Legend of the Swamp (3.5e Prestige Class)

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Legend of the Swamp

Indeed mon beau, you are in the Swamp

Marsh, swamps, bogs, bayous and quagmires give birth to their own legends. Locals know ancient stories about twisted men forever bound to haunt the swamp that took their life. If you find yourself in a candle-lit tavern, you might hear such a tale about such spooky individuals. Legends of the Swamp were real people who are tainted by the evil spirits of swamps. What they are is more difficult to say, as Legends of the Swamp exist by many names, some tie them to their minions and call them Zombie Lords, others attribute them to a pure force of nature and describe them as the cold fog, still others know them as just criminals which good folk hope not to cross. Legends of the Swamp are the sons of tragedy and sorrow.

Becoming a Legend

The motivations are rarely known, or agreed upon but some common bonds true with all Legends they have an iron will and have prospered with style for sometime in the Swamp. The difference between a crazy hermit and the Mad man of the Black Bog is a charismatic display, thus Legend requires a high charisma. Usually one event sets them into motion, but it just as easily could be a thousand small deeds that brings those chickens home to roost.

Entry Requirements
Alignment: Any nongood and nonlawful.
Attribute: Charisma 15
Skills: Survival(Swamp) 4, Knowledge(Local History) 4
Feats: Iron Will
Special: Must have a Marsh, Swamp, Bayou, Bog, or Quagmire as a homeland or have spent 10 years in one.
Special: Either have a BAB of +8 or be able to cast 4th spells with Spell Focus Necromancy or Conjuring/Summoning.
Table: The Legend of the Swamp

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+0+0+0+2 2 Prowess
2nd+1+0+0+3 Growing the Legend
3rd+1+1+1+3
4th+2+1+1+4
5th+2+1+1+4
6th+3+2+2+5
7th+3+2+2+5
8th+4+2+2+6
9th+4+2+2+6
10th+5+3+3+6 Return of the Legend


Table: Legend of the Swamp
LevelProwess
With the FogThe Eerie One From the Swamp Of the Old
1stFog Sight
Fog Bringer
Rebuke (Zombies & Ghost)
Hairy Eyeball
Skill Bonus
Rebuke Swamp Creatures
Bayou Bodyguard
Skill Bonus
Superstitious
2ndCall Swamp CreatureThieves & Liars
3rdZombie LordBackstab+1d6
4thSilent FogMuck WalkerCriminal Intent
5thMaster of MistMidnight KissCommune with Swamp-
6thFast HealingBackstab+2d6
7thHide in Plain Sight
8thAll FoggyDark and Stormy Night
9thUndead
Cursed
Backstab+3d6
10thAspect of Fog

Class Skills (2 + Int modifier per level)
See individual Prowess, as access to skills depend on which 2 prowess are picked.

Class Features

All Legends gain Prowess, Growing the Legend and Return of the Legend at the appropriate levels.

Prowess: At 1st level The Legend of the Swamp must pick two prowess, either With the Fog, The Eerie One, From the Swamp or Of the Old. They gain the skills and class abilities from only two prowess.

Growing the Legend
At 2nd level and every even level all Legends of the Swamp gains +2 to one attribute or gains new spells per day and an increase in caster level as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Legend, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Return of the Legend
At 10th level all Legends of the Swamp gains Return of the Legend which grants them a limited immortality. They immediately stop aging. At any point where the Legend is destroyed their body disappears and they reform if they make Will Save and corresponding Charisma Check. If they fail to make the Will save the Legend fades and the character dies normally.

Charisma Check DCTime to Reform
Above 301 Round
26-301 Week
20-251 Month
11-191 Year
6-1010 Years
5 and Lower100 Years

Prowess: With the Fog

Legends of the Swamp that choose With the Fog represent the quiet but foreboding power that comes from the swamp.

Skills: Concentration, Craft, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (planes), Move Silently, Spell Craft.

