Phoenix Clan Ronin (3.5e Class)
Ronin
A Ronin is a Samurai with no master. They are attuned to their weapons and may never be apart from them if they so wish.
Making a Phoenix Clan Ronin
Those formally of the Phoenix Clan Ronin retain the roots of their former clan. Born and bred into seeing and feeling the force of life, the Phoenix Clan Ronin can mold that energy and produce magic. Although Scorpion Clan magic lacks range, the seals are formulaic and are live, for up to one minute. This allows the Scorpion clan time to prepare seals and then activate multiples at once. The lessened mental stress also increases the focus of the caster, granting the spells an additional +1 to overcome spell resistance, to Save DC's, and against targeted touch AC's. Along side spells, his control over the force of life also allows the Phoenix Clan Ronin to store life energy into a Blood Crystal and use it to heal others.
Abilities: Constitution allows for a larger Blood Pool and Intelligence molds life force and magic.
Races: Any.
Alignment: A Ronin may be of any alignment. However the power of controlling life force has been known to draw some Phoenix Clan Ronin to the side of evil.
Starting Gold: 3d4x10gp + Bladed Brush.
Starting Age: Complex.
Level | Base Attack Bonus |
Saving Throws | Special | Blood Pool | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +2 | +0 | +2 | Brush, Live by the Sword, 1st Level Blood Casting, Transfusion 1d6+Int | 3 x Con | |||||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +0 | +3 | 3 x Con | ||||||||||||||||||||||||||||||||||||
3rd | +1 | +3 | +1 | +3 | 2nd Level Blood Casting, Transfusion 2d6+Int | 3 x Con | |||||||||||||||||||||||||||||||||||
4th | +2 | +4 | +1 | +4 | Die Hard, 1st Phoenix Metamagic | 3 x Con | |||||||||||||||||||||||||||||||||||
5th | +2 | +4 | +1 | +4 | 3rd Level Blood Casting, Transfusion 3d6+Int | 3 x Con | |||||||||||||||||||||||||||||||||||
6th | +3 | +5 | +2 | +5 | 2nd Phoenix Metamagic | 3 x Con | |||||||||||||||||||||||||||||||||||
7th | +3 | +5 | +2 | +5 | 4th Level Blood Casting, Transfusion 4d6+Int | 3 x Con | |||||||||||||||||||||||||||||||||||
8th | +4 | +6 | +2 | +6 | Lifesense, 3rd Phoenix Metamagic | 3 x Con | |||||||||||||||||||||||||||||||||||
9th | +4 | +6 | +3 | +6 | 5th Level Blood Casting, Transfusion 5d6+Int | 3 x Con | |||||||||||||||||||||||||||||||||||
10th | +5 | +7 | +3 | +7 | 4th Phoenix Metamagic | 3 x Con | |||||||||||||||||||||||||||||||||||
11th | +5 | +7 | +3 | +7 | 6th Level Blood Casting, Transfusion 6d6+Int | 3 x Con | |||||||||||||||||||||||||||||||||||
12th | +6/+1 | +8 | +4 | +8 | Blood Shield, 5th Phoenix Metamagic | 3 x Con | |||||||||||||||||||||||||||||||||||
13th | +6/+1 | +8 | +4 | +8 | 7th Level Blood Casting, Transfusion 7d6+Int | 3 x Con | |||||||||||||||||||||||||||||||||||
14th | +7/+2 | +9 | +4 | +9 | 6th Phoenix Metamagic | 3 x Con | |||||||||||||||||||||||||||||||||||
15th | +7/+2 | +9 | +5 | +9 | 8th Level Blood Casting, Transfusion 8d6+Int | 3 x Con | |||||||||||||||||||||||||||||||||||
16th | +8/+3 | +10 | +5 | +10 | 3 x Con | ||||||||||||||||||||||||||||||||||||
17th | +8/+3 | +10 | +5 | +10 | 9th Level Blood Casting, Transfusion 9d6+Int | 3 x Con | |||||||||||||||||||||||||||||||||||
18th | +9/+4 | +11 | +6 | +11 | 3 x Con | ||||||||||||||||||||||||||||||||||||
19th | +9/+4 | +11 | +6 | +11 | Transfusion 10d6+Int | 3 x Con | |||||||||||||||||||||||||||||||||||
20th | +10/+5 | +12 | +6 | +12 | Life Exchange | 3 x Con | |||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features
Weapon and Armor Proficiency: Phoenix Clan Ronin are proficient with their Bladed Brush, all simple/martial weapons and light armor.
