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{{author
 +
|author_name=David Baker
 +
|date_created=1/16/2016
 +
|adopter=
 +
|date_adopted=
 +
|status=<-Testing Balance->
 +
|editing=
 +
|balance=<!-- One of Monk, Fighter, Rogue, or Wizard (closest approximation) -->
 +
}}
 
===Becoming a Master of Control===
 
===Becoming a Master of Control===
  
Line 4: Line 13:
  
  
|-
+
'''Alignment:''' Any.
! Alignment:
 
| Any.
 
  
|-
+
'''BAB:''' +0
! Base Attack Bonus:
 
| +0.
 
  
|-
+
'''Race:''' Any race can become a Master of Control, though mostly the races that have the physical ability to handle the attacks that are delivered to them.
! Race:
 
| Any race can become a Master of Control, though mostly the races that have the physical ability to handle the attacks that are delivered to them.
 
  
|-
+
'''Special:''' This class must be taken at first level and cannot be taken at any other time. The Master of Control is a class made to draw the aggro from the monsters and the enemies that they face.
! Special:
 
| This class must be taken at first level and cannot be taken at any other time. The Master of Control is a class made to draw the aggro from the monsters and the enemies that they face.
 
  
|}
 
  
{| class="{{d20}}"
+
{| class="zebra d20"
|+ <div>{{#anc:Table: The Master of Control}}</div>
+
|+ <div>{{Anchor|Table: Master of Control}}</div>
 
<p>Hit Die: d10</p>
 
<p>Hit Die: d10</p>
 
|-
 
|-
Line 30: Line 30:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
 
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
+
|-  
|- class="{{Odd-Even|{{#var:odd}}}}"
 
 
| 1st || +1 || +1 || +1 || +0
 
| 1st || +1 || +1 || +1 || +0
| class="left" | <-Taunt, Damage Reduction/ 1, Haste, Vital Core, Bonus Feat, Dual Shield Capabilities->
+
| class="left" | [[#Damage Reduction|Damage Reduction]]/1, [[#Taunt|Taunt]], [[#Haste|Haste]], [[#Healthy Beef|Healthy Beef]], [[#Bonus Feat|Bonus Feat]], [[#Dual Shield Capabilities|Dual Shield Capabilities]]
|  
+
|-  
|- class="{{Odd-Even|{{#var:odd}}}}"
 
 
| 2nd || +2 || +2 || +1 || +0
 
| 2nd || +2 || +2 || +1 || +0
| class="left" | <-Damage Reduction/ 2, Shield Bash, Puncture/ +1, Deflection->
+
| class="left" | [[#Damage Reduction|Damage Reduction]]/2, [[#Puncture|Puncture]]/1, [[#Shield Bash|Shield Bash]], [[#Deflection|Deflection]]
|  
+
|-  
|- class="{{Odd-Even|{{#var:odd}}}}"
 
 
| 3rd || +3 || +3 || +2 || +0
 
| 3rd || +3 || +3 || +2 || +0
| class="left" | <-Damage Reduction/ 3, Defensive Wall +1, Throw Shield, Bonus Feat, Ground Slam,->
+
| class="left" | [[#Damage Reduction|Damage Reduction]]/3, [[#Defensive Wall|Defensive Wall]]+1, [[#Throw Shield|Throw Shield]], [[#Bonus Feat|Bonus Feat]], [[#Ground Slam|Ground Slam]]
|  
+
|-  
|- class="{{Odd-Even|{{#var:odd}}}}"
 
 
| 4th || +4 || +4 || +2 || +0
 
| 4th || +4 || +4 || +2 || +0
| class="left" | <-Improved Taunt, Damage Reduction/ 4, Improved Shield Bash, Puncture/ +2->
+
| class="left" | [[#Damage Reduction|Damage Reduction]]/4,[[#Puncture|Puncture]]/2 , [[#Improved Taunt|Improved Taunt]], [[#Improved Shield Bash|Improved Shield Bash]]
|  
+
|-  
|- class="{{Odd-Even|{{#var:odd}}}}"
 
