View Full Version : LeShay Ascendant (D&D 3.5 Base Class, PEACH)

2013-08-17, 11:19 AM
The folliwng probably needs a nerf somewhere--I think I gave it too many toys. Anyway, PEACH.


LeShay Ascendant

Anyone can have nigh-perfect grace and brilliance. I walk the path to the apex of that goal, the great leShay.

The majesty of the fey--at least, the benevolent ones--are inspiring to many, and some wish to become like them. Thus exists the LeShay ascendant, a person that wishes to become like one of the fey that best exemplify this lofty ideal. Similar to a dragonfire adept, a LeShay ascendant devotes themselves to a particular class of being and slowly changes to gain their abilities, while able to use a variety of themed invocations.

Adventures: A LeShay Ascendant often adventures to experience more of the world, to get a grasp of the immeasurable wisdom of a lifetime of a LeShay existence. Mortal life is so short; best to cram as much experience in as possible.

Characteristics: LeShay Ascendants have access to a variety of at-will abilities, take on the characteristics of fey, and have a stick that they hit people with.

Alignment: Any nonlawful and nonevil. Walking the way of a LeShay requires one to not be diametrically opposed to what it means to be fey, in the idealized sense of fey, anyway.

LeShay Ascendants have the following game statistics.
Abilities: Dexterity allows a LeShay Ascendant to actually hit with their wildrod and dodge counterattacks, while Charisma improves the power of their invocations. Constitution, as always, improves their survivability.
Alignment: Any nonlawful and nonevil.
Hit Die: d6
Starting Age: As bard.
Starting Gold: As sorcerer.

Class Skills
The LeShay Ascendant's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Speak Language (None), and Spot (Wis).

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

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known

+0|Wildrod (1d6), Invocation (least)|1

+0|Patron Fey, Weapon Finesse|2

+1|Wildrod (2d6), Quick Draw|2

+1|Damage Reduction 2/cold iron|3

+1|Wildrod (3d6), Elven Proficiencies|3

+2|Invocation (lesser)|4

+2|Wildrod (4d6)|4

+2|Damage Reduction 4/cold iron|5

+3|Wildrod (5d6), Elven Traits|5

+3|Additional Patron Fey (-8)|6

+3|Wildrod (6d6), Invocation (greater)|7

+4|Damage Reduction 6/cold iron|7

+8|Fey Traits|8

+4|Wildrod (7d6)|8

+5|Damage Reduction 8/cold iron, Invocation (bright)|10

+5|Wildrod (8d6)|10

+6|Additional Patron Fey (-16)|11

+6|Fey Transformation|11

+6|Wildrod (9d6), Damage Reduction 10/cold iron|12

Class Features
All of the following are class features of the LeShay Ascendant.

Weapon and Armor Proficiencies: LeShay Ascendants are proficient with light armor, simple weapons, their wildrod, and shields (but not tower shields).

Invocations: A leShay ascendant does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A leShay ascendant can use any invocation he knows at will, with the following qualifications:

A leShay ascendantís invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A leShay ascendant is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A leShay ascendant can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A leShay ascendantís invocations are subject to spell resistance unless an invocationís description specifically states otherwise. A leShay ascendantís caster level with his invocations is equal to his leShay ascendant level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the leShay ascendantís Charisma modifier. Since spell-like abilities are not actually spells, a leShay ascendant cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of invocations, in order of their relative power, are least, lesser, greater, and bright. A leShay ascendant begins with knowledge of one invocation, which must be of the lowest grade (least). As a leShay ascendant gains levels, he learns new invocations, as summarized in the above table and described below. Available invocations can be found following this class description.

At any level when a leShay ascendant learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a leShay ascendant can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a leShay ascendant can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a leShay ascendant can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or bright). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. LeShay ascendants can qualify for some prestige classes usually intended for spellcasters, in the same manner that warlocks can. Instead of advancing eldritch blast dice, however, appropriate prestige classes advance wildrod damage.

A LeShay Ascendant is eligible to take the Infernal Adept (http://www.wizards.com/default.asp?x=dnd/frcc/20070613) feat as if he were a warlock or dagonfire adept.