AC Bonus (Ex): When unencumbered, the Phoenix Clan Ronin adds his Wisdom bonus (if any) to his AC.These bonuses to AC apply even against touch attacks or when the Ronin is flat-footed. The Phoenix Clan Ronin loses this bonus when he is immobilized or helpless.
Bladed Brush At 1st level, a Phoenix Clan Ronin gains his Bladed Brush. If anyone but the Phoenix Clan Ronin attempts to use it, treat it as if it was three sizes larger.
Ronin Bladed Brush: A small Masterwork Blade set into a long handle horsehair calligraphy brush (1d4 Damage 20 critical x2)
Live by the Sword(Su): At 1st level, a Ronin's Bladed Brush are magically attuned to them, if another person gets their weapon and tries to use it on its owner, the weapon simply passes through the Ronin. If a Ronin is separated from his weapon, he can summon it to his hand. Summoning his Weapon takes 1 minute. if the Ronin so desires, he may re-attune himself to a new weapon, losing his link with the old. An attuned Brush has the ability to paint on anything, even on the surface of water.
Violent Transfusion At 1st level, the Phoenix Clan Ronin may leach blood out of the orifices and wounds of creatures within a 30' cone and forms it into a Blood Crystal. Every 2 hit point of damage dealt to the creatures converts into 1 hit point of life energy that can be used to heal with a touch of the blood crystal. the Phoenix Clan Ronin may Leech 3+Int times per day.
Blood Casting: At 1st level, a Phoenix Clan Ronin draws blood from himself every day using his blade to make an incision, and the brush to soak up the blood. This quantity determines how many points he can spend each day to cast. Every level the Phoenix Clan Ronin's maximum Blood Pool increases by 3 x Con modifier. If he runs out and requires more, he may draw more and take penalties to Str, Dex, and Con. Upon drawing this extra blood he is given a single round to cast before taking this penalty. For every 10 points he draws, a -1 is applied to each of these ability scores. A full day of rest replenishes 1 ability point for each score.
Spells are cast when the the brush is used to paint his blood on a surface, the life energy is converted to produce a magic, and the blood dissipates releasing the spell.
Phoenix Clan Metamagic At 4th level, a Phoenix Clan Ronin may choose his first clan specialized Metamagic.
Die hard: At 4th level, when reduced to between –1 and –10 hit points, the Phoenix Clan Ronin automatically becomes stable. The player doesn't have to roll d% to see if the Phoenix Clan Ronin loses 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
Lifesense: At 8th level, the Phoenix Clan Ronin can sense living creatures within a 90' radius. He can sense the presence, size, and general direction. But it useless for targeting if blinded, or if the creature does not have blood.
Blood Shield: At 12th level, the Phoenix Clan Ronin can use the magic within himself to defend against attacks. He gains Damage Reduction X/magic. X = 1/2 ronin level.
Life Transfer: At 20th level, the Phoenix Clan Ronin can take the life force from a creature that fails a Fort Save (DC = 10 + Ronin level + Int), and then use that to bring another creature back to life. The life force taken must be within 5 levels of the creature resurrected.
If the creatures successfully saves against the Life Transfer, the Phoenix Clan Ronin suffers a rebound, losing half of his remaining hit points and falls helpless (but stays conscious) for 1d4+3 rounds.
Metamagic
Invisible Ink (add 50% spell cost) Emblem fades to invisible after being scribed.
Proximity Triggered (add 200% spell cost) Scribed emblems can be left and set off by creatures that come within range of the seal. This range can be determined at the moment of scribing limited to a 30’ range. The emblem will stay live for 30 minutes. to add more time when scribing, add another 100% spell cost per hour.
Ranged Cast (add 100% spell cost per range type increase;close, medium, long) The scribed emblem compresses into a glowing pea-sized bead at the end of your fingertip. You point your finger and determine the range (distance and height) at which the emblem is to burst. The glowing bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, releases the spell at the chosen location. (An early impact results in an early spell release.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and releases the spell prematurely. If the bead hits is range limit, the spell is activated. Spells that normally activate as a 60' cone, now activates in a 20' radius sphere.
Meta-scroll (add 1000% spell cost) This powerful metamagic requires a blood contract between the creature and caster. The result is a scroll that stays live for one month, and can be used by the creature with which the blood contract is made. Casting from a meta-scroll is standard action. The caster may cast or nullify the scroll at will.
