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Thread: New Race [DnD 3.5]

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    Gaiyamato's Avatar

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    May 2009
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    Default Re: New Race [DnD 3.5]

    V'K'kraan'ck Racial Hit-dice

    HD: 1D8

    Class Skills
    Chose any 6 class skills.

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points For Second Level: 6 + Int modifier

    CLASS NAME
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Attunement, Bonus Feat
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    | [/table]


    Attunement (Su):
    Chose one:
    Mage: Begin with a spell book with Intelligence bonus +3 level 1 spells and all level 0 spells. Arcane caster level of 2. You can memorise and cast one of these spells per day. Spells are Arcane Intelligence based as per wizard. If you take levels in Wizard then you gain a bonus first level spell slot and +2 Caster level instead (you keep the spells in your book however). Feat must be Magical Aptitude. Must be Lawful.

    Devoted: As mage but with Divine spells chosen from Paladin spell list. Primary stat is Wisdom. No spell book. Gain bonus to caster level and bonus slot if take levels in Cleric. Feat must be Investigator. Must be Evil.

    Skilled: Gain 3 more skills as class skills and +2 skill points per level. Feat may be any of player's chosing. Good Reflex saves also.

    --------------------------------------------------------------------------
    --------------------------------------------------------------------------

    Nik'tch Master

    Background:

    Races: Almost entirely V'K'kraan'ck. Others may sometimes learn the ways of the Nik'tch Master however.

    Role: Primary Melee fighter.

    GAME RULE INFORMATION
    Nik'tch Master's have the following game statistics.
    Abilities: Strength and Intelligence are essential for the class abilities. Dexterity and Constitution also assist as this is a front line melee class.
    Alignment: Lawful Evil
    Hit Die: 1D10
    Starting Gold: 3D4x10

    Class Skills
    The Nik'tch Master's class skills (and the key ability for each skill) are...
    Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Wis), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana), Knowledge(Incarnum), Knowledge(Religion), Spellcraft (int), Swim (Str)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    CLASS NAME
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soulmelds|Essentia|Chakra Binds|Maneuvers Known|Maneuvers Readied|Stances Known

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    | Racial Class| 0 | 0 | 0 | 1 | 1 | 0 |

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    | Battle Clarity (Reflex Saves) | 0 | 1| 0| 1| 1| 0|

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    | Mettle |0| 1| 0| 2|1|1|

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    | Bonus Feat |0| 2| 0| 2|1|1|

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    | Battle Ardor (Critical confirmation) |1| 2| 0| 3|2|1|

    6th|
    +6/+1
    |
    +2
    |
    +2
    |
    +5
    | Evasion |1| 3| 0| 3|2|1|

    7th|
    +7/+2
    |
    +2
    |
    +2
    |
    +5
    | Battle Cunning (damage)|1| 3| 0| 4|3|2|

    8th|
    +8/+3
    |
    +2
    |
    +2
    |
    +6
    | Bonus Feat |1| 4| 0| 4|3|2|

    9th|
    +9/+4
    |
    +3
    |
    +3
    |
    +6
    | Improved Mettle |2| 4| 0| 5|4|2|

    10th|
    +10/+5
    |
    +3
    |
    +3
    |
    +7
    | Chakra Binds (Hands, Feet, Crown) |2| 5| 1| 5|4|2|

    11th|
    +11/+6/+1
    |
    +3
    |
    +3
    |
    +7
    | |2| 6| 1| 6|5|3|

    12th|
    +12/+7/+2
    |
    +4
    |
    +4
    |
    +8
    | Bonus Feat |2| 7| 1| 6|5|3|

    13th|
    +13/+8/+3
    |
    +4
    |
    +4
    |
    +8
    | Uncanny Dodge |3| 8| 1| 7|6|3|

    14th|
    +14/+9/+4
    |
    +4
    |
    +4
    |
    +9
    | Chakra Binds (Arms, Brow, Shoulders) |3| 9| 2| 7|6|3|

    15th|
    +15/+10/+5
    |
    +5
    |
    +5
    |
    +9
    | |3| 10| 2| 8|7|3|

    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +5
    |
    +10
    | Bonus Feat |3| 11| 2| 8|7|4|

    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    | Chakra Binds (Throat, Waist) |4| 12| 3| 9|8|4|

    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    | Improved Evasion |4| 13| 3| 9|8|4|

    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    | |4| 14| 3| 10|9|4|

    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    | Bonus Feat |4| 15| 3| 10|9|5|[/table]

    Class Features
    All of the following are class features of the Nik'tch Master.

    Weapon and Armor Proficiencies: Nik'tch Master's are proficient in all simple and martial weapons. They gain proficiency with the Nik'tch Courtblade for free. They gain no armor or shield proficiency.

    Racial Class (Ex):
    V'K'kraan'ck MUST replace their first two racial levels with the first two levels of this class. They gain nothing from the racial levels.