Wildrod (Su): A LeShay Ascendant begins play with the ability to channel a leShay's iconic ability: drawing weapons out of the air, extensions of their very being. As a move action, a LeShay Ascendant can "draw" their wildrod from nowhere. A wildrod is a shining foot-long rod that gives off light as a torch, and functions as a light weapon that deals bludgeoning damage with a x2 critical range. A wildrod deals a varying amount of damage by level, according to the above table.

If a wildrod is sundered, the LeShay ascendant takes 4 Con damage, and rest for 8 hours before they can draw a new wildrod. A LeShay Ascendant can usually have only one wildrod at a time. If a LeShay Ascendant releases their wildrod, it vanishes. Wildrods cannot be enchanted as weapons, except by a Wild Enchantment invocation.

A LeShay ascendant can apply wildrod shapes to their wildrod if they have a wildrod shape invocation. Wildrod shapes are mutually compatible; a LeShay ascendant may apply as many as they know at one time. Wildrod shapes do not require an action to apply; they are applied as part of the action to draw a wildrod. A LeShay ascendant can also apply wildrod essences; these are like wildrod shapes except that only one may be applied at a time.

Patron Fey (Su): At 2nd level, a leShay ascendant attunes themselves to the traits of other fey besides the leShay--one has to start small, after all. They may select a fey from the following table, and gain an ability according to their level. At 2nd level, they gain the first listed ability, at 10th level, they gain the second listed ability. At 18th level, they gain the third listed ability.

Spell-like abilities acquired at cast at the same level as the LeShay Ascendant's invocations.

{table=head]Patron Fey|Abilities
Dryad|+4 competence bonus to Knowledge (Nature) checks
|Entangle at-will
|Summon a treant, lasting 1 hour/level. You may have only one treant summoned at one time. This is a spell-like ability.
GlaistigMMIII|+2 competence bonus to Bluff checks
|Blood Drain, as the glaistig ability
|Fast Healing 3
GlouraUnderdark|Prestidigitation at-will
|Darkvision 60 feet
|Unearthly Grace, as the gloura ability
Grig|+4 competence bonus to Jump checks
|Spell Resistance equal to caster level + 5
|Otto's Irresistible Dance at-will, except a will save negates, and a save is allowed every round. DC is Cha-based. A creature that saves is immune for 24 hours.
Nixie|+4 competence bonus to Swim checks
|Water breathing at will, self-only
|Amphibious, as the nixie ability, and swim speed equal to base land speed
Nymph|Wild Empathy, replacing druid level with leShay ascendant level
|Animal Companion, as a druid of leShay ascendant level -3
|Stunning Glance, as the nymph ability
PetalMMIII|+4 competence bonus to Hide checks
|Sleep songs, as the petal ability
|Sprout petal-like wings, granting a 60' (good) fly speed
Pixie|Proficiency with bows
|Detect chaos/law/good/evil at-will
|Greater invisibility, as the pixie ability
Satyr|+4 competence bonus to Perform checks
|Head butt natural attack (1d6)
|charm person, sleep, or fear at-will
SirineMMII|Soothing Touch, as the sirine ability, except that it applies to all sources of Intelligence damage.
|Charming Song, as the siring ability. A creature that saves is immune for 24 hours.
|Intelligence Damage, as the sirine ability

Weapon Finesse (Ex): At 2nd level, a leShay Ascendant gains Weapon Finesse as a bonus feat.

Quick Draw (Su): At 3rd level, a leShay Ascendant can draw their wildrod as a free action. They do not gain the benefit of Quick Draw with any other weapon.

Damage Reduction (Su): At 4th level, a LeShay Ascendant gains DR 2/cold iron. At every 4 levels thereafter, this damage reduction increases by 2.

Elven Proficiencies (Ex): In their study to emulate the leShay, a leShay Ascendant becomes more like an elf. At 5th level, they become proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.

Elven Traits (Ex): At 9th level, a LeShay Ascendant becomes truly elven in their pursuit of the leShay. They gain the Elven Traits ability of the leShay, and trance for 4 hours instead of sleeping every night, if they needed to sleep.

Additonal Patron Fey (Su): At 10th level, a LeShay Ascendant selects an additional patron fey. They are treated as being 8 levels lower for the purposes of this patron fey. At 18th level, they gain another patron fey, and are treated as being 16 levels lower.