 
| 5th || +5 || +5 || +3 || +0
 
| 5th || +5 || +5 || +3 || +0
| class="left" | <-Damage Reduction/ 5, Ground Quake, Defensive Wall +3, Bonus Feat->
+
| class="left" | [[#Damage Reduction|Damage Reduction]]/5, [[#Defensive Wall|Defensive Wall]]/3, [[#Ground Quake|Ground Quake]], [[#Bonus Feat|Bonus Feat]]
|  
+
|-  
|- class="{{Odd-Even|{{#var:odd}}}}"
+
| 6th || +6/+1 || +6 || +3 || +0
| 6th || +6 || +6 || +3 || +0
+
| class="left" | [[#Damage Reduction|Damage Reduction]]/6, [[#Puncture|Puncture]]/3, [[#Edged Shield|Edged Shield]], [[#Greater Shield Bash|Greater Shield Bash]]
| class="left" | <-Damage Reduction/ 6, Puncture/ +3, Edged Shield, Greater Shield Bash->
 
|
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 7th || +7 || +7 || +4 || +0
 
| class="left" | <-Damage Reduction/ 7, Defensive Wall +5, Bonus Feat, Greater Deflection, Massive Ground Slam->
 
|
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 8th || +8 || +8 || +4 || +0
 
| class="left" | <-Greater Taunt, Damage Reduction/ 8, Puncture/ +4, Battle Cry->
 
|
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 9th || +9 || +9 || +5 || +0
 
| class="left" | <-Damage Reduction/ 9, Defensive Wall +7, Bonus Feat, Massive Quake->
 
|
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 10th || +10 || +10 || +5 || +0
 
| class="left" | <-Master Taunt, Damage Reduction/ 10, Puncture/ +5, Master Shield Bash->
 
|
 
 
|-
 
|-
 +
| 7th || +7/+2 || +7 || +4 || +0
 +
| class="left" | [[#Damage Reduction|Damage Reduction]]/7,[[#Defensive Wall|Defensive Wall]]/5, [[#Bonus Feat|Bonus Feat]], [[#Greater Deflection|Greater Deflection]], [[#Massive Ground Slam|Massive Ground Slam]]
 +
|-
 +
| 8th || +8/+3 || +8 || +4 || +0
 +
| class="left" | [[#Damage Reduction|Damage Reduction]]/8,[[#Puncture|Puncture]]/4, [[#Battle Cry|Battle Cry]]
 +
|-
 +
| 9th || +9/+4 || +9 || +5 || +0
 +
| class="left" | [[#Damage Reduction|Damage Reduction]]/9,[[#Defensive Wall|Defensive Wall]]/7, [[#Bonus Feat|Bonus Feat]], [[#Massive Quake|Massive Quake]]
 +
|-
 +
| 10th || +10/+5 || +10 || +5 || +0
 +
| class="left" | [[#Damage Reduction|Damage Reduction]]/10, [[#Puncture|Puncture]]/5, [[#Master Shield Bash|Master Shield Bash]]
 +
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills <-8-> + [[Int]] modifier per level)'''<br/>
+
'''Class Skills ([[Skill Points::8]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/>
Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Intimidate, Jump, Listen, Move Silently, Profession: Any Desired, Search, Sense Motive, Spot, Swim, Tumble, Use Rope.
+
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),  
 +
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
 +
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),  
 +
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
 +
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),  
 +
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),  
 +
{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),  
 +
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),  
 +
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
 +
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:wisdom|Wis]]),  
 +
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 +
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
 +
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
|}
 
|}
  
 +
====Class Features====
  
 +
All of the following are class features of the Master of Control.
  
====Class Features====
 
  
All of the following are class features of the Master of Control.
+
'''{{Anchor|Taunt}}''' At first level the Master of Control gains the ability to draw attention away from her party members and toward herself. as either a standard action or a move action the Master of Control bellows at the top of her lungs toward everything in the area (40 feet plus + 10 feet per level) and everything that fails a will save (DC 10 + the Master of Control class level + the highest ability modifier) is attracted to the player for 1d6 rounds or until the taunt is ended.
  
 +
'''{{Anchor|Damage Reduction}}''': The Master of Control gain a damage reduction at every level starting at first.
  
