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The Scarred Ones (D&D 3.5 Base Class)

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    The Scarred Ones (D&D 3.5 Base Class)

    Here is a base class that I came up with a while ago.


    The Mabaka:

    The Mabaka as they call themselves are called The Scarred Ones by the rest of the world. They are a fierce class of individuals. They willingly mutilate their own body in order to gather the magic held therein.

    The chance to gain more power is what they crave, and they will go at any length to obtain it. They are not a wholly evil group and there are a few good characters of this class. The bulk of the class is of either Neutral or Evil alignment. This throws a bad light on the class as a whole. But it is something that the good natured Mabaka must live with.

    The Mabaka are trained by elder Mabaka in the ways of their particular magic. This type of magic is not something that can be learned naturally. The elder Mabaka usually demand a payment in return for their tutelage, but for a person who craves the power available to the Mabaka this is but a small price to pay.

    The Mabaka tradition started in the nation of Behrolias. It was originally a dark art practiced by the Tribe of the Serpent. The men of the tribe (Which are treated as second class citizens since they cannot become clerics of the Tribes deity) are the ones who took up the mantle of the Mabaka. The Tribe of the Serpent is a wholly evil and xenophobic group, so it is unknown how the Mabaka made their way into the more civilized lands, nor how good people have insinuated themselves into the tradition.

    The Mabaka are a rare and mistrusted group of individuals. They are shunned because of their appearance and the place where their art originated. Still for the ambitious it is a road that is sometimes explored…



    The Mabaka (Known in the civilized lands as The Scarred Ones):

    Alignment: Any

    Hit Die: D8

    Class Skills: As Wizard (plus Intimidate and Heal)

    Skill Points: 2+ int bonus (x4 at 1st level)

    Weapon and Armor: As wizard

    Spell Progression: As wizard (Spells are prepared from a spell book). However bonus spells and spell casting abilities are not figured on intelligence as normally with a wizard. The Scarred ones magic is constitution based, as the magic literally flows through their veins.

    Level----BAB-----Fort--Ref--Will---Special
    1---------+0-------+2--+0---+2---- Blood Magic, Natural Masochist
    2---------+1-------+2--+0---+2----
    3---------+1-------+3--+1---+3---- Mark of Passage
    4---------+2-------+3--+1---+3---- Hardened Body
    5---------+2-------+4--+1---+4----
    6---------+3-------+4--+2---+4---- Mark of Passage, Torture's Reprieve
    7---------+3-------+5--+2---+5---- Armor of Pain: DR1
    8---------+4-------+5--+2---+5---- Great Endurance
    9---------+4-------+6--+3---+6---- Mark of Passage
    10--------+5-------+6--+3---+6----
    11--------+5-------+7--+3---+7----
    12--------+6/+1---+7--+4---+7---- Scarred Wonder, Mark of Passage
    13--------+6/+1---+8--+4---+8---- Armor of Pain: DR3
    14--------+7/+2---+8--+4---+8----
    15--------+7/+2---+9--+5---+9---- Mark of Passage
    16--------+8/+3---+9--+5---+9---- Painless One
    17--------+8/+3---+10-+5---+10--
    18--------+9/+4---+10-+6---+10-- Mark of Passage, Torture's Reprieve
    19--------+9/+4---+11-+6---+11--
    20--------+10/+5--+12-+6---+12— Armor of Pain: DR5, Beyond Pain

    Blood Magic: The Scarred ones have a peculiar way of channeling their magic. In order to cast a spell they must inflict damage on themselves in the form of a piercing slashing wound. For every spell level that they wish to cast they must inflict ½ of a hp of damage rounded up. For this purpose a 0 level spell is considered a free spell (No hp sacrifice required, but must still draw blood). This sacrifice of blood acts as if the Scarred one had the “eschew materials” feat. Also the Scarred Ones need not make concentration check to cast their spells from self inflicted damage, however normal damage inflicted (By others) still forces a concentration check. Because of the peculiar style of magic that the class performs, they cannot ever take the "still spell" feat.