Fey Traits (Su): At 13th level, a LeShay Ascendent becomes closer to the fey. They gain a +4 bonus to saving throws against all enchantment spells and effects.

Tongues (Su): At 15th level, a LeShay ascendant can mimic the leShay ability to speak any language. They are under a constant tongues effect, with a caster level equal to that of their invocations.

Fey Transformation (Ex): At 19th level, a LeShay Ascendant is close to becoming what they admire. Their type changes to fey, gaining all the associated benefits and drawbacks of that type.

Equivalent spell levels are listed in parenthesis after the invocation name.

Beguiling Influence (2nd) - As the warlock and dragonfire adept invocation.
Bladerod (1st, wildrod shape) - Your wildrod becomes a piercing of slashing weapon, chosen at the time of activating the invocation. No other game statistics of the weapon are altered.
Cryptspeech (1st) - When using this invocation, you touch any two creatures. Those creatures, if they have any languages, can then speak in a strange, code-like mutual language. This language cannot be deciphered with comprehend languages or tongues. This new language exists for 24 hours, after which all speakers cease to know it and the effect ends.
Daylight (2nd) - You can use daylight, as the spell.
Distract (2nd) - You draw on fey whimsy to distract your enemies. When activating this invocation, select a creature within 100'. That creature becomes flat-footed for 1 round.
Fey Agility (2nd) - You gain a +10' enhancement bonus to your land speed. This bonus increases by +5' per 5 caster levels.
Greatrod (1st, wildrod shape) - Your wildrod becomes a one-handed weapon, making it compatible with two-handed fighting and the Power Attack feat. No other game statistics of the weapon are altered.
Intimidating Rod (2nd, wildrod essence) - Creatures struck by your wildrod must make a Will save or become shaken for 1 round. This cannot escalate a creature's fear to frightened or panicked. A creature must only make one will save per wildrod per round.
Leafwhirl (1st) - You create a whirling gust of leaves anywhere within close range (25' + 5' per two caster levels). These leaves and wind can function as the greater mage hand spell, or they can surround you, granting you a +2 deflection bonus to AC against ranged attacks for 1 round/level.
Sleuth's Hand (1st) - You can use dimensional pocket as the unaugmented power, with your caster level functioning in place of manifester level. You can store as many objects as you have available palms.
Snow Jet (1st) - You point your finger and release a jet of snow. The jet lasts until you stop pointing (a free action), and can be used to create several effects. It can cover one five-foot square in snow if you focus the jet on it as a full-round action, rendering it difficult terrain. It can also be used to put out fires or provide water, if collected, and finally as a weapon: if aimed at a creature, you may make a ranged touch attack at a -10 penalty. If the target has eyes and you succeed on the touch attack, they are blinded for 1 round due to the snow covering their eyes.
Spirit's Grace (2nd) - You gain a +6 bonus to Tumble, Perform (Dance), and Balance checks for 24 hours.
Wild Shield (1st, wildrod shape) Ė You draw a wildshield instead of your wildrod, which is similar to a wildrod. A wildshield functions as an ordinary buckler, except that it glows as a torch, and provides a shield bonus equal to the number of dice that the LeShay Ascendant's wildrod deals in damage. A wildshield can be enhanced by the Wild Enchantment invocations--instead of being enhanced as a weapon, it is enhanced as a shield, and is assigned shield- and/or armor-specific enhancements instead of weapon-specific ones. A wildshield lasts for 24 hours or until dismissed. You can only have 1 wildshield at a time, and it cannot be enchanted except by the Wild Enchantment invocations.

