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A Pathfinder Roleplaying Game update of the master base class from War of the Lance. The great thing about the master and the other new base classes from the various Dragonlance sourcebooks is that they work just fine in non-Dragonlance campaigns. MASTERAlignment: Any. Class SkillsThe master’s list of class skills varies, depending on the master’s primary focus (see below): Class FeaturesAll of the following are class features of the master. Table: Master
Craftsman KnacksApplied Craftsmanship: Master craftsmen have learned to apply their understanding of their craft to other crafts. With this knack, they may substitute ranks in a Craft skill for ranks in another Craft in which they have no ranks, on a two for one basis for the purposes of making Craft checks. For example, master craftsmen with 10 ranks in Craft (blacksmith) may attempt a Craft (leather) check as if they had 5 ranks in that skill. Ability bonuses and other modifiers are applied as usual. Word of Mouth: The master craftsman’s skill at his craft becomes widely known. Select a Craft skill. With this knack, a week’s worth of dedicated work earns the master craftsman a number of steel pieces equal to his Craft check, rather than half his Craft check. Item of Distinction: With this knack, the master craftsman learns how to more efficiently create masterwork items. Select a Craft skill. Masterwork items created with this Craft skill are known as items of distinction. Items of distinction function like other masterwork items, but the additional cost to create them is halved. An item of distinction can be recognized as such with a successful DC 15 Appraise check. Item of Renown: With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are twice as effective as standard masterwork items – weapons confer a +2 bonus to attack rolls, armour check penalty is lessened by 2, and skill bonus items confer a +4 bonus. These items of renown must be created with the Craft skill specified by the master’s item of distinction knack, take twice as long to create, and cost the same amount as standard masterwork items. Item of Fame: With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are three times as effective as standard masterwork items – weapons confer a +3 bonus to attack rolls, armour check penalty is lessened by 3, and skill bonus items confer a +6 bonus. These items of fame must be created with the Craft skill specified by the master’s item of distinction knack, take three times as long to create, and the additional cost to create them is tripled (+900 steel for weapons of fame, +450 steel for armour of fame, etc). Item of Glory: With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are four times as effective as standard masterwork items – weapons confer a +4 bonus to attack rolls, armour check penalty is lessened by 4, and skill bonus items confer a +8 bonus. These items of glory must be created with the Craft skill specified by the master’s item of distinction knack, take four times as long to create, and the additional cost to create them is quadrupled (+1,200 steel for weapons of glory, +600 steel for armour of glory, etc). Item of Legend: With this knack, the master craftsman reaches the pinnacle of his ability to create superior items. The master craftsman can create masterwork items that are five times as effective as standard masterwork items – weapons confer a +5 bonus to attack rolls, armour check penalty is lessened by 5, and skill bonus items confer a +10 bonus. These items of legend must be created with the Craft skill specified by the master’s item of distinction knack, take five times as long to create, and the additional cost to create them is quintupled (+1,500 steel for weapons of legend, +750 steel for armour of legend, etc). Performer KnacksCelebrity: The master performer has achieved a certain level of widespread fame. Select a Perform skill. With this knack, the master performer’s talents are able to command a higher price for performances with that skill. The master performer can earn twice the amount listed for an evening’s work based on her Perform check result. Coordinate: The master performer has a knack for getting people to work together. When the master performer can spend a full round directing his allies and makes a DC 10 Diplomacy check, the performer provides any of his allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the master performer’s Charisma modifier. The master performer can coordinate a number of allies equal to one-half his master level, rounded down (to a minimum of one ally). Inspiration: The master performer can inspire allies with performances, bolstering them and improving their chances of success. An ally must listen to and observe the master performer for a full round for the inspiration to take hold, and the character must make a DC 15 Perform check. The effect lasts for a number of rounds equal to the character’s Charisma modifier. Greater Inspiration: The master performer can inspire allies to even greater heights with performances, bolstering them and improving their chances of success. An ally must listen to and observe the master performer for a full round for the greater inspiration to take hold, and the hero must make a DC 15 Perform check. The effect lasts for a number of rounds equal to the character’s Charisma modifier. Compelling Performance: With this knack, the master performer’s skill has increased to the point that he can arouse a single emotion of his choice—despair, hope, or rage—in a target. The master performer can use this ability a number of times per day equal to his Charisma bonus (if any). The emotion the master performers arouses affects one target within 15 feet. The performance requires a full-round action and a Perform skill check, and its effects on the target last for 1d4+1 rounds. Virtuoso: The master performer has learned how to apply talents in one technique to another. With this knack, the master performer may substitute ranks in a Perform skill for ranks in another Perform skill in which the master