Rhandoam
2010-03-18, 12:27 PM
Monster Master
"I wanna be the very best, like no one ever was!"
-A bard singing a tale about a Monster Master
Specializing in training the monsters of the world, the monster master is himself barely worth notice. The real power comes from the powers and abilities of the creatures he commands, as such they may fill any niche that is necessary depending on the creature and its move set.
Alignment: Any
Starting Age: Simple
Hit Die: 6
{table]Level|BAB|Fort|Ref|Will|Special
level 1|+0|+0|+2|+0|Animal Companion, Craft Capture Ball, Point Blank Shot
level 2|+1|+0|+3|+0|Track, Wild Empathy
level 3|+1|+1|+3|+1|Teach TM
level 4|+2|+1|+4|+1|Precise Shot
level 5|+2|+1|+4|+1|Craft Specialty Capture Ball
level 6|+3|+2|+5|+2|Apply Type Packs
level 7|+3|+2|+5|+2|Expert Thrower
level 8|+4|+2|+6|+2|Woodland Stride
level 9|+4|+3|+6|+3|Craft Improved Capture Ball
level 10|+5|+3|+7|+3
level 11|+5|+3|+7|+3|Double Battle
level 12|+6/+1|+4|+8|+4
level 13|+6/+1|+4|+8|+4|Camouflage
level 14|+7/+2|+4|+9|+4|Craft Greater Capture Ball
level 15|+7/+2|+5|+9|+5
level 16|+8/+3|+5|+10|+5
level 17|+8/+3|+5|+10|+5|Hide in Plain Sight
level 18|+9/+4|+6|+11|+6
level 19|+9/+4|+6|+11|+6
level 20|+10/+5|+6|+12|+6|Craft Master Capture Ball
[/table]
Class Features
Weapon Proficiency: Masters are proficient with all thrown weapons
Armor Proficiency: Masters are proficient in light armor
Class Skills: (4 + Int modifier per level, x4 at first level)
Ride (Dex), Craft (Int), Knowledge (nature) (Int), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Handle Animal (Cha), Survival (Wis), Heal (Wis), Concentration (Con)
Special: Animal Companion: The Master gains one animal from the druid animal companion list, the companion is already assigned to a regular capture ball. Before a creature can be used in Battle it must first be released from its ball, lower level Masters do not have the experience necessary to command more than one monster at a time, attempting to do so will meet with a violent reaction from the monsters and is not recommended.
Craft Capture Ball: The Master can create a capture ball with a successful DC 10 craft check, the Master can create one ball per day for every five ranks of craft (if they have less than five ranks they can only create one)
Capture Ball: When a monster is struck with this item it must make a will save based on their health if they have >50% health they must save against a DC of 5, < 25% they must save versus a DC of 15, < 10% health they must save versus a DC of 20. If the monster fails its save it is captured and permanently loses all of its Supernatural, Spell like, and Psi like abilities. The regular capture ball works only on Plant, Animal, Magical Beast, and Vermin type creatures.
Point Blank Shot: At first level the Master gains the point blank shot feat.
Track: Same as the Ranger ability
Wild Empathy: Same as the Druid ability
Teach TM: The Master can teach a monster how to use certain easily teachable magic (TM's) with a successful Handle Animal check (DC 15) the monster can learn a maximum of four TM's before it is forced to forget an old one, regardless of its normal ability for learning.
Precise Shot: The Master gains the precise shot feat at level 4.
Craft Specialty Capture Ball: The master can create a specialty cpature ball with a successful craft check (DC 20), the master can create one ball per day for every 10 ranks of craft
Specialty Capture Ball: Same as the normal capture ball except that it works only on one non-humanoid creature type (chosen during creation), additionally the DC the creature needs to save against increases to DC 10 for > 50% health, DC 20 for < 25%, and DC 25 for < 10%.
Apply Type Packs: If a monster doesn't have a subtype, you may apply any one of the following subtype's to it: Air, Aquatic, Fire, Incorporeal, Cold, or Earth
Expert Thrower: The Master receives a +5 to hit when throwing a weapon
Woodland Stride: Same as the Druid ability
Craft Improved Capture Ball: With a successful DC 25 craft check the master can create an improved capture ball, the master can create one ball a day for every 15 ranks of craft
Improved Capture Ball: Same as the normal capture ball, except it works on any non-humanoid creature type
Double Battle: The master can control two monsters at a time instead of the normal one
Camouflage: Same as the ranger ability
Craft Greater Capture Ball: With a successful DC 30 craft check the master can create a greater capture ball, the master can create one ball a day for every 30 ranks of craft
Greater Capture Ball: Same as the Improved capture ball, except the DC's are increased to DC 10 for >50%, DC 20 for < 25% health, and for < 10% health the monster needs a natural 20
Hide in Plain Sight: Same as the ranger ability
Craft Master Ball: With a successful DC 50 craft check one master ball is created, regardless of ranks in craft, the master can only create one master ball per month
Master Ball: The master ball will catch any creature with less than 50% health without fail, for creatures with >50% health it must pass a DC 50 will save or be captured
"I wanna be the very best, like no one ever was!"
