Open main menu

Dungeons and Dragons Wiki β

Changes

User:Ghostwheel/Sandbox

21,545 bytes removed, 14:08, 21 September 2009
Replaced content with '{{delete|Not needed anymore, will recreate if needed again}}'
{{authordelete|author_name=Ghostwheel|date_created=September 17, 2009|adopter=|date_adopted= |status=Complete|editing=|img=}}{{3.5e Class Semantic|description=With the ability to imbue his foes with the mystical toxins which grow within his body, this warrior proves a deadly foe for even the strongest of enemies.}}  ==Toxinblade==</noinclude><includeonly>===Toxinblade===</includeonly>''"You're a fool to trust to your body to save you--watch as it crumbles about you!"'' Most warriors trust to their weapons to slay foes, but not all. Some use a far more insidious method to debilitate their foes, crushing them from within rather than without, or worse, attacking them both from within and without. The ones that specialize in this method of attack are known as toxinblades, strange warriors who can poison a foe with just a look and a wave of their hands. <noinclude>===Playing a Toxinblade===</noinclude><includeonly>====Playing a Toxinblade====</includeonly> Some toxinblades are made through an ancient ritual. Others are born with the ability to produce toxins within their body, their liver and kidneys working together to create a powerful and subversive poison deep within their bodies. They then slowly learn to harness this poison, inflicting every-greater poisons first upon their foes' body, then on their minds, and finally upon their very soul. '''Abilities:''' [[Constitution]] is by far the most important ability score for toxinblades, since it decides both the potency of their poison and their ability to withstand the blows that their foes inexorably hail upon them. Those who prefer to stand back and attack with ranged weapons as their toxins do their deadly work also invest in [[Dexterity]], while those who prefer to enter combat more deeply focus on [[Strength]].  '''Races:''' The natural sneakiness of their race makes halflings consumate toxinblades, poisoning their foes and running before their victims know what happened. While looked down upon, many dwarves find themselves becoming toxinblades, their natural fortitude bolstering them against the effects of the poisons running through their bodies. '''Alignment:''' While most toxinblades are non-good and non-lawful, they have no hard alignment requirements and any emotion can fuel the transformation into a toxinblade. '''Starting Gold:''' 6d4 x 10 gp (150 gp). '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Fighter|Fighter]]. {| class="zebra d20"|+<div>{{Anchor|Table: The Toxinblade}}</div>Hit Die: d10|-! 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|| class="left" | +1 || +2 || +0 || +2| class="left" | [[#Call of Poison|Call of Poison]], [[#Toxin Pool|Toxin Pool]] (One target)|- |2nd|| class="left" | +2 || +3 || +0 || +3| class="left" | [[#Poison Sheathe|Poison Sheathe]], [[#Poison Use|Poison Use]]|- |3rd|| class="left" | +3 || +3 || +1 || +3| class="left" | [[#Poisonous Rejuvenation|Poisonous Rejuvenation]]|- |4th||class="left" | +4 || +4 || +1 || +4| class="left" | [[#Die Hard|Diehard]], [[#Poison Immunity|Toxin Immunity]]|- |5th||class="left" | +5 || +4 || +1 || +4| class="left" | [[#Call of Poison|Call of Poison]] (Two targets)|- |6th||class="left" | +6/+1 || +5 || +2 || +5| class="left" | [[#Toxic Extension|Toxic Extension]]|- |7th||class="left" | +7/+2 || +5 || +2 || +5| class="left" | [[#Poisonous Strength|Poisonous Strength]]|- |8th||class="left" | +8/+3 || +6 || +2 || +6| class="left" | [[#Bonus Feat|Bonus Feat]]|- |9th||class="left" | +9/+4 || +6 || +3 || +6| class="left" | [[#Toxic Avenger|Improved Toxic Avenger]], [[#Venemous Fortitude|Venemous Fortitude]]|- |10th||class="left" | +10/+5 || +7 || +3 || +7| class="left" | [[#Call of Poison|Call of Poison]] (Three targets)|- |11th||class="left" | +11/+6/+1 || +7 || +3 || +7| class="left" | [[#Poisonous Retaliation|Burst of Poison]]|- |12th||class="left" | +12/+7/+2 || +8 || +4 || +8| class="left" | [[#Bonus Feat|Bonus Feat]]|- |13th||class="left" | +13/+8/+3 || +8 || +4 || +8| class="left" | [[#Desperate Renewal|Desperate