Difference between revisions of "Elemental Daredevil (3.5e Alternate Class Feature)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
 
Line 13: Line 13:
 
|benefit=An elemental daredevil gain the following class features.
 
|benefit=An elemental daredevil gain the following class features.
  
'''Elemental Heritage {{Sp}}:''' A first level elemental daredevil chooses a single kineticist elements, she gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a wild talent. She chooses a simple blast granted by her chosen elements. The elemental daredevil counts her swashbuckler level as kineticist level for the purpose of her wild talents, kinetic blast and for the prerequisites of feats. The elemental daredevil uses her [[Charisma]] instead of her [[Constitution]] for all purposes relating to her kinetic blast, or her wild talents.
+
'''Elemental Heritage {{Sp}}:''' A first level elemental daredevil chooses a single kineticist elements between air, earth, fire and water, she gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a wild talent. She chooses a simple blast granted by her chosen elements. The elemental daredevil counts her swashbuckler level as kineticist level for the purpose of her wild talents, kinetic blast and for the prerequisites of feats. The elemental daredevil uses her [[Charisma]] instead of her [[Constitution]] for all purposes relating to her kinetic blast, or her wild talents.
  
 
An elemental daredevil cannot accept burn, instead some of her talent may require her to expand panache. If a wild talent has a burn cost, she must spend an equal point of panache, but any non-instantaneous effect lasts only 1 round per level. A kinetic healer cannot heal with her panache, but may still inflict burns on herself or those she heals. An elemental daredevil cannot learn the kinetic blade infusion, or any infusion which requires it as a prerequisite.
 
An elemental daredevil cannot accept burn, instead some of her talent may require her to expand panache. If a wild talent has a burn cost, she must spend an equal point of panache, but any non-instantaneous effect lasts only 1 round per level. A kinetic healer cannot heal with her panache, but may still inflict burns on herself or those she heals. An elemental daredevil cannot learn the kinetic blade infusion, or any infusion which requires it as a prerequisite.

Latest revision as of 08:07, 17 February 2024

Homebrew.png
Author: Leziad (talk)
Date Created: 18th January 2024
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Elemental Daredevil

An elemental daredevil is a swashbuckler who descends from a dragon, outsider or powerful magic users who had an affinity for an element. They use their residual magical abilities and combine them with their swordplay.

Class: Swashbuckler

Level: 1st-20th

Replaces: Deeds (Opportune Parry and Riposte, Precise Strike), Panache (Altered), Swashbuckler Weapon Training (Altered), Swashbuckler Weapon Mastery

Benefit: An elemental daredevil gain the following class features.

Elemental Heritage (Sp): A first level elemental daredevil chooses a single kineticist elements between air, earth, fire and water, she gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a wild talent. She chooses a simple blast granted by her chosen elements. The elemental daredevil counts her swashbuckler level as kineticist level for the purpose of her wild talents, kinetic blast and for the prerequisites of feats. The elemental daredevil uses her Charisma instead of her Constitution for all purposes relating to her kinetic blast, or her wild talents.

An elemental daredevil cannot accept burn, instead some of her talent may require her to expand panache. If a wild talent has a burn cost, she must spend an equal point of panache, but any non-instantaneous effect lasts only 1 round per level. A kinetic healer cannot heal with her panache, but may still inflict burns on herself or those she heals. An elemental daredevil cannot learn the kinetic blade infusion, or any infusion which requires it as a prerequisite.

The elemental daredevil does not naturally gain any wild talent, instead she must the Extra Wild Talent talent feat or choose to improve her mastery of an element at 8th level to learn additional

Elemental Deeds: An elemental daredevil receives a few deeds which grants her elemental powers.

Reactive Elemental Defense (Sp): An elemental daredevil gains her select element's elemental defense, which functions for as long as she has at least 1 point of panache in her pool. As an immediate action, the elemental daredevil may spend 1 panache to counts as having invested 1 point of burn into it for each four class level she has for 1 round. Unlike a kineticist, an elemental daredevil does not gain any benefits from her elemental defense against attack which is denied her Dexterity bonus to AC against.

This deed replaces opportune parry and riposte.

Elemental Strike (Sp): A 3rd level elemental daredevil becomes able to gain access to a simple blast chosen at 1st level. As long as she has 1 panache left in her pool, she can use with a light or one-handed piercing weapon with the Energize Weapon infusion. She can apply the energize weapon infusion to any of her simple blast, and if the blast is a physical blast then the extra damage is dealt in d8s rather than d6s.

This deed replaces precise strike.

Gather Energy (Su): As a 1 round action, the elemental daredevil can gather nearby elemental energy. If she is struck while doing so, she must make a concentration check with a DC equal to the damage or the attempts fail. If she succeeds she immediately regains 1 point of panache. An elemental daredevil may use this ability a number of times per day equal to her Charisma modifier.

This ability replaces the elemental daredevil ability to regain panache when she lands a successful critical hit, or bring down a creature to 0 hit points of below.

Elemental Daredevil Weapon Training (Ex): As the Swashbuckler Weapon Training, except that its bonus applies to all kinetic blasts. Additionally at 5th level and 13th she lowers the cost of any infusion she places on her kinetic blast by 1.

Expanded Element (Su): At 8th level the elemental daredevil gains the Expanded Element class feature of a kineticist. She gains all benefits for doing so. The elemental daredevil gains the ability to use a composite blast with her elemental strike, dealing damage as an energy strike as if the blast was blue flame. To use a composite blast the elemental daredevil must use a swift action to gather her energy and spend 1 point of panache, affecting her next blast or her weapon attack modified by energize weapon.

If an elemental daredevil gains the elemental defense of her second element, she must spend a full-round action to change between the initial and other defense at the cost of 1 panache.

This ability replaces the bonus feat granted at 8th level.

Elemental Mastery (Su): A 20th level elemental daredevil immediately gain three wild talents she qualifies for and automatically use her composite blast at no panache cost when she uses the energize weapon version of Elemental Strike.

This ability replaces swashbuckler weapon mastery.



Back to Main Page3.5e HomebrewCharacter OptionsAlternate Class Features

Leziad's Homebrew (4444 Articles)
Leziadv
AuthorLeziad +
ClassSwashbuckler +
Identifier3.5e Alternate Class Feature +
RatingUndiscussed +
SummaryAn elemental daredevil is a swashbuckler who descends from a dragon, outsider or powerful magic users who had an affinity for an element. They use their residual magical abilities and combine them with their swordplay. +
TitleElemental Daredevil +