Taunt: At first level the Master of Control gains the ability to draw attention away from her party members and toward herself. as either a standard action or a move action the Master of Control bellows at the top of her lungs toward everything in the area (40 feet plus + 10 feet per level) and everything that fails a will save (DC 10 + the Master of Control class level + the highest ability modifier) is attracted to the player for 1d6 rounds or until the taunt is ended.
+
'''{{Anchor|Haste}}''': Once  per combat, at the start of combat after initiative is rolled, the Master of Control may choose to activate this ability and use her action then. afterword the rounds are reset and combat resumes normally with the Master of Control in her respective place of the combat order.
  
Damage Reduction: The Master of Control gain a damage reduction at every level starting at first.
+
'''{{Anchor|Healthy Beef}}''': Every level including first level the Master of Control gains an extra 2 hit points after adding her hit points for her other classes.
  
Haste: Once  per combat, at the start of combat after initiative is rolled, the Master of Control may choose to activate this ability and use her action then. afterword the rounds are reset and combat resumes normally with the Master of Control in her respective place of the combat order.
+
'''{{Anchor|Bonus Feat}}''': Starting at first level and every other level after this stopping at ninth level the Master of Control may select another feat from the fighter bonus feat list. See SRD Fighter for the list of feats available.
  
Vital Core: Every level including first level the Master of Control gains an extra 2 hit points after adding her hit points for her other classes.
+
'''{{Anchor|Dual Shield Capabilities}}''': the Master of Control has the ability to wield two shields as opposed to one with no penalties. (If you have more than two arms each may be equipped with a shield.)
  
Bonus Feat: Starting at first level and every other level after this stopping at ninth level the Master of Control may select another feat from the fighter bonus feat list. See SRD Fighter for the list of feats available.
+
'''{{Anchor|Shield Bash}}''': The Master of Control slams her shield (or shields) into her opponents. each enemy within 10 feet of the attack each take 1D6 + 1 points of damage and has a chance of reactivating the taunt if it was applied before this attack. 20% chance to reactivate
  
Dual Shield Capabilities: the Master of Control has the ability to wield two shields as opposed to one.
+
'''{{Anchor|Puncture}}''': The Master of Control has the combat experience to penetrate armor. Gives the player a +1 to attack and damage rolls against enemies wearing armor of any kind. (not applied to enemies with only natural armor bonuses)
  
Shield Bash: The Master of Control slams her shield (or shields) into her opponents. each enemy within 10 feet of the attack each take 1D8 + 1 points of damage and has a chance of reactivating the taunt if it was applied before this attack. 20% chance to reactivate
+
'''{{Anchor|Deflection}}''': While in a defensive stance attacks against the Master of Control have a 10% chance to deal no damage increasing by 10% every other level maxing out at 50% at tenth level
  
Puncture: The Master of Control has the combat experience to penetrate armor. Gives the player a +1 to attack and damage rolls against enemies wearing armor of any kind. (not applied to enemies with only natural armor bonuses)
+
'''{{Anchor|Defensive Wall}}''': Starting at third level and every other level there after the Master of Control gains a bonus to her AC increasing at every other level as per the chart.
  
Deflection: While in a defensive stance attacks against the Master of Control have a 10% chance to deal no damage increasing by 10% every other level maxing out at 50% at tenth level  
+
'''{{Anchor|Throw Shield}}''': The Master of Control can throw any number of her shields at a group of enemies dealing 2D6 damage per shield to each enemy in the crowd and attracting them to the Master of Control for 1D4 rounds. A successful Will save negates this effect. (DC 10 + Master of control level + highest ability modifier)
  
Defensive Wall: Starting at third level and every other level there after the Master of Control gains a bonus to her AC
+
'''{{Anchor|Ground Slam}}''': The Master of Control stomps her feet hard enough on the ground to attempt to stun or disorient her enemies. All enemies within 10 feet of the player must make a fortitude save (DC + Master of Control level + highest ability modifier) or be stunned for 1D4 rounds.
  
Throw Shield: The Master of Control can throw one or both of her shields at a group of enemies dealing 3D8 damage per shield to each enemy in the crowd and attracting them to the Master of Control for 1D4 rounds. A successful Will save negates this effect. (DC 10 + Master of control level + highest ability modifier)
+
'''{{Anchor|Improved Taunt}}''': The Master of Control's taunt has improved fore the Master of Control. the save has increased by five making it a DC 15 + the Master of Control + the highest ability modifier. also any enemies that fail the save now move into close range combat with the Master of Control and cannot leave until the taunt has ended.
  