Cannibalism]]|- |14th||class="left" | +14/+9/+4 || +9 || +4 || +9| class="left" | [[#Call of Poison|Improved Call of Poison]]|- |15th||class="left" | +15/+10/+5 || +9 || +5 || +9| class="left" | [[#Call of Poison|Call of Poison]] (Four targets)|- |16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10| class="left" | [[#Bonus Feat|Bonus Feat]]|- |17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10| class="left" | [[#Toxic Avenger|Improved Toxic Avenger]]|- |18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11| class="left" ||- |19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11| class="left" | [[#Revelation of the Toxic Lord|Revelation of the Toxic Lord]]|- |20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12| class="left" | [[#Call of Poison|Call of Poison]] (Five targets)|- class="noalt"| colspan="42" class="skill" |'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>The toxinblade's class skills (and the key ability for each skill) are [[SRD:Balance|Balance]] ([[Dex]]), [[SRD:Bluff|Bluff]] ([[Cha]]), [[SRD:Climb|Climb]] ([[Str]]), [[SRD:Craft|Craft]] ([[Int]])Not needed anymore, [[SRD:Disguise|Disguise]] ([[Cha]]), [[SRD:Forgery|Forgery]] ([[Int]]), [[SRD:Heal|Heal]] ([[Wis]]), [[SRD:Hide|Hide]] ([[Dex]]), [[SRD:Intimidate|Intimidate]] ([[Cha]]), [[SRD:Jump|Jump]] ([[Str]]), [[SRD:Knowledge|Knowledge]] (Arcana) ([[Int]]), [[SRD:Knowledge|Knowledge]] (Dungeoneering) ([[Int]]), [[SRD:Knowledge|Knowledge]] (Nature) ([[Int]]), [[SRD:Listen|Listen]] ([[Wis]]), [[SRD:Move Silently|Move Silently]] ([[Dex]]), [[SRD:Profession|Profession]] ([[Wis]]), [[SRD:Ride|Ride]] ([[Dex]]), [[SRD:Sense Motive|Sense Motive]] ([[Wis]]), [[SRD:Sleight of Hand|Sleight of Hand]] ([[Dex]]), [[SRD:Spot|Spot]] ([[Wis]]), [[SRD:Survival|Survival]] ([[Wis]]), [[SRD:Swim|Swim]] ([[Str]]), [[SRD:Tumble|Tumble]] ([[Dex]]), and [[SRD:Use Rope|Use Rope]] ([[Dex]]).|} <noinclude>====Class Features====</noinclude><includeonly>=====Class Features=====</includeonly> All of the following are class features of the toxinblade. '''Weapon and Armor Proficiency:''' Toxinblades are proficient with all [[SRD:Simple Weapon|simple]] and [[SRD:Martial Weapon|martial]] weapons. Toxinblades are also proficient with [[SRD:Light Armor|light armor]], [[SRD:Medium Armor|medium armor]], [[SRD:Heavy Armor|heavy armor]], and with [[SRD:Shields|shields]] (except for [[SRD:Tower Shield|tower shields]]). '''{{Anchor|Toxin Pool}}:''' From the start, the toxinblade has a reserve of poison manufactured deep inside his body that he can call upon to activate his various abilities. The poison is more metaphysical than physical, and can pass to the toxinblade's target without any physical contact of any sort. This ability grants the toxinblade a Toxin Pool which contains a number of Toxin Points. The toxinblade regains two Toxin Points per round, and may forcibly create more by taking a full-round action to generate a number of Toxin Points equal to his Constitution modifier. The toxinblade's Toxin Pool may contain a maximum number of Toxin Points equal to his Constitution modifier (minimum 0) + his class level + 5. All abilities that require the use of Toxin Points have a range of [[SRD:Spell_Descriptions#Close|Close]] (with effective caster level equal to character level) unless noted otherwise in the ability. This poison is metaphysical in nature, and can hurt even creatures normally immune to poisons. However, such creatures gain a +2 bonus to their save (if any). '''{{Anchor|Call of Poison}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' From the very start toxinblades can infuse their opponents with their mystical poisons. As a standard action, he may force an opponent to make a Fortitude save with a DC of his Constitution modifier + 1/2 his class level + 10. This effect lasts until the end of the toxinblade's next turn and costs 5 Toxin Points, causing 1d6 damage per class level to the target at the start of the toxinblade's turn. You may increase the DC of this ability by paying another two Poison Tokens for every +1 by which you increase the DC, and this can be extended for another round for every additional Toxin Point spent. This ability ends early if the toxinblade is takes damage from