Cipher Stars
2011-05-23, 11:01 PM
Somewhat of a Just-because. It works with The Maid I created. probably doesn't even merit its own thread.
http://i591.photobucket.com/albums/ss360/lexal/Mastergirl.jpg
The Master
"Come to me..."
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|bonus feat, Masters Aura
2nd|
+1|
+0|
+0|
+3|+2 Charisma, Leadership
3rd|
+2|
+1|
+1|
+4|Bonus Feat, Master's Touch, Multi-Master
4th|
+3|
+1|
+1|
+5|+2 Charisma, Multi-Use
5th|
+3|
+1|
+1|
+6|Bonus Feat, Maid Magnet[/table]
Hit Die: d4
Requirements:
to qualify to become a Master, a character must fulfill all the following criteria;
Maid:
A Master must have completed a contract, becoming owner of a Maid.
Ability:
A master must have a Charisma of 20 before taking this class.
Skills:
Diplomacy or Intimidate or Bluff, or Seduction at 10 ranks.
Special:
Cannot be a Maid bound by Contract.
Class Skills:
Appraise, Bluff, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal, Intimidate, Knowledge (all skills taken individually), Listen, Perform, Ride, Sense Motive, Speak Language (any two), Spot, and Swim.
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
In addition to bonuses and abilities granted by owning a maid, such as summoning them to your side no matter where they are, they gain the following:
Multi-Master:
A Master can have multiple maids equal to their Charisma modifier. The master can also designate any item as a Maids uniform.
Multi-Use:
Effects gained from Maids stack, or work at once (if he chooses).
Such as summoning all maids at once.
Master's Aura (Ex):
A Master grants his charisma modifier to will saves of his allies within charisma modifier x10 feet.
at level two; the aura grants 1/2 charisma modifier as a bonus to armor class.
at level three; the aura grants +10ft per 5 charisma modifier to allies speed.
at level four; the aura of the Master shatters the willpower of his enemies or those he wishes, -charisma modifier to will saves.
at level five; Onlookers (all capable of visually perceiving, accurately, the Master), besides those he excludes, must succeed on a Will DC=Master level+Charisma modifier+10 or be fascinated, Dazed, or Frightened depending on the Master's whims. Lasts 1 min/Cha mod (Cha +8 would be eight minutes).
Ability increases:
the Master gets +2 charisma every odd level.
Leadership:
The Master gets Leadership for free, if he already has leadership, he gets +1 for effects relating to it.
Bonus Feats:
Master gains feats at both even levels.
Master's Touch (Ex):
Master can, with a touch, crush ones will. On a failed will save vs DC 15 +Charisma mod, +masters level, the Master can render the subject Helpful, and as if under the effect of Dominate Monster.
Maid Magnet:
The Master is surrounded by an effect that seems to draw maids toward him, slightly influencing the actions of contract-less maids for many miles around.
Each day, the Master has a 1% chance of getting a new Maid looking for work.
If he is also actively looking, this increases to 10%
http://i591.photobucket.com/albums/ss360/lexal/Mastergirl.jpg
The Master
"Come to me..."
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|bonus feat, Masters Aura
2nd|
+1|
+0|
+0|
+3|+2 Charisma, Leadership
3rd|
+2|
+1|
+1|
+4|Bonus Feat, Master's Touch, Multi-Master
4th|
+3|
+1|
+1|
+5|+2 Charisma, Multi-Use
5th|
+3|
+1|
+1|
+6|Bonus Feat, Maid Magnet[/table]
Hit Die: d4
Requirements:
to qualify to become a Master, a character must fulfill all the following criteria;
Maid:
A Master must have completed a contract, becoming owner of a Maid.
Ability:
A master must have a Charisma of 20 before taking this class.
Skills:
Diplomacy or Intimidate or Bluff, or Seduction at 10 ranks.
Special:
Cannot be a Maid bound by Contract.
Class Skills:
Appraise, Bluff, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal, Intimidate, Knowledge (all skills taken individually), Listen, Perform, Ride, Sense Motive, Speak Language (any two), Spot, and Swim.
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
In addition to bonuses and abilities granted by owning a maid, such as summoning them to your side no matter where they are, they gain the following:
Multi-Master:
A Master can have multiple maids equal to their Charisma modifier. The master can also designate any item as a Maids uniform.
Multi-Use:
Effects gained from Maids stack, or work at once (if he chooses).
Such as summoning all maids at once.
Master's Aura (Ex):
A Master grants his charisma modifier to will saves of his allies within charisma modifier x10 feet.
at level two; the aura grants 1/2 charisma modifier as a bonus to armor class.
at level three; the aura grants +10ft per 5 charisma modifier to allies speed.
at level four; the aura of the Master shatters the willpower of his enemies or those he wishes, -charisma modifier to will saves.
at level five; Onlookers (all capable of visually perceiving, accurately, the Master), besides those he excludes, must succeed on a Will DC=Master level+Charisma modifier+10 or be fascinated, Dazed, or Frightened depending on the Master's whims. Lasts 1 min/Cha mod (Cha +8 would be eight minutes).
Ability increases:
the Master gets +2 charisma every odd level.
Leadership:
The Master gets Leadership for free, if he already has leadership, he gets +1 for effects relating to it.
Bonus Feats:
Master gains feats at both even levels.
Master's Touch (Ex):
Master can, with a touch, crush ones will. On a failed will save vs DC 15 +Charisma mod, +masters level, the Master can render the subject Helpful, and as if under the effect of Dominate Monster.
Maid Magnet:
The Master is surrounded by an effect that seems to draw maids toward him, slightly influencing the actions of contract-less maids for many miles around.
Each day, the Master has a 1% chance of getting a new Maid looking for work.
If he is also actively looking, this increases to 10%