Super Sloth (3.5e Racial Paragon Class)
Super Sloth
These gifted Arcane Tinkerers love to make new inventions and potions. Super Sloths live highly motivated lives to create the best potions and most useful devices. A Super Sloth’s work is never fully complete; there is always room for improvement and upgrades. These Highly intelligent creators give Gnome Tinkerers a run from their money.
Making a Super Sloth
Super Sloths are unique in that they learn new spells that they use to enchant potions or make magical devices but they cannot use magic without it being imbued into an item first. So While they cannot shoot a fireball or use the flight spell, they can make extremely strong potions that can make you fly or build a staff that will shoot fireballs..
Abilities: INT is the spellcasting stat. However Strength helps them move faster through the trees and Wis helps many of their needed skills.
Races: Only Super Sloth race can take levels in Super Sloth as it is a Racial Class
Alignment: Any. But rarely evil.
Starting Gold: 3d6 ×10 gp (125 gp).
Starting Age: As sorcerer.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | Power Points/Day |
Powers Known |
Maximum Power Level Known | ||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Poison use, Imbue Magical item (Staff) and Potion | 4 | 2 | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Detect magic 2/day, Summon Familiar | 5 | 3 | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | Create Magical item Scroll | 5 | 3 | 2 | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Bonus meta-magic feat | 5 | 4 | 3 | — | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Semi-Permanency | 5 | 4 | 3 | 2 | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Create Magical item Wand | 5 | 4 | 4 | 3 | — | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | Detect magic 5/day | 5 | 5 | 4 | 3 | 2 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Creat Magical item Amulet | 5 | 5 | 4 | 4 | 3 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | Bonus meta-magic feat | 5 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | — | — | — | |||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Permanency, Create Magic item Ring | 5 | 5 | 5 | 4 | 4 | 3 | — | — | — | — | — | — | — | |||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | Improved Meta-magic Feat | 5 | 5 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | — | — | |||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +8 | Create Magic Item Armor, Detect magic 8/day | 5 | 5 | 5 | 5 | 4 | 4 | 3 | — | — | — | — | — | — | |||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +8 | Bonus meta-magic feat | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | — | |||||||||||||||||||||||
14th | +7/+2 | +4 | +4 | +9 | Create Magic item Weapon | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | — | — | — | — | — | |||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +9 | Bonus meta-magic feat | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | |||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +10 | Greater Meta-Magic Feat | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | — | — | — | — | |||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +10 | Bonus meta-magic feat | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | — | — | — | |||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +11 | Detect magic at will | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | — | — | — | |||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +11 | Bonus meta-magic feat | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | — | — | — | |||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +12 | Ultimate Meta-Magic Feat | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | — | — | — | |||||||||||||||||||||||
Class Skills (8 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Super Sloth.
Weapon and Armor Proficiency: All simple weapons and the modified Super Sloth Staff.
Spells: A Super Sloth casts arcane and Divine spells (only healing spells from the divine) from the sorcerer/wizard and cleric spell list (PHB v3.5) and imbue that spell into an object or potion. The spells last for 24 hours per level before they fade away or are used. A Super Sloth must not memorize a spell list when receiving spells/day. They then cast spontaneously from this list into a focus item for the day. The maximum spells a Super Sloth can memorize in a day is in the table below. To learn, memorize, or cast a spell, the Super sloth must have an INT score equal to at least 10 + the spell level. Super sloths learn two(2) new spells per level of any school or level that they can cast (for more rules on this Spellbooks pg 179 PHB v3.5). The Difficulty Class for a saving throw against a Super Sloth’s spell is 10 + the spell level + their INT modifier. They receive bonus spells per day if they have a high INT score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 PHB v3.5).
Level | Memory Slots | |||||||||
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0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1st | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | 5 | 2 | — | — | — | — | — | — | — | — |
3rd | 5 | 3 | 1 | — | — | — | — | — | — | — |
4th | 6 | 3 | 1 | — | — | — | — | — | — | — |
5th | 6 | 4 | 2 | 1 | — | — | — | — | — | — |
6th | 7 | 4 | 2 | 1 | — | — | — | — | — | — |
7th | 7 | 5 | 3 | 2 | 1 | — | — | — | — | — |
8th | 8 | 5 | 3 | 2 | 1 | — | — | — | — | — |
9th | 8 | 5 | 4 | 3 | 2 | 1 | — | — | — | — |
10th | 9 | 5 | 4 | 3 | 2 | 1 | — | — | — | — |
11th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — |
12th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — |
13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — |
14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — |
15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | — |
16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | — |
17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Summon Familiar: Same as sorcerer/wizard feature.(pg 52 PHB v3.5)
Imbue Potion and magic item: At 1st level the Super Sloth gains the ability to imbue objects and drinks with temporary enhanced abilities as per the spells they know.
Poison Use: At 1st level Super Sloths can use and make poisons without the risks of accidently poisoning themselves.
Semi-Permanency: At 5th level the Super Sloth learns how to make their potions and Magic items last longer. They can now have their spells last for a week or until used. This ability becomes Permanency at 10th level but starts to follow the rules for creating magical items as per the Dungeon Master’s guide and the Players Hand book. Bonus Meta-Magic Feat (Sp): Super Sloths gain a Meta-Magic feat as per the Player’s Hand book.
Improved Meta-Magic Feat (Sp): Meta-Magic Feats take up one less spell slot higher than normal. Example Quick Spell now only takes up a spell slot three higher than normal (normally taking up a spell slot 4 levels higher.)
Greater Meta-Magic Feat (Sp): Meta Magic Feats now take up two less spell slots higher than normal. Example Quick Spell now only takes up a spell slot two higher than normal (normally taking up a spell slot 4 levels higher.)
Ultimate Meta-Magic Feat: Meta-Magic Feats now take up three less spell slots higher than normal. Example Quick Spell now only takes up a spell slot one level higher than normal (normally taking up a spell slot 4 levels higher.) Detect Magic: At 2nd level super sloths gain the innate ability to detect magic twice per day out to 30 feet and sense magic as if they were actively searching (like an Elves innate ability to sense secret doors). This ability becomes strong and can be used more at 7th5 times per day out to 50 feet and 12th level 8 times per day out to 75 feet and finally at 18th level they can detect magic out to 100’ at will
Ex-Super Sloths
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Super Sloth Starting Package
Subrace: .
Weapons: .
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
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Feat: .
Bonus Feats: .
Gear: .
Gold: .
Playing a Super Sloth
Religion: Super Sloths worship Siderus Sidu a great Super Sloth that created the God potion and became a part of the stars to eternally watch over and guide all the Super Sloths.
Other Classes: A Super Sloth look at other spell casters as selfish for no one can use and share their spells if they are not put into magic items and potions.
Combat: The Super Sloth uses prepared magic items and potions to fight and heal themselves giving them extreme versatility and resistance.
Super Sloths in the World
Super Sloths tend to become either adventurers to gather rare supplies for their spells and potions, teachers, or spellcaster services opening magic stores and potion stores.
Daily Life: In the morning (or twilight if they are night owls) they review their notes gaining their spells memorized per day and possibly working on spell research before going to whatever job they do to earn their bread.
Super Sloth 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.
DC | Result |
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5 | . |
10 | . |
15 | . |
20 | . |
Super Sloths in the Game
Adaptation: .
Sample Encounter: .
EL whatever: .
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