the target, and may target an additonal enemy for every five class levels the character has (at level 5, 10, 15, etc). Targets of this ability may make another saving throw against this ability at the same DC every time they take damage from it three times. At 14th level this ability may be used instead as a move action. This ability may be used with a reduction in cost of 2 Toxin Points by adding it onto a melee attack as a free action. '''{{Anchor|Poison Sheathe}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The toxinblade learns how to use the virulent poison within his body to soften the blows of enemies. As a swift action, he may spend a number of Toxin Points, limited up to his class level to gain DR 1/&mdash; for every two Toxin Points spent. This effect lasts for three rounds. '''{{Anchor|Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' With the knowledge he garners of his own body, the toxinblade learns how to apply poisons to his blade without the risk of poisoning himself. '''{{Anchor|Poison Rejuvenation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Just as swords can be turned into plowshares, so can poison within the toxinblade be used for healing as well as harm. As a swift action at third level, the toxinblade continues unlocking the mysteries of his mystical poison, allowing him to spend a number of Toxin Points up to his class level to gain Fast Healing equal to the number of Toxin Points spent for three rounds. '''{{Anchor|Diehard}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Poison runs through the toxinblade's body, keeping him standing even when lesser men would fall. At fourth level, the toxinblade gains the [[SRD:Diehard|Diehard]] feat. '''{{Anchor|Poison Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The toxinblade's body is so used to the poison running within his body that he gains immunity to poisons. Against any poison-like effect (as defined by the DM) that would work on him regardless of his immunity, the toxinblade gains a +4 bonus to his saving throw to resist. '''{{Anchor|Toxic Extension}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Poison begins to course through the toxinblade's very veins, allowing him to change his form, altering his very limbs to suit his size. At sixth level as a swift action, a toxinblade may spend three Toxin Points to extend his reach by 5' for three rounds. He may add another 5' to his reach by spending double the number of Toxin Points they used for the last 5'. (So 3 points for +5' reach, 6 points for +10' reach, 12 points for +15' reach, and so on.) A maximum number of Toxin Points can be spent on this ability equal to the toxinblade's class level. '''{{Anchor|Poisonous Strength}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The poison within the toxinblade's body can support his very muscles, strengthening them even as they harm his enemies. At 7th level, the toxinblade may send a number of Toxin Points up to half his level to gain a bonus to opposed Strength checks (such as those to trip, bull rush, and so on) equal to the number of Toxin Points spent. This ability lasts for three rounds. '''{{Anchor|Bonus Feat}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At levels 8, 12, and 16 the toxinblade continues to unlock his martial prowess, and gains a bonus feat from the [[SRD:Fighter Bonus Feats|fighter bonus feats list]]. '''{{Anchor|Toxic Avenger}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Toxic pus crawls up the toxinblade's hand and coats his weapon; any melee attacks the toxinblade makes gain an extra 2d6 damage as toxins enter the bloodstream of enemies. This increases to 2d6 at level 17. '''{{Anchor|Venemous Fortitude}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As he continues unlocking the secrets of the foul poison that courses through his body, the toxinblade finds that it has gained a mind of its own. Even when he would normally die, poison courses through his veins, forcing him to stand and fight when he would have otherwise wished to lay down from the pain. The toxinblade now does not die when reduced to -10 HP, but instead dies when he reaches a number of negative HP equal to one-third his maximum HP. '''{{Anchor|Poison