    Spellbook: The Scarred Ones memorize their spells from a spellbook as a wizard normally does. However this is not a spellbook in the traditional sense. Instead the scars on his body become his spellbook. As such he is limited to the number of spells that he might know. He knows a limited number of spells much like the sorcerer. However he cannot ever change any spells. What he scribes in his flesh is there for life. The character can have twice the number of spells they can cast inscribed in their "spellbook" (Flesh). (So at 1st level the character can know six 0 levels spells and two 1st level spells).

    Natural Masochist: To fully begin their path, a scarred one ritually scars themselves, making themselves seem fiercer and more resistant to damage. First, a Scarred one gains a +1 bonus to their natural armor. Next, a Scarred one gains a +2 circumstance bonus to all intimidate checks. Lastly, a Scarred one gains a +2 competence bonus on all concentration checks involved with taking damage while casting spells.

    Mark of Passage: As the character begins to scar himself more and more to sustain his magic, he begins to feel numb and less responsive. His visage also begins to look more and more inhuman. This results in a -1 penalty to dexterity and charisma checks (With the exception of Intimidate). This penalty progresses by an additional -1 every three levels to a maximum of -6 at 18th level.

    Hardened Body: At 4th level, a scarred one's body hardens further from their ritualistic scarring. The scarred one's natural armor bonus increases to +2 and the scarred one gains toughness as a bonus feat.

    Torture's Reprieve: Through conditioning of pain, and their ability to tap into the very depths of their physical being, the Mabaka are able to tap into powers not normally available to other people. Thye gain a permanent +1 to their constitution score.

    Armor of Pain: At 7th level the skin of the Scarred one becomes so tough from constant scarring that they gain a DR1/ Magic. At 13th level this changes to DR/3, and at 20th level it changes to DR/5.

    Great Endurance: At 8th level, a scarred one's mind and body become more enduring, able to walk away from blows that would knock out a normal man. The scarred one gains Endurance as a bonus feat and their competence bonus to concentration checks increases to +4 when taking damage while casting.

    Scarred Wonder: At 12th level, a scarred one's wounds protect and serve him further. The circumstance bonus to intimidate checks increases to +4 and he gains Diehard as a bonus feat. Once per day, the scarred one may try to ignore at least part of a potentially lethal blow. If an attack would lower the scarred one to below 1 health, he may make a fortitude save (DC=Damagex3). If he succeeds, he takes half damage. If he fails, he takes full damage and his attempt for the day has been used.

    Painless one: At 16th level, a scarred one overcomes all pain and becomes numb to it. In effect, he becomes immune to all magical or mundane pain effects (but not any damage that may accompany them) and does not need to make concentration checks to avoid losing a spell by taking damage.

    Beyond pain: At 20th level, a scarred one overcomes the very boundaries of pain and, to a certain degree, death. The Scarred one's natural armor bonus increases to +4 and their circumstance bonus to intimidate checks increases to +8. Next, the Scarred one loses all numbness and stiffness in their body, able to feel and move through the world around them even through their layers of half-healed scars. As a result, they lose all penalties to their dexterity-based skill and ability checks, reflex saves, initiative checks, and search checks (they keep the penalty bonus to most charisma-based checks, however). Next, the scarred one can overcome the very limits of death for short periods of time. Every round that they spend under -9 hit points, they must make a fortitude save (DC=the amount of hit points they possess under 0+the number of previous rounds sustained in this way). Success means that they can act completely normally for that round, even casting spells by further wounding themselves. Failure means that they die instantly. Lastly, as long as the Scarred one is below 0 hit points, all spells that you cast are cast at +2 effective caster level.




