ghost_warlock
07-09-2006, 12:55 PM
I made this to round out a party containing a dread necromancer and my crypt ranger (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1151682788 ). *Sorry, I'm too tired to come up with flavor text right now * ;D *Feedback, please!
Desiccant
A desiccant is a divine spellcaster who, through necromantic rituals, slowly turns himself into a mummy-like creature.
GAME RULE INFORMATION
Desiccants have all the following game statistics.
Abilities: Charisma determines how many spells the desiccant can cast per day and affects his ability to rebuke undead. *Wisdom determines how hard the desiccant’s spells are to resist. *In addition, a desiccant benefits from a high Strength score to inflict bodily harm upon his foes.
Alignment: any non-good.
Hit Die: d8.
Base Attack Progression: Moderate (as cleric)
Saving Throw Progression: Fort & Will good; Ref poor
Class Skills
A desiccant’s class skills are Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, and Spellcraft.
Skill Points at Each Level: 2 + Int modifier (x4 at 1st level).
Class Features
All of the following are features of the desiccant.
Weapon and Armor Proficiency: Desiccants are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). *Although a desiccant is not proficient with heavy armor, it does not interfere with his spellcasting.
Rebuke Undead (Su): A desiccant can rebuke and command undead creatures by channeling negative energy through his body. *See the cleric class feature on page 33 of the PHB v.3.5.
Spells: A desiccant casts divine spells, which are drawn from the cleric spell list. *He can cast any spell he knows without preparing it ahead of time the way a cleric must.
* *To cast a spell, a desiccant must have a Charisma score of 10 + the spell's level. *The DC for a saving throw against a desiccant's spell is 10 + the spell's level + the desiccant's Wisdom modifier.
* *Like other spellcasters, a desiccant can cast only a certain number of spells of each spell level per day. *His base daily spell allotment is given on Table 3-13: The Sorcerer on page 52 of the PHB v.3.5. *In addition, he receives bonus spells for a high Charisma.
* *Unlike a cleric, a desiccant's selection of spells is limited. *A desiccant begins play knowing four 0-level spells and two 1st-level spells of your choice. *A desiccant gains new spells known according to Table 3-17: Sorcerer Spells Known on page 54 of the PHB v.3.5..
* *Upon reaching 4th level, and at every even-numbered desiccant level, a desiccant can choose to learn a new spell in place of one she already knows. *In effect, the desiccant "loses" the old spell in exchange for the new one. *The new spell's level must be the same as that of the spell being exchanged, and it must be two levels lower than the highest-level desiccant spell the desiccant can cast. *A desiccant may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells for the level.
* *Unlike a cleric, a desiccant 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.
Mummy Body (Ex): At 2nd level a desiccant gains a +1 bonus to AC from natural armor. *This bonus to natural armor increases by one for every two levels of desiccant the character has, to a maximum of +10 at 20th level.
Fist of the Dead (Ex): At 6th level, the desiccant gains a natural slam attack, which may be used as a standard action. *The attack deals damage based on the desiccant's size, 1d6 points of damage for Small desiccants, 1d8 for Medium, and 2d6 for Large.
Damage Reduction (Ex): At 7th level, a desiccant gains the ability to shrug off some amount of injury from each blow or attack. *Subtract 1 from the damage the desiccant takes each time he is dealt damage from a weapon or natural attack. *At 10th level, and every three desiccant levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point, to a maximum of 5 at 19th level. *Damage reduction can reduce damage to 0 but not below 0.
Light Fortification: Starting at 10th level, a desiccant gains 25% resistance to critical hits and sneak attacks; this is the equivalent of the light fortification armor special ability. *At 17th level, this light fortification increases to 50%.
Mummy Apotheosis: At 20th level, a desiccant becomes an undead creature similar to a mummy. *His type changes to undead, and he gains all the traits of the undead. *He no longer has a Constitution score, all his existing Hit Dice become d12’s, and he must reroll his hit points. *A desiccant who is not humanoid does not gain this class feature.
Desiccant
A desiccant is a divine spellcaster who, through necromantic rituals, slowly turns himself into a mummy-like creature.
GAME RULE INFORMATION
Desiccants have all the following game statistics.
Abilities: Charisma determines how many spells the desiccant can cast per day and affects his ability to rebuke undead. *Wisdom determines how hard the desiccant’s spells are to resist. *In addition, a desiccant benefits from a high Strength score to inflict bodily harm upon his foes.
Alignment: any non-good.
Hit Die: d8.
Base Attack Progression: Moderate (as cleric)
Saving Throw Progression: Fort & Will good; Ref poor
Class Skills
A desiccant’s class skills are Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, and Spellcraft.
Skill Points at Each Level: 2 + Int modifier (x4 at 1st level).
Class Features
All of the following are features of the desiccant.
Weapon and Armor Proficiency: Desiccants are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). *Although a desiccant is not proficient with heavy armor, it does not interfere with his spellcasting.
Rebuke Undead (Su): A desiccant can rebuke and command undead creatures by channeling negative energy through his body. *See the cleric class feature on page 33 of the PHB v.3.5.
Spells: A desiccant casts divine spells, which are drawn from the cleric spell list. *He can cast any spell he knows without preparing it ahead of time the way a cleric must.
* *To cast a spell, a desiccant must have a Charisma score of 10 + the spell's level. *The DC for a saving throw against a desiccant's spell is 10 + the spell's level + the desiccant's Wisdom modifier.
* *Like other spellcasters, a desiccant can cast only a certain number of spells of each spell level per day. *His base daily spell allotment is given on Table 3-13: The Sorcerer on page 52 of the PHB v.3.5. *In addition, he receives bonus spells for a high Charisma.
* *Unlike a cleric, a desiccant's selection of spells is limited. *A desiccant begins play knowing four 0-level spells and two 1st-level spells of your choice. *A desiccant gains new spells known according to Table 3-17: Sorcerer Spells Known on page 54 of the PHB v.3.5..
* *Upon reaching 4th level, and at every even-numbered desiccant level, a desiccant can choose to learn a new spell in place of one she already knows. *In effect, the desiccant "loses" the old spell in exchange for the new one. *The new spell's level must be the same as that of the spell being exchanged, and it must be two levels lower than the highest-level desiccant spell the desiccant can cast. *A desiccant may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells for the level.
* *Unlike a cleric, a desiccant 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.
Mummy Body (Ex): At 2nd level a desiccant gains a +1 bonus to AC from natural armor. *This bonus to natural armor increases by one for every two levels of desiccant the character has, to a maximum of +10 at 20th level.
Fist of the Dead (Ex): At 6th level, the desiccant gains a natural slam attack, which may be used as a standard action. *The attack deals damage based on the desiccant's size, 1d6 points of damage for Small desiccants, 1d8 for Medium, and 2d6 for Large.
Damage Reduction (Ex): At 7th level, a desiccant gains the ability to shrug off some amount of injury from each blow or attack. *Subtract 1 from the damage the desiccant takes each time he is dealt damage from a weapon or natural attack. *At 10th level, and every three desiccant levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point, to a maximum of 5 at 19th level. *Damage reduction can reduce damage to 0 but not below 0.
Light Fortification: Starting at 10th level, a desiccant gains 25% resistance to critical hits and sneak attacks; this is the equivalent of the light fortification armor special ability. *At 17th level, this light fortification increases to 50%.
Mummy Apotheosis: At 20th level, a desiccant becomes an undead creature similar to a mummy. *His type changes to undead, and he gains all the traits of the undead. *He no longer has a Constitution score, all his existing Hit Dice become d12’s, and he must reroll his hit points. *A desiccant who is not humanoid does not gain this class feature.