Ground Slam: The Master of Control stomps her feet hard enough on the ground to attempt to stun or disorient her enemies. All enemies within 10 feet of the player must make a fortitude save (DC + Master of Control level + highest ability modifier) or be stunned for 1D4 rounds.
+
'''{{Anchor|Improved Shield Bash}}''': The damage of her shield bash has increased to 2D6 + 2 and as has a higher chance to reactivate the taunt. 50% chance to reactivate.
  
Improved Taunt: The Master of Control's taunt has improved fore the Master of Control. the save has increased by five making it a DC 15 + the Master of Control + the highest ability modifier. also any enemies that fail the save now move into close range combat with the Master of Control and cannot leave until the taunt has ended.
+
'''{{Anchor|Ground Quake}}''': The Ground slam now has a chance to stun the afflicted enemies and knock them prone in the same motion. All affected enemies must make another fortitude save or they get knocked prone.
  
Improved Shield Bash: The damage of her shield bash has increased to 2D8 + 2 and as has a higher chance to reactivate the taunt. 50% chance to reactivate.
+
'''{{Anchor|Edged Shield}}''': Any shield in the Master of Controls hands are deadlier than they were. they can deal damage as if they were slashing or bludgeoning weapons. Whichever is more useful.
  
Ground Quake: The Ground slam now has a chance to stun the afflicted enemies and knock them prone in the same motion. all affected enemies must make another fortitude save or they get knocked prone.
+
'''{{Anchor|Greater Shield Bash}}''': The damage of her shield bash has increased to 3D6 + 3 and has an even more improved chance to reactivate the taunt. 80% chance to reactivate
  
Edged Shield: Any shield in the Master of Controls hands are deadlier than they were. they can deal damage as if they were slashing or bludgeoning weapons
+
'''{{Anchor|Massive Ground Slam}}''': A heavier stomp leads to a more solid stun and a better chance to knock enemies prone. the fortitude save has raised to DC 20 + master of Control level + highest ability modifier x 2. the fortitude save for a stun is the same  as it was previously and the effect of being knocked prone is increased to being knocked unconscious.
  
Greater Shield Bash: The damage of her shield bash has increased to 3D8 + 3 and has an even more improved chance to reactivate the taunt. 80% chance to reactivate
+
'''{{Anchor|Greater Deflection}}''': The Master of Control may now pull her shields around herself for 1 round to become immune to all damage and negative effects for that round.
  
Massive Ground Slam: A heavier stomp leads to a more solid stun and a better chance to knock enemies prone. the fortitude save has raised to DC 20 + master of Control level + highest ability modifier x 2. the fortitude save for a stun is the same  as it was previously and the effect of being knocked prone is increased to being knocked unconscious.
+
'''{{Anchor|Battle Cry}}''': The Master of Control can scream a battle cry of her choice to attempt to strike fear in the hearts of her enemies. Will save negates (DC 10 + Master of control level + highest ability modifier) if failed all enemies in a 30 foot circle become feared for 1D4 rounds and are unable to do anything other than move.
  
Battle Cry: The Master of Control can scream a battle cry of her choice to attempt to strike fear in the hearts of her enemies. Will save negates (DC 10 + Master of control level + highest ability modifier) if failed all enemies in a 30 foot circle become feared for 1D4 rounds and are unable to do anything other than move.
+
'''{{Anchor|Massive Quake}}''': The stomp of a Master of Control now has a devastating effect on the enemies in the present area. Stunning is now inevitable and enemies are always knocked prone by the attack having to use their first action to get back up. the Master of Control must use the taunt again or the enemies may attack someone new.
  
Massive Quake: The stomp of a Master of Control now has a devastating effect on the enemies in the present area. Stunning is now inevitable and enemies are always knocked prone by the attack having to use their first action to get back up. the Master of Control must use the taunt again or the enemies may attack someone new.
+
'''{{Anchor|Master Taunt}}''': The Master of Controls taunt is now more powerful than ever and the will save is stronger by 10 making it a DC 25 + the Master of Control level + highest ability modifier and now all enemies affected by the taunt now move into close range of the Master of Control.
  
