Dragon Of The South Wind (3.5e Class)

Dragon Of The South Wind

Dragon Of The South Wind is a member of the Shimada Clan and the older brother of the Dragon Of The North Wind. He specializes in bows. The Shimada Clan is blessed with enhanced soul energy, allowing the clan to utilise their soul in unique ways. All Shimada Clan members possess the power of a dragon.

The Dragon Of The South Wind was once a great warrior. However, while fighting alongside his brother, the two were struck down and brought to near death. The two were found and saved, using warforged technology to enhance their own bodies and to increase their strength.

Making a Dragon Of The South Wind

Abilities: Strength, Wisdom, and Constitution.

Races: Any race.

Alignment: Any.

Starting Gold: 3d6x10 gp

Starting Age: Moderate.

Table: The Dragon Of The South Wind

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special AC
Bonus
Meldshaping Powers Speed Bonus
FortRefWill SoulmeldsEssentiaBinds Power Points/DayPowers KnownMaximum Power Level Known
1st+1+0+2+0 Stealthy Strike +1d6, Cybernetic Body, Sacred Weapons, Meldshaping, Discipline, Dragon Of The South Wind Special Ability, Bonus Feat+0210231st+0ft
2nd+2+0+3+0 Fast Movement, Chakra Binds (Crown)+0321651st+0ft
3rd+3+1+3+1 Stealthy Strike +2d6, Dragon Of The South Wind Special Ability, Bonus Feat+03311172nd+10ft
4th+4+1+4+1 Evasion, Uncanny Dodge, Chakra Binds (Feet, Hands)+04411792nd+10ft
5th+5+1+4+1 Stealthy Strike +3d6, Rapid Meldshaping 1/day+145125113rd+10ft
6th+6/+1+2+5+2 Dragon Of The South Wind Special Ability, Bonus Feat+146235133rd+20ft
7th+7/+2+2+5+2 Stealthy Strike +4d6+157246134th+20ft
8th+8/+3+2+6+2 Improved Uncanny Dodge+158258174th+20ft
9th+9/+4+3+6+3 Stealthy Strike +5d6, Dragon Of The South Wind Special Ability, Chakra Binds (Arms, Brow, Shoulders), Bonus Feat+159272195th+30ft
10th+10/+5+3+7+3 +2610388215th+30ft
11th+11/+6/+1+3+7+3 Stealthy Strike +6d6, Rapid Meldshaping 1/day+26113106226th+30ft
12th+12/+7/+2+4+8+4 Dragon Of The South Wind Special Ability, Bonus Feat+26123126246th+40ft
13th+13/+8/+3+4+8+4 Stealthy Strike +7d6+27133147257th+40ft
14th+14/+9/+4+4+9+4 Chakra Binds (Throat, Waist)+27144170277th+40ft
15th+15/+10/+5+5+9+5 Stealthy Strike +8d6, Dragon Of The South Wind Special Ability, Bonus Feat+37164195288th+50ft
16th+16/+11/+6/+1+5+10+5 Chakra Binds (Heart)+38184221308th+50ft
17th+17/+12/+7/+2+5+10+5 Stealthy Strike +9d6, Rapid Meldshaping 1/day+38204250319th+50ft
18th+18/+13/+8/+3+6+11+6 Dragon Of The South Wind Special Ability, Bonus Feat+38225280339th+60ft
19th+19/+14/+9/+4+6+11+6 Stealthy Strike +10d6, Chakra Binds (Soul)+39245311349th+60ft
20th+20/+15/+10/+5+6+12+6 Perfect Meldshaper+49265343369th+60ft

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex),
Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Class Features

Weapon and Armor Proficiency: The Dragon Of The South Wind is proficient with simple weapons, as well as the sai, shuriken, kama, nunchaku, shortbow, ninja-to (short sword),ōdachi(bastard sword), wakizashi (broadblade short sword), foot spike, and shuko (hand claws). If the Dragon Of The South Wind uses the foot spikes and shuko for Climb checks, this is treated as a climber's kit.
The Dragon Of The South Wind is not proficient with shields.

