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    Ziegander's Avatar

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    Oct 2008
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    Pabrygg Keep
    Gender
    Male

    Default Re: Ravnica: City of Guilds [Under Construction!] [Base Classes; D&D 3.5]

    Gruul Wildspeaker



    Alignment: Any Chaotic
    Hit Die: 1d8

    Level BAB Fort Ref Will Special
    Minor Auras
    Major Auras
    1st 2nd 3rd 4th
    1st +0 +2 +0 +0 Bloodthirst (+1d6, +0 to hit), Minor Aura
    1
    0
    2nd +1 +3 +0 +0 Major Aura +1, Uncanny Dodge
    1
    1
    3rd +2 +3 +1 +1 Bloodthirst (+1d6, +1 to hit)
    2
    1
    4th +3 +4 +1 +1 Channel Spell
    2
    1
    2
    5th +3 +4 +1 +1 Bloodthirst (+2d6, +1 to hit)
    2
    1
    2
    6th +4 +5 +2 +2 Improved Uncanny Dodge
    3
    2
    3
    7th +5 +5 +2 +2 Bloodthirst (+2d6, +2 to hit)
    3
    2
    3
    8th +6/+1 +6 +2 +2 Wreak Havoc 1/day
    3
    2
    4 2
    9th +6/+1 +6 +3 +3 Bloodthirst (+3d6, +2 to hit)
    4
    2
    4 2
    10th +7/+2 +7 +3 +3 Major Aura +2
    4
    2
    4 3
    11th +8/+3 +7 +3 +3 Bloodthirst (+3d6, +3 to hit)
    4
    3
    4 3 2
    12th +9/+4 +8 +4 +4 Wreak Havoc 2/day
    5
    3
    5 4 3
    13th +9/+4 +8 +4 +4 Bloodthirst (+4d6, +3 to hit)
    5
    3
    5 4 4
    14th +10/+5 +9 +4 +4 Improved Channel Spell
    5
    3
    5 4 4 2
    15th +11/+6/+1 +9 +5 +5 Bloodthirst (+4d6, +4 to hit)
    6
    3
    5 5 4 3
    16th +12/+7/+2 +10 +5 +5 Wreak Havoc 3/day
    6
    4
    6 5 4 4
    17th +12/+7/+2 +10 +5 +5 Bloodthirst (+5d6, +4 to hit)
    6
    4
    6 5 5 4
    18th +13/+8/+3 +11 +6 +6 Major Aura +3
    7
    4
    6 6 5 5
    19th +14/+9/+4 +11 +6 +6 Bloodthirst (+5d6, +5 to hit)
    7
    4
    6 6 6 5
    20th +15/+10/+5 +12 +6 +6 Havoc Master, Wreak Havoc 4/day
    7
    4
    6 6 6 6

    Class Skills (2 + Int modifier): Balance, Climb, Concentration, Craft, Escape Artist, Handle Animal, Intimidate, Jump, Knowledge (Dungeoneering), Knowledge (Nature), Listen, Ride, Spot, Survival, and Swim.

    Weapon & Armor Proficiencies
    A Gruul Wildspeaker is proficient with all simple and martial weapons, with light armor, but not with shields.

    Bloodthirst (Ex): A Gruul Wildspeaker deals additional damage and gains a bonus to attack rolls against any creature or object that has already been dealt damage this round. At 1st level this ability adds 1d6 damage to the Gruul Wildspeaker's attacks, but does not grant a bonus to attack rolls. At 3rd level, he gains a +1 bonus to attack rolls against creatures and objects that have been dealt damage this turn.

    For every four levels after 1st this ability adds 1d6 additional damage to the Gruul Wildspeaker's attacks. For every four levels after 3rd this ability grants a further +1 bonus to his attack rolls.

    Auras
    A Gruul Wildspeaker projects minor and major auras in the same way that a Marshal does (see the Miniatures Handbook). At 1st level he can project a single minor aura, and at 2nd level he learns to project a single major aura with a +1 bonus. The bonus of his major aura improves by +1 every eight levels after 2nd.

    Uncanny Dodge (Ex): 2nd level; as Barbarian.

    Spells
    At 4th level, a Gruul Wildspeaker learns to cast divine spells drawn from the Gruul Wildspeaker spell list, gaining a caster level equal to his class level - 3, and learns one 1st level Gruul Wildspeaker spell. He casts his spells spontaneously in the same way a Sorcerer does.

    In order to cast a Gruul Wildspeaker spell, a Gruul Wildspeaker must have an Wisdom modifier equal to 10 + spell level. The saving throw DC of a Gruul Wildspeaker spell he casts is equal to 10 + 1/2 class level + Charisma modifier. A Gruul Wildspeaker may receive bonus spell slots per day if he has a high Wisdom modifier.