Fog Sight (Ex)
At 1st level a Legend of the Swamp, that chooses With the Fog as one of their prowess, gains Fog Sight which allows the Legend to see through normal or magical fog, mist, cloud, or vapor but not smoke.

Fog Bringer (Sp)
At 1st level a Legend of the Swamp, that chooses With the Fog as one of their prowess, can summon the fog. As a full round action a Legends can bring in the fog by making a Concentration check DC 15, +1 for each time in the last 24 hours they successfully brought fog. Direct sunlight increases increases the check by +10. The effect is identical to Fog Cloud spell. At 10th level the Legend no longer needs to make a concentration check and can bring it at will, except in direct sunlight.

Silent Fog (Ex)
At 4th level a Legend of the Swamp, that chooses With the Fog as one of their prowess, have all spells silenced as if they had Silent Spell feat without an adjustment to the spells level. The Legend also gains a +2 to their silent move skill.

Master of Mists (Sp)
At 5th level a Legend of the Swamp, that chooses With the Fog as one of their prowess, has complete mastery over the shape over mists, fogs and such within 10 feet per level of Legend. As a standard action a Legend can control shape, banish fog, move the cloud 15 feet per round like with a Concentration of 20, at 9th level the Legend doesn't have make a concentration check. Legends can use fog to make touch attacks with a concentration check against the targets Armor Class. The Legend automatically succeeds a touch attack if the target has been surrounded by Fog for 3 rounds.

All Foggy (Su)
At 8th level a Legend of the Swamp, that chooses With the Fog as one of their prowess can effect all targets inside fog they control. Once per day, a Legend can effect any and all targets within their fog with a spell or a supernatural ability that normally targets only 1 target or normally effects a different area.

Aspect of Fog (Su)
At 10th level a Legend of the Swamp, that chooses With the Fog as one of their prowess, gain the ability to take gaseous form at will, except they may cast spells in this form.

Prowess: The Eerie One

Legends of the Swamp that choose The Eerie One represents death or something like it that comes from the swamp.

Skills: Concentration, Craft, Diplomacy, Hide, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Perform, Sense Motive.

Rebuke Undead (Su)
At 1st level a Legend of the Swamp, that choose The Eerie One as one of their prowess, can Rebuke Zombies and Ghost as if he was a Cleric of the twice his Legend level. Levels stack with any other class that can Rebuke undead for Zombies and Ghosts only.

Hairy Eyeball (Ex)
At 1st level a Legend of the Swamp, that chooses The Eerie one as one of their prowess, knows the condition of creatures by sight. As a full round action, a Legend can determine one target's hit points, if they are cursed, diseased, poisoned and their fortitude and will saving throw modifier. This only works at night. This also grants a Legend the ability to detect hallowed ground automatically at anytime of the day.

Zombie Lord (Su)
At 3rd Level a Legend of the Swamp, that choose The Eerie One as one of their prowess, gains mastery over Zombies. As a swift action a Legend can turn one corpse into a zombie per level of Legend per night. The Legend must be with in 60 feet of a fresh corpse to animate it. In all other ways this ability is identical to the animate dead spell. This only works at night.

Midnight Kiss (Sp)
At 4th level a Legend of the Swamp, that chooses The Eerie One as one of their prowess, can bring back 1 target from the dead, once per week, similar to Raise Dead spell except it works if the target is willing or not. The target automatically is subjected to suggestion spell which can force to the target to take obviously harmful and self destructive acts. The target is unaware of their death and the suggestion, unless the Legend wishes otherwise. This only works at night.

Dark and Stormy Night (Sp)
At 8th level a Legend of the Swamp, that chooses The Eerie One as one of their prowess, can evoke a Curse on a Dark and Stormy Night. They can only ever have one curse in effect at the same time. The curse must be made at night, in front of at least 3 strangers, and doesn't go into effect until 24 hours have passed. Once in effect, anyone attempting complete the task, must make a Will save DC 15 + Level of the Legend or suffer from a fear spell. If they succeed the fear effects and complete the task they must make another Will save DC 15 + Level of the Legend or suffer from a bestow curse spell. Even if they succeed that save the Legend of the Swamp knows their general direction and recognizes them on sight.