Stealthy Strike (Ex): This only works on opponents who are denied their Dex bonus. This extra damage increases by 1d6 for every two levels thereafter, if the Dragon Of The South Wind can catch an enemy off-guard, he can strike a vital spot for extra damage.

When the Dragon Of The South Wind strikes an enemy that is denied its Dexterity bonus (if any) to AC, he can deal an extra +1d6 damage. The Dragon Of The South Wind can use stealthy strike for ranged attacks.

The Dragon Of The South Wind can use stealthy strike against a flanked enemy, but he uses d4's instead of d6's.

With a sap (blackjack) or an unarmed strike, a Dragon Of The South Wind can make a stealthy strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a stealthy strike, not even with the usual -4 penalty.

Stealthy strike counts as sneak attack for the purpose of qualifying for feats, prestige classes, or anything requiring a minimum amount of sneak attack damage dice.

The bonus damage from stealthy strike and sneak attack stack if they apply to the same target and all other conditions are met.

Cybernetic Body (Ex): A Dragon Of The South Wind possesses a body enhanced through cybernetic means. A Dragon Of The South Wind is considered warforged for all traits that would be considered beneficial.

Sacred Weapons (Ex): The Dragon Of The South Wind has an immensely powerful soul. He is granted with a bow that is fused to his life essence. This weapon is considered a light weapon regardless of its size. This weapon is also considered adamantine for all purposes. This is considered a natural weapon.

Bow: The bow deals damage equal to a shortbow of the Dragon Of The South Wind's respective size category. A Dragon Of The South Wind has an infinite amount of arrows.

Meldshaping (Ex): A Dragon Of The South Wind’s primary ability is shaping incarnum soulmelds, which are drawn from the totemist soulmeld list. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate’s melds, your soulmelds channel the bestial spirits of nature.

The Difficulty Class for a saving throw against a Dragon Of The South Wind soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your HD.

A Dragon Of The South Wind can shape only a certain number of soulmelds per day. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower.

At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. As a swift action, you can reallocate your essentia investments in your soulmelds every round.

A Dragon Of The South Wind does not study or prepare soulmelds in advance.

Discipline (Ex): Every Dragon Of The South Wind must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides him with the powers restricted to that discipline. However, choosing a discipline also means that the he cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items. He may learn powers from the standard psion list and those of his chosen discipline. His powers work in the same way as the psion class.

AC Bonus (Ex): During training, all Dragon Of The South Wind unlock the sixth sense, an ability that warns of an attack just before it occurs.

As long as he is unencumbered, the Dragon Of The South Wind applies his Wisdom bonus (if any) to AC. This does not stack with the monk's AC bonus. The Dragon Of The South Wind gets an additional +1 to AC at 5th Level and every five Dragon Of The South Wind levels after. The AC bonus is applied to all forms of attack, but not when immobilized or helpless.

Dragon Of The South Wind Special Ability (Ex): Starting at 1st level and every increment of three thereafter, the Dragon Of The South Wind can select an ability from the following list:

Instinct (Ex): The Dragon Of The South Wind's instincts and his sixth sense share a stronger connection. He can now apply his Wisdom bonus (if any) to Initiative, as long as he is unencumbered.

Shunshin (Ex): Known as the 'Body Flicker' to bystanders, the Dragon Of The South Wind learns to move more effectively, becoming able to move his body more quickly due to greater leg strength.

The Dragon Of The South Wind's base land speed increases by 10 feet. This bonus only applies if the Dragon Of The South Wind is unencumbered.

The Dragon Of The South Wind can take this ability twice, increasing base speed by 10 feet each time. He must have a Dexterity score of 15 to take Shunshin.

Cyber-Agility (Ex): A Dragon Of The South Wind can scramble up or down walls and slopes with great speed. He can climb at his base land speed as a move action with no penalty. This ability only requires the use of one free hand, but the Dragon Of The South Wind must be unencumbered.

