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Vael

Evolutionist [Base Class]


Skills: (4 + int per level) Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge (Arcane, Nature, Planes), Profession, Spellcraft, Survival

Auras
Projecting an aura is a swift action, and you can only project one aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have an aura active continually.
Unless otherwise noted, your aura affects all allies within 30ft (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or slain, but otherwise remains in effect even if you are incapable of acting.
A Evolutionist knows a number of auras given on his class table. He can select an aura from the draconic aura list (as found in Dragon Magic, page 87), the Dragon Shaman list (Player's Handbook II, page 13) or any from the list below.
Brute: This aura grants you a bonus to Strength checks and Grapple checks.
Combatant: This aura grants you a bonus to bullrush, disarm, and trip attempts.
Darksight: This aura grants you darkvision equal to 20ft x your bonus.
Echolocation: This aura grants you blindsense equal to 5ft x your bonus.
Hivemind: This aura has a radius of 5ft x your bonus. It grants telepathy to all allies within its area (and this ability may only be used between these allies).
Nimble: This aura grants you a bonus to Dexterity checks and Reflex saves.
Wilderness: This aura grants you a bonus to Climb, Swim and Survival checks, and lets you ignore difficult terrain.

Bestial Weapon:
An evolutionist chooses one type of weapon:
-Breath Weapon
-Ray
-Natural Weapon

A breath weapon is an Su ability usable once per round as a standard action. Each time it is used, the Evolutionist may choose whether it is a 30ft line or a 15ft cone. It deals acid, cold, electricity, or fire damage (chosen when the Evolutionist gains this breath weapon) equal to the Bestial Weapon number on the class table in d4s. It provokes a reflex save for half damage, and the DC is equal to 10+1/2 class level+con modifier.
At tenth level the range of the breath weapon doubles, giving the Evolutionist a 60ft line and a 30ft cone.

A ray is a spell like ability usable as a standard action. It deals damage equal to the equal to the Bestial Weapon number on the class table in d6s when the Evolutionist succeeds on a ranged touch attack. The ray has a range of 60ft.

A natural weapon is an extraordinary ability usable as a natural weapon is normally used, with the following exceptions and clarifications: You may not gain multiple attacks from higher base attack bonus when using this weapon, and you may not use this weapon in conjunction with a manufactured weapon. You may, however, use this natural weapon in conjunction with any other natural weapons you may have, as per normal rules. Upon hitting with an attack action, this weapon deals damage equal to the Bestial Weapon number on the class table in d8s. It deals slashing, bludgeoning or piercing damage (chosen when the Evolutionist gains this natural weapon).

Wild Skin:
An evolutionist gains a natural armor bonus of +1 at level one, and gains an additional +1 each 6 levels there after (7, 13, and 19).

Evolution:
An Evolutionist gains the Evolution ability at second level and each two levels there after. Whenever he gets this ability, he can choose from a variety of options:

Breath Effect: An evolutionist who chose a breath weapon as his bestial weapon can choose this ability, and gains a Dragonfire Adept breath effect to use with their bestial weapon as if they were a Dragonfire Adept of the same level.

Eldritch Power: An evolutionist who chose a ray as his bestial weapon can choose this ability, and gains a Warlock's eldritch blast shape or eldritch essense to use with their bestial weapon as if they were a Warlock of the same level.

Feat: An evolutionist who chooses this ability for the first time also chooses one set of feats from the following list:
Aberrant, Abyssal Heritor, Devil-Touched, Draconic, or another group of feats approved by the DM. Each time you select this ability you gain one feat that you meet the requirements for in that list. For Draconic feats and other feats with class level requirements, your Evolutionist level counts as levels in the appropriate class.

Invocation: An evolutionist choosing the invocation ability for the first time chooses one of two lists: the Dragonfire Adept list, or the Warlock list. Each time he takes the invocation ability he gains an invocation from the list he selected as if he were a Dragonfire Adept or Warlock of the appropriate level. (Note that you cannot take breath effects, eldritch essences, or eldritch blast shapes with this ability).

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