performer has no ranks may substitute on a two for one basis for the purposes of making Perform checks. For example, a master performer with 10 ranks in Perform (wind) may attempt a Perform (comedy) check as if he had 5 ranks in that skill. Ability bonuses and other modifiers are applied as usual. Skills such as Acrobatics and Sleight of Hand may not be mimicked with this knack. Professional KnacksFast-Talk: The master professional has a way with words when attempting to con and deceive. With this knack, he applies half his master level (round down) as a competence bonus on any Bluff, Diplomacy, or Disguise checks he makes while attempting to lie, cheat, or otherwise bend the truth. Bluster: The master professional has the ability to bluster a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a bluster attempt, must be within 30 feet of the master professional, and must be able to see, hear, and understand him. Faithful Aide: The master professional has acquired a talented apprentice, student, bodyguard, or servant. This knack functions like the Leadership feat, but it applies only to a cohort, and the master professional’s Leadership score is equal to his ranks in a chosen Profession skill plus his Charisma bonus. The aide can be a character of any class, although usually another master, and is treated exactly as any other cohort. Jack of All Trades: The master professional has learned how to apply his experience and savvy with one area of professional expertise in order to succeed in others. With this knack, he may substitute ranks in a Profession skill for ranks in another Profession skill in which he has no ranks. These may be substituted on a two for one basis for the purposes of making Profession checks. For example, a master professional with 10 ranks in Profession (merchant) may attempt a Profession (innkeeper) check as if he had 5 ranks in that skill. Ability bonuses and other modifiers are applied as usual. Loyal Clientèle: The master professional’s skill at his trade becomes widely known. Select a Profession skill. With this knack, the master professional is able to command a higher price for his services with that skill. For a week’s worth of dedicated work the master professional can earn a number of steel pieces equal to his Profession check, rather than half his Profession check. Skilled Team: The master professional has gathered a small group of apprentices and helpers who assist him in his work. This knack functions like the Leadership feat, but it applies only to followers and the master professional’s Leadership score is equal to his ranks in a chosen Profession skill plus his Charisma bonus. These assistants are all NPC experts, and are otherwise treated exactly like followers. Sage KnacksAcademic Reputation: The master sage’s knowledge and learning can guarantee a substantial amount of fame and income. With this knack, the master sage may add his Intelligence bonus to any Bluff, Diplomacy, or Intimidate checks relating to a Knowledge skill in which the master sage has at least 1 rank, instead of his Charisma bonus. In addition, the master sage may earn a number of steel pieces equal to his Knowledge skill check for each week of dedicated work as a consultant, scholar, and sage, much as a character with Perform, Craft or Profession earns money with his skill. Complementary Scholarship: The master sage has learned how to apply his understanding of his existing fields of knowledge to other fields. With this knack, the master sage may substitute ranks in a Knowledge skill for ranks in another Knowledge skill in which he has no ranks on a two for one basis for the purposes of making Knowledge checks. For example, a master sage with 10 ranks in Knowledge (nobility) may attempt a Knowledge (history) check as if he had 5 ranks in that skill. Ability bonuses and other modifiers are applied as usual. Exploit Weakness: After 1 round of combat, the master sage can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The master sage uses a move action and makes a DC 15 Intelligence check with a bonus equal to half his class level. If the check succeeds, for the rest of the combat the master sage uses his Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as he finds ways to out-think his opponent and notices weaknesses in his opponent’s fighting style. Linguist: With this knack, the master sage becomes an exceptional linguist. Whenever the character encounters a new spoken language that he does not know, the master sage can make an Intelligence check to determine if he can understand it. The check is made with a bonus equal to half the character’s master level (rounded up). For a written language, the bonus applies to a Linguistics check instead. Lore: With this knack, the master sage has acquired a talent for picking up assorted facts, historical trivia, and random legends, just as a bard does with bardic knowledge. The master sage adds half his class level (minimum 1) to all Knowledge skill checks and may make such checks untrained. The master sage’s levels stack with other classes which have bardic knowledge or similar abilities, such as the bard or loremaster, but not the mariner (whose sailor lore relies largely on hearsay and tall tales) or master ambassador (whose insightful acclimation works differently). Tactical Advantage: By using his understanding of a creature’s recorded weaknesses, the master sage can gain an advantage in combat. Choose a Knowledge skill to which this knack applies. Once per encounter, a master sage may make a Knowledge check (DC 10 + creature’s CR) to gain a +2 bonus to attack rolls against a creature covered by the selected Knowledge skill for the remainder of the encounter. The specific Knowledge skill required depends on the creature type: Knowledge (arcana) for dragons, constructs, and magical beasts; Knowledge (dungeoneering) for aberrations and oozes; Knowledge (local) for humanoids and regional cultures; Knowledge (nature) for animals, fey, monstrous humanoids, plants, and vermin; Knowledge (planes) for outsiders; Knowledge (religion) for undead. |