Divert Enchantment (3rd) - This can be activated even while you are under the effects of a prohibitive enchantment (such as dominate person, but not hold person, because of the required somatic components). You divert an enchantment currently affecting you onto a creature within 60'. The creature is entitled to the appropriate saving throw and relevant immunities. If the enchantment fails to take effect, it is not diverted, and you cannot attempt to divert that invocation again.
Extra Wildrod (3rd, wildrod shape) - For 24 hours, you have access to an additional wildrod. The second wildrod is identical to your first one in all ways, including any enchantments it may take on due to a Wild Enchantment invocation and any wildrod essences. Thus, you may engage in two-weapon fighting with your dual wildrods. Multiple castings of this invocation do not stack.
Hardiness of the Fey (4th) - For 24 hours, your DR/cold iron increases by 2, +1 per five caster levels.
Metalline Wildrod (4th, wildrod shape) - Your wildrod bypasses damage reduction as if it were either cold iron, adamantine, or silver, chosen at the time of using this wildrod essence.
Oak Pillar (3rd) - You cause a great pillar of oak to rise out of any unworked ground (meaning that there can be no manmade structures within 60'.) The pillar is 25' in diameter, and you are at the center of it when you use this invocation. You can cause the pillar to raise or lower at a rate of 10' per round, so long as you stand upon it, but you cannot raise it to above 500' tall or lower it below ground level. If you leave the pillar, it lowers at a rate of 10' per round until it becomes flush with the ground and merges with it.
Salt of the Earth (3rd) - Your fingernails merge into hard tips around your fingers, allowing you to dig quickly and with abandon. For 24 hours, you gain a burrow speed equal to one quarter of your land speed. This invocation does not allow you to breathe without air, a situation that you may find yourself in while underground.
Stygian Wildrod (4th, wildrod essence) - Once per round, your wildrod can inflict a negative level. When you hit with your wildrod, you may elect to inflict the negative level, with a fortitude save negating the effect.
Talent from Song (4th) - When you use this invocation, a soft, uplifting song surrounds you, singing words of advice. All allies that can hear the song are treated as having ranks in any one skill equal to your own, with the skill chosen at the time of activating the invocation. You must concentrate on the invocation to maintain the song and its effect.
Wild Enchantment (4th) - This invocation has a casting time of 10 minutes, and requires you to be holding your wildrod (or wildshield). In doing so, you enchant your wildrod as a magic weapon. It becomes a +1 wildrod, with an additional weapon +1-equivalent weapon enchantment. If you activate this invocation again on an already-enchanted wildrod, this only allows you to change the enchantment.
Wild Reach (3rd, wildrod shape) - Your wildrod becomes a reach weapon, according to your size. No other game statistics of the weapon are altered.

Ecstasy (7th) - You can use empyreal ecstasy, as the spell, except that a creature affected by it is immune for 24 hours.
Field of Dreams (7th) - For 24 hours, a sphere of 30' radius around you becomes more "ideal". The area is in sunny weather despite any ambient weather conditions. Non-solid forms of concealment, such as fogs, clouds, and displacement effects, sharpen and are suppressed within the area. Finally, all poisons or diseases are suppressed within the area, and become inert.
Great Gale (6th) - As the boreal wind spell, but you may elect for it to deal fire damage instead of cold damage. The gale becomes blisteringly hot, though it will still put out open flames.
Greater Wild Enchantment (6th) - As Wild Enchantment, except that the total enhancement bonus is +3 instead of +2. You enchant the wildrod (or wildshield) as a +1 weapon, with up to +2 worth of special weapon abilities.
Land Spirit (5th) - When you activate this invocation, you and your equipment become incorporeal. While incorporeal in this manner, you cannot move through earth, stone, metal, or any material worked by sentient creatures in a manner resembling technology; thus, you are essentially corporeal while in a city, but can stride through trees. This restriction extends to manufactured weapons, which affect you as if you were corporeal.
Mindspeech (6th) - For 24 hours, you gain telepathy out to 100'.
Minorshape (6th) - You can polymorph, as the spell, but only into animals with 2 or fewer hit dice, and the duration is Permanent. Tiny or smaller animals are generally 1 HD or lower. You can dismiss this invocation mentally, as a standard action.
Screening Silence (5th) - Silence within 100', except you and allies can choose which sounds to occur.
Synthesis (7th) - You become plant-like, growing leaves and bark. For 24 hours, you gain a +2 natural armor bonus, +1 per caster levels. Provided you are exposed to 1 hour of sunlight, you do not need to eat for 24 hours. Your type changes to plant, and any Damage Reduction you have becomes DR/--. you can dismiss this invocation as a standard action.
Vicious Rod (6th, wildrod shape): Your wildrod's critical hit modifier becomes x4, 19-20/x3, or 18-20/x2, chose at the time of using this wildrod shape.
Wild Maneuvering (5th, wildrod shape) - Your wildrod can be used to make trip attempts. If you are tripped during your own trip attempt, you can release the wildrod the avoid being tripped. You gain a +4 bonus to disarm enemies using your wildrod.
Wildstrike (5th, wild essence) - When making a full attack action, you gain an extra attack with your wildrod. If you are wielding two wildrods, as per the Extra Wildrod invocation, you gain an additional attack with both. This extra attack stacks with Haste.

