User:Defunc7/Farwood wyrd

This class is just made up for experimentation.

Description
The farwood wyrd has travelled beyond the realms of mortalkind, crossing into the world of fey creatures.

Requirements
Alignment: Any chaotic

Base attack bonus: +6

Skills: Hide 5 ranks, Knowledge (nature) 5 ranks

Class features progression
Hit die: d8 Proficiencies: Armor (Light), Shields (except Tower shields), Weapons (Simple)

Skill points: (Int mod * 4 at 1st level) 6 + Int modifier

Class skills: Climb, Craft, Handle animal, Heal, Hide, Jump, Knowledge(nature), Listen, Move silently, Profession, Ride, Search, Spot, Survival, Swim

Base attack bonus progression: low

Bonus feats
Choose one of the follow at level 4 & 5
 * +1 damage reduction/cold iron
 * Weapon focus
 * Slippery mind
 * Dodge
 * Mobility
 * Spring attack

Spell casting
Key ability: Intelligence

Type: divine

Start level: 1st


 * When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

An assassin casts spells just as a bard does.

Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows.

The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Pre-release notes

 * This is won't appear in NWN2, because it's completely fabricated, duh.

NWN comparison

 * It wasn't in NWN either, duh.