Cyber-Jump (Ex): A Dragon Of The South Wind is capable of jumping twice in the air. The Dragon Of The South Wind must be unencumbered. He is able to change the direction during the second jump.

Sonic Arrow (Ex): A Dragon Of The South Wind is prepares a special Sonic Arrow, which is then fired. After the Sonic Arrow impacts a solid surface, it sends out a series of sonic pulses for a brief period of time, revealing all nearby enemies within a 60 foot radius.

Scatter Arrow (Ex): A Dragon Of The South Wind prepares a special Scatter Arrow, which is then fired. After the Scatter Arrow impacts a solid surface, it fragments into six arrows that ricochet several times off of solid surfaces and deal a flat amount of damage to enemies that they impact. If the initial Scatter Arrow hits an enemy, it will not fragment but deal six times the normal damage.

Draconic Empowerment (Ex): A Dragon Of The South Wind imbues his weapon with a draconic aura, enhancing the weapons power. This attack adds (Constitution modifier)d8 damage to the standard damage.

Dragonstrike (Ex): A Dragon Of The South Wind draws his bow and releases two twin dragons that shoot forward, going through solid objects and obstacles alike. This goes in a 120 foot line forward and deals double damage from a standard attack. This can only be used once every 1d6 rounds.

Dragonlance (Ex): A Dragon Of The South Wind draws a dragon from the front of his hand and outward. The dragon follows his arm in its movement. This attack deals (HD + Constitution modifier)d8 damage. This may be used in conjunction with other elemental type attacks. This can only be used (HD + Constitution modifier) times per day.

Bonus Feat (Ex): The Dragon Of The South Wind can select a bonus feat from the following list instead of one of these abilities. The Dragon Of The South Wind cannot select a bonus feat unless he has two Dragon Of The South Wind Special Abilities. He need not have any of the prerequisites normally required for these feats to select them.

Bonus Feat (Ex): At first level and every iteration of 3 afterward, the Dragon Of The South Wind gains a bonus feat.

Fast Movement (Ex):: At 2nd level, a The Dragon Of The South Wind gains an enhancement bonus to his speed, as shown on the Table: The Dragon Of The South Wind. A Dragon Of The South Wind carrying a medium or heavy load loses this extra speed.



Evasion (Ex): Starting at 4th level, when a Dragon Of The South Wind succeeds on a Reflex save that would deal 1/2 damage (such as a fireball spell), he takes no damage instead, so long as he carries no shield, and does not carry more than a light load. A helpless Dragon Of The South Wind does not gain the benefit of evasion.

Uncanny Dodge (Ex): Starting at 4th level, a Dragon Of The South Wind can react to danger before his senses would normally allow him to do so. He 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 her Dexterity bonus to AC if immobilized. If a Dragon Of The South Wind already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Chakra Binds (Ex): Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that you can have active at any one time depends on your level.

At 2nd level, you can bind a soulmeld to your crown chakra.

At 4th level, you can bind soulmelds to your feet or hands chakras.

At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras.

At 14th level, you can bind soulmelds to your throat or waist chakras.

At 16th level, you can bind a soulmeld to your heart chakra.

At 19th level, you can bind a soulmeld to your soul chakra.

Rapid Meldshaping (Ex): As your ability to channel incarnum into soulmelds increases, you learn to shape a small number of soulmelds instantly. Starting at 5th level, once per day you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra.

You can use this ability twice per day at 11th level and three times per day at 17th.

Improved Uncanny Dodge (Ex): A Dragon Of The South Wind of 8th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies another Dragon Of The South Wind or Rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more Dragon Of The South Wind or Rogue levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Dragon Of The South Wind level required to flank the character.

Perfect Meldshaper (Ex): At 20th level, you gain the ability to flood your body with incarnum for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the incarnate soulmelds that you currently have shaped to the maximum essentia capacity of that soulmeld. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Wisdom modifier. During this duration, you can’t reallocate essentia from your incarnate soulmelds. You can use this ability once per day.


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