Bright Wild Enchantment (9th) - As Wild Enchantment, but up to +5 worth of enchantments instead of +2. You enchant the wildrod (or wildshield) as a +3 weapon, with up to +2 worth of special weapon abilities.
Brightsight (9th) - You gain the effects of true seeing and greater arcane sight, as the spells.
Great Charge (8th) - When you activate this invocation, you gain the ability to make full attacks at the end of a charge instead of a single attack. This effect lasts for 24 hours.
Instant Strike (8th) - As the celerity spell, including the casting time, except that the gained standard action can only be used to activate a LeShay Ascendant invocation or to attack with a wildrod. This invocation renders you fatigued for 10 minutes instead of dazed for 1 round.
Mind Erasure (9th) - A touched target must make a Will save, or they forget your existence entirely. They cannot perceive you for 24 hours, until you attack them, or you touch them in any way, whichever comes first. This allows you to move object around in plain view, and they won't be aware of the object movements until after you are done manipulating them. You can also give the target of Mind Erasure a penalty to their mental attributes up to a total of half of your caster level, distributed across the three attributes.
Own Gate (8th) - After activating this invocation, creatures may walk through you. In doing so, they enter a nondimensional space with unlimited volume. The nondimensional space can only contain creatures and their equipment--if a creature leaves, they equipment is expelled along with them. When the invocation ends (after 24 hours), all creatures are expelled. You can freely choose the layout of the nondimensional space, as the genesis spell, but you cannot alter time traits or planar traits, as it is not a separate plane.
Rodarmor (8th, wildrod shape) Ė You draw a rodarmor instead of your wildrod, which is similar to a wildrod. Rodarmor functions as ordinary padded armor, except that it glows as a torch, and provides an armor bonus equal to the number of dice that the LeShay Ascendant's wildrod deals in damage. A rodarmor can be enhanced by the Wild Enchantment invocations--instead of being enhanced as a weapon, it is enhanced as armor, and is assigned armor-specific enhancements instead of weapon-specific ones. Rodarmor lasts for 24 hours or until dismissed. You can only have 1 rodarmor at a time, and it cannot be enchanted except by the Wild Enchantment invocations. Rodarmor comes with armor spikes, which deal damage as a wildrod, and are imbued with a wildrod essence that you know of your choice. When you draw your rodarmor, you automatically don it as part of the action to draw it; it appears on your body.
Thunder's Avatar (9th) - As astral projection, except that your projection is visibly made of lightning, and is immune to electricity damage. All damage it deals with its wildrods are electricity damage. Your thunder's avatar appears next to you on the plane you're on, and cannot leave the plane. Consumables copied by the invocation, when used, are expended from your body's consumables.
Unknown Spirit (8th) - You gain the benefits of the mind blank spell. You can also use this invocation at touch range, but the target does not receive immunity to mind-affecting effects, only the immunity to various divinations.
Warping Rod (8th, wildrod essence) - The swings from your wildrod(s) produce mirror images throughout your threatened area. When you attack with your wildrod(s), you attack enemies in threatened squares simultaneously. A creature that occupies multiple threatened squares is only attacked once. Make your attack rolls separately for each enemy.
Wild Duality (8th, wildrod shape) - Your wildrod has two points or blunt protrusions. When you attack with it, you may make two separate attack rolls, each with a -10 penalty, instead of just one. Each successful attack does full damage as appropriate to your wildrod. For example, an 18th-level LeShay Ascendant attacking using Wild Duality could potentially hit twice for 8d6+Str damage each time.
Wither (9th) - You can use disintegrate, but it does not affect creatures. If you disintegrate a corpse, you gain temporary hit points equal to twice its Hit Dice. These temporary hit points do not stack, and last for 24 hours.

Morph Bark
2013-08-18, 06:26 AM
Where can the leShay be found, for comparison's worth?

2013-08-18, 06:47 AM
Where can the leShay be found, for comparison's worth?

In the ELH (http://www.d20srd.org/srd/epic/monsters/leshay.htm).