Retaliation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The poison within the toxinblade writhes on its own, hating those who would hurt its master, and attacking them in retaliation. As an immediate action to taking damage the toxinblade may spend three Toxin Points to create a sticky burst of poison that affects all enemies within adjacent squares. For every three additional Toxin Points spent, the area increases by 5'. This ability causes an amount of damage equal to 1d6 per two levels the toxinblade possesses as well as [[SRD:Entangled|entangling]] opponents for three rounds. A successful Reflex save (DC 10 + 1/2 class level + Constitution modifier) negates the [[SRD:Entangled|entangling]] effect and reduces the damage by half. '''{{Anchor|Desperate Cannibalism}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Sometimes, all that can save the toxinblade is the poison that courses through his body. Sometimes, his own flesh and blood are worth less the mystical poison, which hungers for more, ever more power. It eats away at him when he allows it, converting his body for its own use. As a free action, the toxinblade may take 1d8 damage to regain one Toxin point. This damage cannot be redirected or prevented, and goes directly to the toxinblade's HP, bypassing any temporary HP he might have.     '''{{Anchor|Revelation of the Toxic Lord}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The toxinblade finally unravels the final secret of his blood, discovering a way to free it from his body while maintaining control, even beyond death. If killed, the toxinblade splits open and the toxic mass oozes out of his body in a gruesome mass, ripping free from his organs and taking his items at the same time. This new body has exactly the same statistics as the toxinblade at full HP and its Toxic Points increase to the maximum its pool can hold, and continues to act under the toxinblade's will. It also gains a +4 bonus to the DCs of any abilities powered by Toxin Points, and gains a +8 bonus on any intimidate checks but a -4 to any other social checks it would need to make. However, despite the power of this state, it is a very risky one to stay in, and if killed the only way to bring back the toxinblade is by casting a [[Wish]] or [[Miracle]] spell followed immediately by [[True Ressurection]]. It requires eight hours of immobility for the toxinblade to rebuild his body in this state, and recreate if interrupted he must begin once more from the start. ====Human Toxinblade Starting Package==== '''Armor:''' Scale mail (+4 AC, armor check penalty -3, speed 20 ft., 30 lb.), large steel shield (+2 AC, armor check penalty -2, 15 lb.) '''Weapons:''' Longbow (1d8, crit 20/x3, range inc. 100 ft., 3 lb, piercing), longsword (1d8, crit 19-20/x2, 4 lb., one-handed, slashing) '''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier. {| class="zebra d20"|-! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty|- | class="left" | Bluff || 4 || Cha || &mdash;|- | class="left" | Craft (Poison) || 4 || Int || &mdash;|- | class="left" | Intimidate || 4 || Cha || &mdash;|- | class="left" | Listen || 4 || Wis || &mdash;|- | class="left" | Ride || 4 || Dex || &mdash;|- | class="left" | Sense Motive || 4 || Wis || &mdash;|- | class="left" | Spot || 4 || Wis || &mdash;|- | class="left" | Survival || 4 || Wis || &mdash;|} '''Feat:''' Skill Focus (Diplomacy). '''Bonus Feats:''' Toughness. '''Gear:''' Backpack, bedroll, waterskin, flint & steel, 3 torches, sewing needle, belt pouch, sack, traveler's outfit. '''Gold:''' 4d4 gp. ===Campaign Information=== ====Playing a Toxinblade==== '''Religion:''' While many toxinblades worship Hextor, using the poison to defeat his foes and and focus attacks on themselves rather than on their allies, others see the connection of their poison to nature and pay due to Obad-Hai. Others use their poison to exact justice upon their enemies, allowing poisoners to feel exactly what it's like to suffer from a debilitating toxin and worship St. Cuthbert, while those who are more mischievous follow Olidammara. Finally, those who work in the dark to keep secrets hidden and known only by their church follow the teachings of Vecna. '''Other Classes:''' Many