Racial Substitution Levels: Tuladhara, Chaond, Zenythri

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Racial Substitution Levels: Tuladhara, Chaond, Zenythri

Racial substitution levels are optional rules originally introduced in the Races of ... product line, which allow you to flavor your class levels based on your character's race.

A substitution level is a level of a given class that you take instead of the level described for the standard class. Essentially, a substitution level grants you an alternative class feature in place of the standard class feature normally gained at that level. Some substitution levels only modify the standard class feature instead of replacing it completely. The only prerequisite for taking a substitution level being of the proper race and class level.

When a substitution level modifies Hit Dice size, this modification applies only to that level, not all levels of the class. Conversely, when a substitution level modifies the list of class skills, this change applies to all levels of the class.

This is the last installment.

TULADHARA PALADIN

A tuladhara warrior sometimes becomes instinctually driven to take up the Rilmani cause, advocating Balance by both word and deed. This commitment is not often divinely inspired, but rather a residue of the tuladhara's heritage. Much less straightforward then the common paladin knight, a tuladhara paladin must be not only a warrior and healer, but also a peacemaker and a warmonger, a tyrant and an anarchist, as circumstances dictate.

Class Skills: Add Bluff and Knowledge (the planes). Remove Knowledge (nobility and royalty) and Knowledge (religion).

Alignment: True neutral.

1st Level - Smite Disbalance (Ex): Once per day, you can attempt to smite creatures of extreme alignment (CE, CG, LE, or LG) with one normal melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per paladin level. If you accidentally smite a creature whose alignment is not one of the four listed above, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, you may smite disbalance one additional time per day, to a maximum of five times per day at 20th level.
This class feature replaces the standard aura of good, detect evil, and smite evil abilities.

3rd Level - Still Mind Aura (Ex): You have a +4 bonus on saving throws against enchantment effects. Each ally within 10 feet of you gains a +2 bonus on the same saving throws.
This ability functions only while you are alive and conscious.
This class feature replaces the standard aura of courage ability.

4th Level - Turn Exemplar (Su): You can turn (but not destroy) extraplanar outsiders with the chaos, evil, good, or law subtype as a cleric of three levels lower might turn undead. If you turn an extraplanar creature that has 1/2 your own Hit Dice or less, it is banished to its home plane instead. You can use this ability a total number of times per day equal to 3 + your Charisma modifier.
This class feature replaces the standard turn undead ability.

Code of Conduct: A tuladhara paladin must be of true neutral alignment and loses all class abilities if his alignment ever changes. Additionally, while his personal code does not require that he respects authority, acts with honor, or help those in need, a tuladhara paladin is driven to secretly promote the multiversal Balance, sometimes assisting one of the four alignment causes against its opposite, sometimes the other, until all are in perfect equilibrium.

Associates: A tuladhara paladin may aid and associate with characters of any alignment, if he feels that this will benefit the cause of Balance in the long run. Even though such companions may offend his moral code, he is to hide his true opinion.

CHAOND BARBARIAN

Slaad-touched mortal warriors often find themselves unable to contain the chaos within once it is released by battle madness. These most reckless of berserkers rarely live long, with their penchant for charging into enemy ranks far ahead of their allies.

Alignment: Any chaotic.

1st Level - Rage (Ex): You gain a bonus to Dexterity instead of Constitution (which may ofset your AC penalty), and a +10 ft. bonus to base land speed instead of a bonus on Will saves. Instead of being fatigued when the rage expires, you are dazed for 1 round.
At 10th level, your Str and Dex bonuses are +6, and the speed bonus is +20 ft.
At 17th level, you are no longer dazed at the end of your rage.
At 20th level, your Str and Dex bonuses are +8, and the speed bonus is +30 ft.
This class feature is a modification of the standard rage ability.

3rd Level - Shifty Will (Ex): You have a +1 morale bonus on Will saves against charm and compulsion effects. This bonus increases by +1 ever 3 levels hereafter, up to a maximum of +6 at 18th level. It stacks with the bonus from Indomitable Will gained at 14th level.
This class feature replaces the standard trap sense ability.

7th Level - Damage Reduction (Su): You gain damage reduction 2/law. At level 10 and every 3 levels thereafter, your damage reduction improved by 2 points up to a maximum of 10/law at 19th level.
This class feature is a modification of the standard damage reduction ability.

ZENYTHRI SAMURAI

Occasionally the Principalities of Heavenly Order bestow their blessing upon a noble house known for its honor and piety, and a child is born as a Zenythri, a potential paragon of perfection. Favorable portens typically predict this fortunate event months ahead.
While such blessed beings often become monastic priests, seeking self-improvement through meditation, many choose to honor the warrior caste to which they were born, and serve their lord with blade in hand.

Alignment: Lawful neutral.

1st Level - Ancestral Daisho (Su): A zenythri samurai is given a matching set of two masterwork weapons - traditionally, a katana and a wakizashi – that belonged to his ancestors; protecting these weapons is an important point of honor for the samurai.
As a samurai advances, he has the option of awakening the supernatural abilities latent in the weapons by calling upon his lawful heritage. This functions exactly as described in Oriental Adventures, except as follows:
The zenythri samurai can awaken powers associated with law (such as axiomatic or bane [chaotic outsider]) at half the listed price.
The zenythri samurai cannot awaken powers associated with alignments other than law; anarchic, bane (evil, good, or lawful outsider), holy, or unholy properties are not available.
This class feature is a modification of the standard ancestral daisho ability.

5th Level - Blades of Order (Su): When a zenythri samurai wields his own ancestral daisho, the weapons are considered lawful adamantine weapons for the purpose of bypassing damage reduction (but not hardness).
This class feature replaces the standard honorable blades ability.

Code of Conduct: Like many mortal samurai, a zenythri typically interprets "honor" as adherence to tradition and utter obedience, though minor variations do exist. It is unheard of one violating the code that he has adopted.

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Racial Substitution Levels: Tuladhara, Chaond, Zenythri

Those are really neat, Nemui! Smiling

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