    Spell List:

    0 level spells: Arcane Mark, Presdigitation, Read Magic, Detect Magic, Mage Hand, Mending, Touch of Fatigue, Light, Acid splash, Resistance, Inflict Minor Wounds

    1st level spells: Endure Elements, Protection from Law/Chaos/Good/Evil, Shield, Mage Armor, Summon Monster 1, Detect Secret Doors, Identify, Shocking Grasp, Burning Hands, Disguise Self, Cause Fear, Chill Touch, Ray of Enfeeblement, Feather fall, Jump, Magic Weapon, Obscuring Mist, Bane, Doom, Inflict Light Wounds

    2nd level spells: Protection from Arrows, Resist Energy, Acid Arrow, Summon Monster 2, Summon Swarm, Locate Object, See Invisibility, Darkness, Scorching Ray, Blur, Mirror Image, Blindness/Deafness, Ghoul Touch, Scare, Spectral Hand, Alter Self, Rope Trick, Spider Climb, Chill Metal, Heat Metal, Lesser Restoration, Death Knell, Inflict Moderate Wounds

    3rd level spells: Dispel Magic, Magic circle against Law/Chaos/Good/Evil, Sleet Storm, Stinking Cloud, Summon Monster 3, Arcane Sight, Daylight, Tiny Hut, Displacement, Invisibility Sphere, Ray of Exhaustion, Vampric Touch, Flame Arrow, Haste, Greater Magic Weapon, Slow, Gaseous Form, Call Lightning, Deeper Darkness, Invisibility Purge, Inflict Serious Wounds, Speak with Dead

    4th level spells: Lesser Globe of Invulnerability, Black Tentacles, Secure Shelter, Summon Monster 4, Arcane Eye, Locate Creature, Ice Storm, Resilient Sphere, Greater Invisibility, Phantasmal Killer, Bestow Curse, Contagion, Enervation, Fear, Polymorph, Stone Shape, Blight, Rusting Grasp, Death Ward, Dismissal, Inflict Critical Wounds, Poison, Restoration

    5th level spells: Break Enchantment, Cloudkill, Lesser Planar Binding, Summon Monster 5, Teleport, Contact other Plane, Telepathic Bond, Cone of Cold, Sending, Nightmare, Seeming, Symbol of Pain, Waves of Fatigue, Baleful Polymorph, Passwall, Telekinesis, Permanency, Call Lightning Storm, Dispel Law/Chaos/Good/Evil, Mass Inflict light wounds, Spell Resistance, True Seeing

    6th level spells: Greater Dispel Magic, Globe of Invulnerability, Repulsion, Acid Fog, Planar Binding, Summon Monster 6, Analyze Dweomer, Chain Lightning, Contingency, Freezing Sphere, Mislead, Shadow Walk, Veil, Circle of Death, Eyebite, Symbol of Fear, Disintegrate, Flesh to stone, Stone to Flesh, Transformation, Antilife Shell, Blade Barrier, Harm, Mass Inflict Moderate Wounds

    7th level spells: Banishment, Spell Turning, Phase Door, Plane Shift, Summon Monster 7, Greater Teleport, Teleport Object, Greater Arcane Sight, Vision, Forcecage, Mages Sword, Prismatic Spray, Mass Invisibility, Finger of Death, Symbol of Weakness, waves of Exhaustion, Ethereal Jaunt, Reverse Gravity, Limited Wish, Creeping Doom, Firestorm, Mass Inflict Serious Wounds, Greater Restoration

    8th level spells: Mind Blank, Incendiary Cloud, Greater Planar Binding, Monster Summoning 8, Trap the Soul, Discern Location, Polar Ray, Sunburst, Telekinetic Sphere, Scintillating Pattern, Screen, Clone, Horrid Wilting, Symbol of Death, Polymorph any Object, Temporal Stasis, Mass Inflict Critical Wounds, Greater Spell Immunity,

    9th level spells: Freedom, Imprisonment, Mages Disjunction, Prismatic Sphere, Gate, Summon Monster 9, Teleportation Circle, Foresight, Meteor Swarm, Weird, Energy Drain, Soul Bind, Wail of the Banshee, Astral Projection, Etherealness, Shape change, Time stop, Wish, Storm of Vengeance, Implosion
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