Raziel (3.5e Class)
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Raziel
A Raziel is a born with innate magic, deeper in connection with his power than a sorcerer, but not quite the source itself. The Raziel class is based off the Sphere mechanic introduced in the Tome of Fiends.
Making a Raziel
A Raziel is nowhere near as versatile as other spellcasters, but he can cast his spell-like abilities granted by his spheres seemingly without end. His overdrive bolt and overload blast abilities allow him to act when he has used up his spell-like abilities for the day.
Abilities: A Raziel most needs a high Charisma score to power up his class features and his spheres. He also needs a high dexterity score to help him aim his overdrive bolts and to help him dodge attacks.
Races: A Raziel is anybody born with an innate connection to magic, so they can be of any race. However, Half-Dragons, Half-Fiends, Half-Celestials, Aasimar and Tieflings tend to show up as Raziel more frequently.
Alignment: Any.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Simple.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +2 | Sphere, Overdrive Bolt | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +3 | Mystic Vitality | ||||||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +3 | Sphere | ||||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +4 | Overload Blast | ||||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +4 | Alter Bolts | ||||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +5 | Sphere | ||||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +5 | Withstand | ||||||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +6 | Evasion | ||||||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +6 | Sphere | ||||||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +7 | Increased Access | ||||||||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +7 | Forceful Personality | ||||||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +8 | Sphere | ||||||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +8 | Curing Wave | ||||||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +9 | Bolt Rain | ||||||||||||||||||||||||||||||||||||
15th | +11/+6/+6 | +5 | +9 | +9 | Sphere, Magical Apothesis | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Raziel.
Weapon and Armor Proficiency: A Raziel is proficient with all simple weapons and light armor, as well as bucklers and light shields.
Sphere: A Raziel gains basic access to a sphere at first, third and every third level afterwards. If the Raziel selects a sphere that he already has basic access to, he upgrades it to advanced access. If he already had advanced access, he gains expert access.
Overdrive Bolt (Sp): A Raziel gains the ability to manifest his magical connection in a bolt of mystic energy. A Raziel can use this ability to deal 1d8 magic damage on a successful ranged touch attack. This damage increases by 1d8 for every two levels in Raziel that the Raziel has.
Mystic Vitality (Ex): At 2nd level, a Raziel learns to attune his body more closely to the magic. He gains his Charisma modifier worth in HP at this level and every level afterwards.
Overload Blast (Sp): At 4th level, a Raziel can manifest his magical connection in a destructive wave of mythic power that trades a small ammount of damage to himself for a huge ammount of damage to his surroundings. Using this, the Raziel deals 1d6 damage per level of Raziel he possesses, and he deals 1d6 damage to himself for every four d6 dealt to his surroundings. This produces a Close range (25+5'/caster level) radius sphere of magic that deals damage to everything in it. He can use this one time per day per point of Charisma bonus he possesses.
Alter Bolts: A Raziel can alter his Overdrive Bolts to cause them to do certain types of damage to certain creatures. By sacrificing 1d6 of his possible damage dealt, he can change one bolt to deal acid, fire, electricity or cold damage. In addition, by dealing 1d4 damage to himself and sacrificing 1d6 worth of his possible damage, the Raziel can change his bolts to be Holy, Unholy, Axiomatic or Anarchaic.
Withstand (Ex): A Raziel's mind becomes an impenetrable fortress through his magical connection. At seventh level, a Raziel takes no penalty on a partial will save, as if he were immune to its effects.
Evasion (Ex): At eighth level, a Raziel gains evasion.
Increased Access: At 10th level, a Raziel gains extra uses of the spell-like abilities that he gains from his Spheres. The Raziel gains a number of extra uses of any spell-like ability equal to half the number his character level exceeds the minimum character level to use the spell-like ability (rounded up). So if the Raziel has a character level of 10, he would gain 1 extra use of a spell-like ability that is granted by one of his spheres at character level 9 and 3 extra uses of any spell-like from one of his spheres with a minimum level of 7, and etc. Upon gaining this ability, the Raziel immediately gains a number of extra feats, that he must qualify for, equal to the number of spheres he has expert access to. If he ever gains expert access to another sphere, he also gains an extra feat that he qualifies for.
Forceful Personality: At 11th level, a Raziel gains the ability to force his personality into his attacks and defenses. He adds his charisma bonus(if positive) to his melee attack rolls, his melee damage rolls and his saves. He also adds it to his AC, but looses that bonus when he is flat-footed.
Curing Wave (Sp): At 13th level, a Raziel can use his connection to his mystic power to rejuvinate himself. He can use up one of his uses of his Overload Blast to cure himself for 1d8/every 3 levels of Raziel he possesses.
Bolt Rain (Sp): At 14th level, a Raziel can make a rain of bolts to destroy his surrounding enemies. As a full round action, he may hit every enemy in range with an overdrive bolt. He can use this ability a number of times per day equal to 1/3 his Raziel level.
Magical Apothesis: At 15th level, a Raziel becomes inhuman in mystical ways. He is treated as an outsider, being immortal and not aging, but he can still be returned to life in the same way he could if he were his original type. He may also choose to add his alignment as a subtype to qualify for classes and bonus feats.
Human Raziel Starting Package
Weapons: Light Mace.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Intimidate | 4 | Cha | — |
Bluff | 4 | Cha | — |
Move Silently | 4 | Dex | -1 |
Hide | 4 | Dex | -1 |
Feat: Point Blank Shot.
Bonus Feats: Stealthy.
Gear: Studded Leather.
Gold: 100.
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Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | Very High + |
Author | Achwalm + |
Base Attack Bonus Progression | Moderate + |
Class Ability | Alternate Magic + |
Class Ability Progression | Other + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Class + |
Length | 15 + |
Minimum Level | 1 + |
Rating | Unrated + |
Reflex Save Progression | Good + |
Skill | Bluff +, Concentration +, Disguise +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Sense Motive +, Sleight of Hand +, Spellcraft +, Spot + and Use Magic Device + |
Skill Points | 4 + |
Summary | A Raziel is a born with innate magic, deeper in connection with his power than a sorcerer, but not quite the source itself. + |
Title | Raziel + |
Will Save Progression | Good + |