-A bard singing a tale about a Monster Master
Specializing in training the monsters of the world, the monster master is himself barely worth notice. The real power comes from the powers and abilities of the creatures he commands, as such they may fill any niche that is necessary depending on the creature and its move set.
Alignment: Any
Starting Age: Simple
Hit Die: 6
{table]Level|BAB|Fort|Ref|Will|Special
level 1|+0|+0|+2|+0|Animal Companion, Craft Capture Ball, Point Blank Shot
level 2|+1|+0|+3|+0|Track, Wild Empathy
level 3|+1|+1|+3|+1|Teach TM
level 4|+2|+1|+4|+1|Precise Shot
level 5|+2|+1|+4|+1|Craft Specialty Capture Ball
level 6|+3|+2|+5|+2|Apply Type Packs
level 7|+3|+2|+5|+2|Expert Thrower
level 8|+4|+2|+6|+2|Woodland Stride
level 9|+4|+3|+6|+3|Craft Improved Capture Ball
level 10|+5|+3|+7|+3
level 11|+5|+3|+7|+3|Double Battle
level 12|+6/+1|+4|+8|+4
level 13|+6/+1|+4|+8|+4|Camouflage
level 14|+7/+2|+4|+9|+4|Craft Greater Capture Ball
level 15|+7/+2|+5|+9|+5
level 16|+8/+3|+5|+10|+5
level 17|+8/+3|+5|+10|+5|Hide in Plain Sight
level 18|+9/+4|+6|+11|+6
level 19|+9/+4|+6|+11|+6
level 20|+10/+5|+6|+12|+6|Craft Master Capture Ball
[/table]
Class Features
Weapon Proficiency: Masters are proficient with all thrown weapons
Armor Proficiency: Masters are proficient in light armor
Class Skills: (4 + Int modifier per level, x4 at first level)
Ride (Dex), Craft (Int), Knowledge (nature) (Int), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Handle Animal (Cha), Survival (Wis), Heal (Wis), Concentration (Con)
Special: Animal Companion: The Master gains one animal from the druid animal companion list, the companion is already assigned to a regular capture ball. Before a creature can be used in Battle it must first be released from its ball, lower level Masters do not have the experience necessary to command more than one monster at a time, attempting to do so will meet with a violent reaction from the monsters and is not recommended.
Craft Capture Ball: The Master can create a capture ball with a successful DC 10 craft check, the Master can create one ball per day for every five ranks of craft (if they have less than five ranks they can only create one)
Capture Ball: When a monster is struck with this item it must make a will save based on their health if they have >50% health they must save against a DC of 5, < 25% they must save versus a DC of 15, < 10% health they must save versus a DC of 20. If the monster fails its save it is captured and permanently loses all of its Supernatural, Spell like, and Psi like abilities. The regular capture ball works only on Plant, Animal, Magical Beast, and Vermin type creatures.
Point Blank Shot: At first level the Master gains the point blank shot feat.
Track: Same as the Ranger ability
Wild Empathy: Same as the Druid ability
Teach TM: The Master can teach a monster how to use certain easily teachable magic (TM's) with a successful Handle Animal check (DC 15) the monster can learn a maximum of four TM's before it is forced to forget an old one, regardless of its normal ability for learning.
Precise Shot: The Master gains the precise shot feat at level 4.
Craft Specialty Capture Ball: The master can create a specialty cpature ball with a successful craft check (DC 20), the master can create one ball per day for every 10 ranks of craft
Specialty Capture Ball: Same as the normal capture ball except that it works only on one non-humanoid creature type (chosen during creation), additionally the DC the creature needs to save against increases to DC 10 for > 50% health, DC 20 for < 25%, and DC 25 for < 10%.
Apply Type Packs: If a monster doesn't have a subtype, you may apply any one of the following subtype's to it: Air, Aquatic, Fire, Incorporeal, Cold, or Earth
Expert Thrower: The Master receives a +5 to hit when throwing a weapon
Woodland Stride: Same as the Druid ability
Craft Improved Capture Ball: With a successful DC 25 craft check the master can create an improved capture ball, the master can create one ball a day for every 15 ranks of craft
Improved Capture Ball: Same as the normal capture ball, except it works on any non-humanoid creature type
Double Battle: The master can control two monsters at a time instead of the normal one
Camouflage: Same as the ranger ability
Craft Greater Capture Ball: With a successful DC 30 craft check the master can create a greater capture ball, the master can create one ball a day for every 30 ranks of craft
Greater Capture Ball: Same as the Improved capture ball, except the DC's are increased to DC 10 for >50%, DC 20 for < 25% health, and for < 10% health the monster needs a natural 20
Hide in Plain Sight: Same as the ranger ability
Craft Master Ball: With a successful DC 50 craft check one master ball is created, regardless of ranks in craft, the master can only create one master ball per month
Master Ball: The master ball will catch any creature with less than 50% health without fail, for creatures with >50% health it must pass a DC 50 will save or be captured