Undead (Ex)
At 9th level Legend of the Swamp, that choose The Eerie One as one of their prowess, stops aging. Should they ever be reduced to -10 hit points, or killed they rise as Undead the next round.
At such time Legend of the Swamp must choose to become more monstrous like a Zombie or more ameliorated like a Vampire. A monstrous Legend increase size category by one (gaining +4 Strength, +2 Natural Armor). An ameliorated Legend doubles the number of times a Legend can use the Zombie Lord ability and gains (+2 to Charisma).
All Undead Legends of the Swamp gain +2 Natural Armor Class, the Toughness Feat, DR 5/slashing, and slam attack (1d4+str for small, 1d6+str for medium or 1d8+Str for large)
Otherwise apply Undead Template normally.

Cursed (Ex)
At 8th level Legend of the Swamp, that choose The Eerie One as one of their prowess, is tied to the mystical powers that made him and is cursed. A Legend can be turned (but not destroyed) like an undead of his character level. A Legend gains +4 to resist being turned in all marshes, swamps, bogs, bayous, or quagmires. A Legend on hallowed ground is reduced to 1 hit point and fails on all saves automatically. A Legend suffers a -1 on all rolls, AC, and saves in direct sunlight.

Prowess: From the Swamp

Legends of the Swamp that choose from the Swamp as one of their prowess represent the force of nature and raw sentience of the swamp.

SkillsConcentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (Nature), Listen, Ride, Spot, Survival, Swim, Use Rope.

Skill Bonus
At 1st level a Legend of the Swamp, that chooses From the Swamp as one of their prowess, gains an additional 2 skill points per level of Legend of the Swamp.

Rebuke Swamp Creature (Su)
At 1st level Legend of the Swamp, that chooses From the Swamp as one of their prowess, can Rebuke Swamp creature as if was a Cleric of twice his Legend level. Any monster found in a temperate marsh can be controlled that is not humanoid type or dragon type.

Bayou Bodyguard (Ex)
At 1st level a Legend of the Swamp, that choose From the Swamp as one of their prowess, must pick a homeland that is a marsh, swamp, bog, bayou or quagmire. They gain these bonus when with in 1 mile per level of Legend of the Swamp of their homeland. A Legends gains +2 to hit & damage attack rolls, +2 to all skill checks, +2 luck bonus to Armor Class, +2 to all Saves, and a +2 to Spell DCs while in the area.
These bonuses increase to +4 at 5th level, and +6 at 9th level.
These bonuses are cut in half for other marshes, swamps, bogs, bayous and quagmires that are not the homeland.

Call Swamp Creature (Ex)
At 2nd level a Legend of the Swamp, that choose From the Swamp as one of their prowess, can call Swamp Creatures to aid him. The creauture stays for 1 minute per level of Legend. A Legend rolls, 1d20 + Charisma Modifier + Twice the level of Legend of the Swamp.

Charisma Check DCTime to Reform
1Fogs/Toads
10Stirge
15Crocodile
20Will-O'-Wisp
24Giant Snake Viper/Constrictor
26Giant Crocodile
29Orche Jelly
33Hydra
36Shambling Mound

The DC is increased by 2 for every mile out of the swamp
For every 4 over the original DC the number of creatures called is doubled, (E.G. result 25, 1 Giant Snake, 2 Will-O'-Wisp, 4 Crocodiles, 8 Stirges, 64 Frogs)
A Legend can pick any creature they successfully call or lower.
Creatures appear in 1d8 rounds and acts on behalf of the Legend as if he had rebuked them.