    Maneuvers:
    See Warblade. Iron Heart, Diamond Mind and Stone Dragon only.

    Maneuvers Readied:
    See Warblade

    Stances Known:
    See Warblade

    Meldshaping:
    Int based

    Chakra Binds:
    See Soulborn

    Bonus Feat:
    May chose any Incarnum or Fighter bonus feat. Weapon specific feats must relate only to the Nik'tch Courtblade.

    Battle Clarity (Ex):
    A Nik'tch Master may add his Intelligence bonus (if any) to his reflex saves.

    Battle Ardor (Ex):
    A Nik'tch Master may add his Intelligence bonus (if any) to rolls to confirm critical hits.

    Battle Cunning (Ex):
    A Nik'tch Master may add his Intelligence bonus (if any) to melee damage rolls.

    Evasion (Ex):
    At 6th level and higher, a Nik'tch Master can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Nik'tch Master is wearing light armor or no armor. A helpless Nik'tch Master does not gain the benefit of evasion.

    Improved Evasion (Ex):
    At 18th level a Nik'tch Master always takes only half damage if he fails a Reflex save and no damage if he succeeds.

    Mettle (Ex):
    At 3rd level and higher, a Nik'tch Master can endure even magical and unusual attacks. If he makes a successful Fortitude or Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

    Improved Mettle (Ex):
    At 9th level a Nik'tch Master always takes only half damage if he fails a Fortitude or Will save and no damage if he succeeds.

    Uncanny Dodge (Ex):
    At 13th level, a Nik'tch Master retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Nik'tch Master already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    Soulmeld List
    Spoiler
    Show

    {table="head"] Chakra | Soulmeld | Basic Effect
    Crown | Frosthelm | Exist comfortably in cold temperatures
    | Necrocarnate Circlet | Detect Undead 30'
    | Soulspark Familiar | Create Soulspark creature
    | Soulspeaker Circlet | Undearstand a spoken language
    | |
    Feet | Airstep sandals | Fly up to 10 feet as a move action
    | Cerulean sandals | Walk on water
    | Impulse boots | Uncanny Dodge
    | Urskan Greaves | Move through ice and snow at normal speed. +5 Balance on ice.
    | |
    Hands | Bloodtalons | Continue fighting when dying or disabled
    | Bloodwar Gauntlets | +1 melee attacks
    | Gloves of the poisoned soul | Touch poisons target
    | Mauling Gauntlets | +2 Bonus on strength checks
    | Necrocarnum Weapon | Chosen weapon bypasses DR as if Evil aligned
    | |
    Arms | Bluesteel bracers | +2 Initiative
    | Bloodwar Gauntlets | +1 melee attacks
    | Incarnate Weapon | Create an Aligned Weapon
    | Mauling Gauntlets | +2 Bonus on strength checks
    | Necrocarnum Touch | +4 on Sleight of Hand and Bluff checks in combat
    | |
    Brow | Disenchanter mask | Detect magic 10 feet
    | Fearsome mask | +2 on Intimidate checks
    | Keeneye lenses | +4 on spot checks
    | Mage's spectacles | +4 bonus on decipher script, spellcraft and use magic device checks
    | Soulspark Familiar | Create Soulspark creature
    | Truthseeker Goggles | +2 Gather information, search and sense motive checks
    | |
    Shoulders | Adamant Pauldrons | 25% sneak attack and critical protection
    | Displacer Mantle | +4 on hide checks
    | Mantle of Flame | Creatures attacking you take 1D6 fire damage
    | Pauldrons of Health | Immunity to disease and to being sickened or nauseated
    | Phase Cloak | +4 on climb checks, can always take 10 on climb checks
    | Shadow Mantle | +4 on listen checks.
    | Wind cloak | DR 2/Magic on ranged attacks
    | |
    Throat | Arcane Focus | +1 bonus on spell damage
    | Brass Mane | +4 on Intimidate checks
    | Necrocarnum Mantle | Immunity to Disease
    | Soulspark Familiar | Create Soulspark creature
    | Soulspeaker Circlet | Undearstand a spoken language
    | Winter Mask | Touch fatigues opponents
    | |
    Waist | Flame cincture | Resistance to Fire 10
    | Heart of Fire | +1 bonus on attack and damage against cold creatures
    | Necrocarnum Shroud | +1 attack and damage rolls when nearby creatures take damage.
    | Necrocarnum Vestments | Resistance to Cold 5
    | Pheonix Belt | Exist comfortably in hot temperatures
    | |
    Heart | Blink Shirt | Teleport 10 feet
    | Necrocarnum Vestments | Resistance to Cold 5
    | |
    Soul | Keeneye lenses | +4 on spot checks
    | Necrocarnum Shroud | +1 attack and damage rolls when nearby creatures take damage.
    | |
    [/table]
    Last edited by Gaiyamato; 2012-04-03 at 08:27 AM.
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