be able to put up a crapton of temp HP each round.

GW's Point Buy, 20 points: 9 Str, 14 Con, 12 Dex, 10 Int, 14 Wis, 16 Cha

After Balanced Wealth: 12 Str, 20 Con, 16 Dex, 13 Int, 18 Wis, 24 Cha

HP (with average HP/HD): 103 = 8 (marshal level 1) + 18 (marshal 4) + 27 (warmind 5) + 50 (bonus)

HP (with max HP/HD): 140 = 8 (marshal level 1) + 32 (marshal 4) + 50 (warmind 5) + 50 (bonus)

Feats

  • 1 - Spiritual Weapon (Charisma, Spiked Chain), EWP(Spiked Chain)
  • 3 - Goad
  • 6 - Frightful Presence
  • 9 - ?

Highlights

  • PP: 30 = 20 (warmind 5) + 10 (bonus)
  • Battle Order Points: 9 = 2 (class level /2) + 7 (cha mod)
  • Stand your ground temp HP: 44 = 2 * (10 (character level) + 5 (class level) + 7 (cha mod))
    • Option 1: One target = 44 HP, 1 BO point
    • Option 2: Two targets, no hustle = 88 HP, 3 BO points
    • Option 3: Two targets, hustle = 88 HP, 2 BO points, 3 PP
    • Option 4: Three targets = 132 HP, 4 BO points, 3 PP
    • Option 4: Four targets = 176 HP, 6 BO points, 3 PP
  • BAB +8/+3
    • +2 Spiked Chain wielded
    • Attack routine is +17/+12 (2d4 + 13), sweeping strike
    • This does 68 damage average, if there are sweeping strike targets and all attacks hit
    • +1 to attacks whenever he uses BO points, which should be most of the time


Knight 4/Marshal 6[edit]

Idea: Use the Marshal's Stand your Ground + the Knight's Test of Mettle to draw enemies to attack you and have the damage get soaked up by temp HP.

GW's Point Buy, 20 points: 13 Str, 14 Con, 14 Dex, 10 Int, 8 Wis, 16 Cha

After Balanced Wealth: 16 Str, 20 Con, 19 Dex, 13 Int, 11 Wis, 24 Cha

HP (with average HP/HD): 108 = 12 (knight level 1) + 19 (knight 3) + 27 (marshal 6) + 50 (bonus)

HP (with max HP/HD): 146 = 12 (knight level 1) + 36 (knight 3) + 48 (marshal 6) + 50 (bonus)

  • 1 - Spiritual Weapon (Charisma, Spiked Chain), EWP(Spiked Chain), Combat Reflexes (flaw), Stand Still (flaw)
  • 2 - Mounted Combat (bonus)
  • 3 - Hold the line
  • 6 - Mage Slayer
  • 9 - Blind Fight
  • 12 - Pierce Magical Concealment (not this level yet)

Highlights

  • Battle Order Points: 10 = 3 (class level / 2) + 7 (cha mod)
  • Stand your ground temp HP: 46 = 2 * (10 (character level) + 6 (class level) + 7 (cha mod))
  • Challenges 9/day all enemies in 100 ft. DC 19 (if 1/2 character level allowed, which it should be imo, DC 22)
    • With 3 BO points, he can soak 92 damage per round
  • The Hold the line + spiked chain + stand still combo helps keep enemies stuck to him
  • Mage slayer allows him to keep casters occupied