Super Sloth (3.5e Racial Paragon Class)

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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.

Table: The Super Sloth

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2 Poison use, Imbue Magical item (Staff) and Potion 42
2nd+1+0+0+3 Detect magic 2/day, Summon Familiar 53
3rd+1+1+1+3 Create Magical item Scroll 532
4th+2+1+1+4 Bonus meta-magic feat 543
5th+2+1+1+4 Semi-Permanency 5432
6th+3+2+2+5 Create Magical item Wand 5443
7th+3+2+2+5 Detect magic 5/day 55432
8th+4+2+2+6 Creat Magical item Amulet 55443
9th+4+3+3+6 Bonus meta-magic feat 555432
10th+5+3+3+7 Permanency, Create Magic item Ring 555443
11th+5+3+3+7 Improved Meta-magic Feat 5555432
12th+6/+1+4+4+8 Create Magic Item Armor, Detect magic 8/day 5555443
13th+6/+1+4+4+8 Bonus meta-magic feat 55555432
14th+7/+2+4+4+9 Create Magic item Weapon 55555443
15th+7/+2+5+5+9 Bonus meta-magic feat 555555432
16th+8/+3+5+5+10 Greater Meta-Magic Feat 555555443
17th+8/+3+5+5+10 Bonus meta-magic feat 5555555432
18th+9/+4+6+6+11 Detect magic at will 5555555443
19th+9/+4+6+6+11 Bonus meta-magic feat 5555555544
20th+10/+5+6+6+12 Ultimate Meta-Magic Feat 5555555555

Class Skills (8 + Int modifier per level, ×4 at 1st level)
The Super Sloth’s class skills (and key abilities) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

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).

Table: Super sloth Memory Slots
LevelMemory Slots
01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd531
4th631
5th6421
6th7421
7th75321
8th85321
9th854321
10th954321
11th9554321
12th9554321
13th95544321
14th95544321
15th955444321
16th955444321
17th9554443321
18th9554443321
19th9554443332
20th9554443333


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

.

Super Sloth Starting Package

Subrace: .

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

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.

DCResult
5.
10.
15.
20.

Super Sloths in the Game


Adaptation: .

Sample Encounter: .

EL whatever: .


Back to Main Page 3.5e Homebrew Classes Racial Paragon Classes

gollark: Yes, true, since arrays *are* very simple.
gollark: I think that 90% of the time you don't actually need insertion order.
gollark: Okay.
gollark: Rust's got a `BTreeMap`, I think.
gollark: ~~C++~~
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