Muck Walker (Ex)
At 3rd level a Legend of the Swamp, that choose From the Swamp as one of their prowess, can travel in their terrain like no other. This power only works in marshes, swamps, bogs, bayous or quagmires. Muck Walk grants water walking and Woodland Stride in swamp like conditions, allowing the Legend to move over mud or even quicksand without slowing or being in jeopardy, magical imparements will effect a Legend normally. Once per day, much like the Druid's Tree Stride spell, a Legend can submerge under the water and reappear at any location within that marsh, bog, swamp, bog, bayou or quagmire.

Commune with Swamp (Sp)
At 5th level a Legend of the Swamp, that choose From the Swamp as one of their prowess, can Commune with any marsh, swamp, bog, bayou or quagmire 1 time per day, just like the spell Commune with Nature. Using this power grants a +4 to a single use of the Call Swamp Creature ability.

Fast Healing (Su)
At 6th level a Legend of the Swamp, that choose From the Swamp as one of their prowess, gains Fast Healing (1) while in his homeland. At 8th level this ability increase to fast healing (5) in the Legend's homeland, and fast healing (1) in all other marshes, swamps, bogs, bayous, or quagmires.

Breath Water (Su)
At 8th level a Legend of the Swamp, that choose From the Swamp as one of their prowess, gains the ability to breath water.

Prowess: Of the Old

Legends of the Swamp that choose Of the Old as one of their prowess represent the fruits of the swamp, namely cunning fugitives.

Skills: Appraise, Bluff, Climb, Craft, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Knowledge (history), Knowledge (local), Listen, Move Silently, Open Lock, Ride, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble

Skill Bonus
At 1st level a Legend of the Swamp, that chooses Of the Old as one of their prowess, gains an additional 2 skill points per level of Legend of the Swamp.

Superstitious(Ex)
At 1st level a Legend of the Swamp, that chooses Of the Old as one of their prowess, gains evasion and uncanny dodge while in home terrain or within one mile per level of Legend of the Swamp. If the Legend already possesses evasion then the gain improved evasion. If the Legend already possesses uncanny dodge then they gain improved uncanny dodge. Additionally, a Legend gains Divine Grace while in his home terrain or within one mile per level.

Thieves & Liars (Ex)
At 2nd level a Legend of the Swamp, that chooses Of the Old as one of their prowess, gains a bonus to Bluff. Legends are accomplished liars and gain their level as a bonus to all Bluff checks only against targets that are not from a marsh, swamp, bog, bayou, or quagmire.
In addition a Legend gains a spell resistance against divination spells equal to their bluff modifier against all spell casters not from a marsh, swamp, bog, bayou or quagmire. This doesn't apply to the Legend Lore spell.

Cloaked (Su)
At 2nd, level a Legend of the Swamp is shielded from those whom seek him. While in a swamp the legend is under the effect of pass without trace and non-detection spells. Additionally, A Legend of the Swamp who chooses of the Old as one of their prowess can extend this benefit to one person for every level of Legend of the Swamp.

Backstab
At 3rd level a Legend of the Swamp, that choose Of the Old as one of their prowess, gains the ability to sneak attack identical to a Rogue. This starts at +1d6. This ability stacks with all other Sneak Attack damage.
At 6th level the bonus increases to +2d6, and at 9th level to +3d6.

Hide in Plain Sight (Ex)
At 4th level a Legend of the Swamp, that chooses Of the Old, can hide in plain sight while in any marsh, swamp, bog, bayou, or quagmire. At 10th level the can use this ability in any terrain.

Criminal Intent (Su)
At 7th level a Legend of the Swamp, that chooses Of the Old as one of his prowess, gains the ability to detect rogues, and like minded individuals. As full round action a Legend can recognize anyone who has the ability to deliver sneak damage or who has a neutral evil alignment. They also learn the person's name. A Legend needs line of sight to use this ability.



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gollark: Like the "2G" SAltkins.
gollark: It'd be worthless but *so* funny.
gollark: The wiki LIES.
gollark: *charps*
gollark: *chorps*
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