of the more martial classes, especially Paladins, hold toxinblades in disdain, seeing their poisonous powers as "tricksy" and "dishonorable". Most casters are fairly neutral in their outlook of toxinblades, seeing their powers as just another extension of magic, transmuters in particular holding some respect for those willing to change their bodies through arcane rituals. Finally, rogues and other sneakier classes enjoy keeping company with toxinblades who protect them while they work their dirtier deeds, and hold their ability to manufacture poison within themselves in high regard. '''Combat:''' Toxinblades usually work as frontliners who focus on attracting enemy attention while they inflict debilitating effects upon their foes and keep their attention off their allies. Some others work from a distance, using their powers on enemies while never coming within their grasp. '''Advancement:''' The toxinblade makes a good dip for any martial class that wants to be a little more "sticky", increasing the attractiveness of targeting the toxinblade over other characters. ====Toxinblades in the World==== ;NEED TO FINISH FROM HERE ON DOWN {{quote|"Even if a dozen swords are arrayed against us, we shall prevail; for together, we are far stronger than any of us apart!"|orig=Delmar, human marshal}} '''Daily Life:''' Many marshals find themselves thrust into the role of leaders or mediators where they use their skills to convince others to act one way or another. Their knowledge of tactics also sometimes places them in the role of an advisor, where they give sound advice on how to act in the coming battles ahead. '''Organizations:''' marshals can be found in almost any organization where martially-oriented characters group. In wars they can be found leading squads, in churches they can be found leading prayer services, and in times of peace they can be found training militia. Governments, churches, and other organizations that seek to pacify others through the use of martial power love to recruit marshals for their cause. '''NPC Reactions:''' Marshals, with their charismatic ways and knowledge of interaction, are often welcomed by most people. There are, however, some people who see them as a force which fuels the war machine, and amongst pacifists they are often shunned if they display their true abilities. ====Marshal Lore==== Characters with ranks in Knowledge (Local) can research Marshals 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"|+ Knowledge (Local)! DC || class="left" | Result|- | 5 || class="left" | Marshals are often leaders of various groups for some reason, though no one is really sure why.|- | 10 || class="left" | The companies which contain marshals often have less deaths in them, almost as though something keeps the marshal's companions alive despite the fact that marshals have no real healing abilities.|- | 15 || class="left" | Marshals are able to toughen their allies, boost their attacks, and are a boon in most groups. Just be follow their orders and you should do fine.|- | 20 || class="left" | Often the key to winning battles, marshals can push people past their own limitations. As a marshal grows in power, they can revive their allies from near-death, allow them to make devestating attacks, and even have them all charge together for a series of stunning strikes.|} ====Marshals in the Game==== Marshals can benefit almost any party that contains people who do damage, boosting their abilities while keeping allies standing and moving about tactically. They are often found in the company of military squads, allowing squadmates to attack faster, do more damage, and be more effective, or as leaders in rebellions, filling much the same purpose. '''Adaptation:''' While the standard flavor is that of an inspiring leader, the class can easily be played in a domineering, almost sadistic role where the marshal (perhaps "mistress" instead?) calls their allies "slaves" or "peons", making scorching remarks to get them to fight past their own abilities rather than using inspiring words. '''Sample Encounter:''' ''EL <!-- EL Number -->:'' 6  ----{{3.5e Base Classes Breadcrumbneeded again}}[[Category:3.5e]][[Category:User]][[Category:Class]][[Category:Base Class]]