Shorthand (add 200% spell cost) With an extra boost of energy, the brush seems to guide itself at an incredible velocity. Scribing the emblem is a quick action.
Time Delayed (add 100% spell cost) The emblem can be scribed with a time release order. This time can not exceed half an hour.
The Blood Stone
The blood stone is an incredibly powerful item that can only be wielded by the creature who's blood was used to create it. The process of creating a blood stone requires only the creator who will wield the blood stone. They must first drain and collect blood for a week. Each day takes it's toll on the Phoenix Clan Ronin's body, dealing 1 Constitution damage each day of draining. Once the week is over they must immediately begin to form the stone. This part of the process must not be interrupted, and disturbances must be ignored through Concentration checks. After about 48 hours the blood stone is formed. At this point the Phoenix Clan Ronin may rest and be healed as needed.
Other than the Violent transfusion skill, there is one more use for the blood stone. It is the main ingredient in the legendary Phoenix Pill. The Phoenix Pill is created when the blood stone is filled with at least 150 hp worth of healing. Then entire stone is then refined 8 hours a day for a full week. The product left is a dark red sphere about the size of a marble. When placed in a dying body it crumbles and spreads throughout the body healing it for 1 hp an hour until it is fully restored. During this time, the body is immortal (unless it is completely destroyed). All damage will continue to heal and even severe limbs grow back with the heart as the core.
However there is a danger. It is well documented of those fool hardy enough to attempt to remain immortal.
"They will begin by self inflicting injuries. They after the pill has proven itself to be effective, they will seek out challengers in mortal combat to sustain injuries as they grew stronger. The constant regeneration will begin to eat at their mind. They become twisted demons of war and pain. Their sanity lost forever and only alive to kill and repeatedly be killed."
Every month spent in this state of constant regeneration adds a permanent -1 to Intelligence. When the Ability score reaches 0, it it no longer a creature of thought, it simply exists to kill and be killed.
Spell list
0st (Costs 2 Blood Points)— Arcane Mark, Create Water, Dancing Lights, Detect Magic, Detect Poison, Flare, Light, Mending, Message, Purify Food and Drink, Ray of Frost.
1st (Costs 4 Blood Points)— Burning Hands, Deathwatch, Detect Secret Doors, Disguise Self, Endure Elements, Feather Fall, Mage Armor, Magic Missile, Magic Weapon, Protection from Good/Evil/Law/Chaos, Ray of Enfeeblement, Sanctuary, Shield, Shocking Grasp, Silent Image, Slide, Summon Monster I
2nd (Costs 6 Blood Points)— Arcane Lock, Blur, Continual Flame, Darkness, Dark Vision, Flaming Sphere, Fog Cloud, Gentle Repose, Glitterdust, Gust of Wind, Hold Person, Invisibility, Make Whole, Melf’s Acid Arrows, Obscure Object, Protection from Arrows, Pyrotechnics ,Ray of Stupidity, Resist Energy, Rope Trick, Scorching Ray, Shatter, Slide, Greater, Status, Summon, Monster II, Summon Swarm, Zone of Truth
3rd (Costs 8 Blood Points)— Arcane Sight, Clairaudience/Clairvoyance, Daylight, Dispel Magic, Displacement, Explosive, Runes, Fireball, Flame Arrow, Fly, Gaseous Form, Hold person, Illusory Script, Invisible Sphere, Joseon’s Tiny Palace, Keen Edge, Lightning Bolt, Magic Circle against Good/Evil/Law/Chaos, Magic Weapon, Greater, Major Image, Nondetection, Phantom Steed, Protection from Energy, Ray of Exhaustion, Secret Page, Sepia Snake Sigil, Shrink Item, Summon Monster III, Windwall
4th (Costs 10 Blood Points)—
5th (Costs 12 Blood Points)—
6th (Costs 14 Blood Points)—
7th (Costs 16 Blood Points)—
8th (Costs 18 Blood Points)—
9th (Costs 20 Blood Points)—
Ex-Phoenix Clan Ronin
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Epic Phoenix Clan Ronin
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4 + Int modifier skill points per level. |
Phoenix Clan Ronin Starting Package
Weapons: .
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
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Playing a Phoenix Clan Ronins
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Phoenix Clan Ronins in the World
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Phoenix Clan Ronin Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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Phoenix Clan Ronins in the Game
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