    Spells Known
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    Level 1st 2nd 3rd 4th
    1st
    2nd
    3rd
    4th 1
    5th 2
    6th 2 1
    7th 3 2
    8th 3 2
    9th 4 3 1
    10th 4 3 2
    11th 4 4 2
    12th 4 4 3 1
    13th 4 4 3 2
    14th 4 4 4 2
    15th 4 4 4 3
    16th 4 4 4 3
    17th 4 4 4 4
    18th 4 4 4 4
    19th 4 4 4 4
    20th 4 4 4 4


    Gruul Wildspeaker Spell List
    Spoiler
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    1st Level
    Align FangSC, Animal Messenger, Animate FireSC, Aspect of the WolfSC, Beastland FerocitySC, Barkskin, Charm Animal, DarkvisionSC, Delay Poison, Endure Elements, Entangle, Faerie Fire, Flaming Sphere, Fog Cloud, Greater Magic Fang, Hold Animal, Jump, Lightning Bolt, Longstrider, Nature's FavorSC, Resist Energy, Shatter, Shillelagh, Snake's SwiftnessSC, Speak with Animals, Summon Nature's Ally II, TremorSC

    2nd Level
    Bear's Endurance, Bite of the WerewolfSC, Bull's Strength, Call Lightning, Cat's Grace, Charge of the TriceratopsSC, Chill/Heat Metal, CrumbleSC, Daylight, Fireball, Flame Blade, Gust of Wind, Jagged ToothSC, Mass Align FangSC, Mass Snake's SwiftnessSC, Protection from Energy, Neutralize Poison, Remove Disease, Sleet Storm, Spider Climb, Summon Nature's Ally IV, Water Breathing, Wood Shape

    3rd Level
    Air Walk, Antiplant Shell, Bite of the WereboarSC, Command Plants, Cone of Cold, Dominate Animal, Flame Strike, Ice AxeSC, Plant Growth, Shout, Solid Fog, Speak with Plants, Stone Shape, Sudden StalagmiteSC, Summon Nature's Ally VI, Sunbeam, Thunder FieldPHB2, Transmute Mud and Rock, Wall of Fire, Wall of Thorns, Wind Wall

    4th Level
    Animal Growth, Aspect of the Earth HunterSC, Awaken, Bite of the WerebearSC, Call Lightning Storm, Commune with Nature, Control Water, Control Winds, Freedom of Movement, Giant Vermin, Greater Shout, Repel Vermin, Rusting Grasp, Sunburst, Stoneskin, Summon Nature's Ally VIII, Vortex of TeethSC


    Channel Spell (Ex): At 4th level, a number of times per day equal to 3 + his Wisdom modifier, a Gruul Wildspeaker can channel a spell he knows into a melee weapon. Doing so requires a move action and uses up a spell slot just as if you had cast the spell. The channeled spell affects the next target he successfully hits with that weapon without the need of any attack rolls that would normally be required by the spell, though saving throws and spell resistance still apply. The effect is centered on the target if the spell normally affects an area. On a successful hit, the spell is discharged from the weapon, unless the spell allows for multiple melee touches or creates multiple rays (see below), which can then hold another spell. The Gruul Wildspeaker can channel his spells into only one weapon at a time. A spell channeled into his weapon is lost if not used before the Gruul Wildspeaker rests to recover his spell slots.

    If the Gruul Wildspeaker channels a spell into his weapon that allows multiple melee touches or that creates multiple rays, on a successful hit with that weapon, he may choose to discharge the spell as normal, or he may have his weapon "hold the charge" following all of the normal rules for holding the charge (found here within the Touch Spells in Combat entry) and using up one of the touches or rays with each successful hit.

    Improved Uncanny Dodge (Ex): 6th level; as Barbarian.

    Wreak Havoc (Ex): Starting at 4th level, once per day as a free action, no more than once per round, a Gruul Wildspeaker can order his allies to "Wreak Havoc!" This grants himself and all allies within 60ft that can see and hear him an immediate move action which must be taken before the end of his turn (in addition to any other movement they take during the round), and granting affected allies the benefits of his Bloodthirst ability for 1 round.

    The Gruul Wildspeaker gains an additional use of this ability per day every four levels after 8th.

    Improved Channel Spell (Ex): At 14th level, a Gruul Wildspeaker's Channel Spell ability requires only a swift action and can affect any targets that he hits during a full-attack action. This cannot subject the same target to the channeled spell more than once in a round unless the channeled spell is one that allows for multiple melee touch attacks or that creates multiple rays.

    Havoc Master (Ex): A 20th level Gruul Wildspeaker gains an additional standard action during any round in which he uses his Wreak Havoc ability.


    Ravnica: City of Guilds
    The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.
    Last edited by Ziegander; 2015-04-22 at 01:50 PM.
    Homebrew


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    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!