Master Taunt: The Master of Controls taunt is now more powerful than ever and the will save is stronger by 10 making it a DC 25 + the Master of Control level + highest ability modifier and now all enemies affected by the taunt now move into close range of the Master of Control.
+
'''{{Anchor|Master Shield Bash}}''': The Master of Controls shield bash has been perfected to deal 4D6 + 4 and will reactivate the taunt with no save available.
  
Master Shield Bash: The Master of Controls shield bash has been perfected to deal 4D8 + 4 and will reactivate the taunt with no save available.
+
{{3.5e Prestige Classes Breadcrumb}}
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Latest revision as of 20:28, 9 January 2019

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Author: David Baker (talk)
Date Created: 1/16/2016
Status: <-Testing Balance->
Editing: Clarity edits only please
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Becoming a Master of Control[edit]

This class is for those that always want to be in the center of combat and want to be the impervious wall. Constitution and Dexterity are this classes main requirements because they need to be first in combat and be able to take the hits that are delivered to them


Alignment: Any.

BAB: +0

Race: Any race can become a Master of Control, though mostly the races that have the physical ability to handle the attacks that are delivered to them.

Special: This class must be taken at first level and cannot be taken at any other time. The Master of Control is a class made to draw the aggro from the monsters and the enemies that they face.


Table: Master of Control

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +1 +0 Damage Reduction/1, Taunt, Haste, Healthy Beef, Bonus Feat, Dual Shield Capabilities
2nd +2 +2 +1 +0 Damage Reduction/2, Puncture/1, Shield Bash, Deflection
3rd +3 +3 +2 +0 Damage Reduction/3, Defensive Wall+1, Throw Shield, Bonus Feat, Ground Slam
4th +4 +4 +2 +0 Damage Reduction/4,Puncture/2 , Improved Taunt, Improved Shield Bash
5th +5 +5 +3 +0 Damage Reduction/5, Defensive Wall/3, Ground Quake, Bonus Feat
6th +6/+1 +6 +3 +0 Damage Reduction/6, Puncture/3, Edged Shield, Greater Shield Bash
7th +7/+2 +7 +4 +0 Damage Reduction/7,Defensive Wall/5, Bonus Feat, Greater Deflection, Massive Ground Slam
8th +8/+3 +8 +4 +0 Damage Reduction/8,Puncture/4, Battle Cry
9th +9/+4 +9 +5 +0 Damage Reduction/9,Defensive Wall/7, Bonus Feat, Massive Quake
10th +10/+5 +10 +5 +0 Damage Reduction/10, Puncture/5, Master Shield Bash

Class Skills (8 + Int modifier per level.
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Master of Control.


Taunt At first level the Master of Control gains the ability to draw attention away from her party members and toward herself. as either a standard action or a move action the Master of Control bellows at the top of her lungs toward everything in the area (40 feet plus + 10 feet per level) and everything that fails a will save (DC 10 + the Master of Control class level + the highest ability modifier) is attracted to the player for 1d6 rounds or until the taunt is ended.

Damage Reduction: The Master of Control gain a damage reduction at every level starting at first.

Haste: Once per combat, at the start of combat after initiative is rolled, the Master of Control may choose to activate this ability and use her action then. afterword the rounds are reset and combat resumes normally with the Master of Control in her respective place of the combat order.

Healthy Beef: Every level including first level the Master of Control gains an extra 2 hit points after adding her hit points for her other classes.

Bonus Feat: Starting at first level and every other level after this stopping at ninth level the Master of Control may select another feat from the fighter bonus feat list. See SRD Fighter for the list of feats available.

Dual Shield Capabilities: the Master of Control has the ability to wield two shields as opposed to one with no penalties. (If you have more than two arms each may be equipped with a shield.)

Shield Bash: The Master of Control slams her shield (or shields) into her opponents. each enemy within 10 feet of the attack each take 1D6 + 1 points of damage and has a chance of reactivating the taunt if it was applied before this attack. 20% chance to reactivate

Puncture: The Master of Control has the combat experience to penetrate armor. Gives the player a +1 to attack and damage rolls against enemies wearing armor of any kind. (not applied to enemies with only natural armor bonuses)

Deflection: While in a defensive stance attacks against the Master of Control have a 10% chance to deal no damage increasing by 10% every other level maxing out at 50% at tenth level

Defensive Wall: Starting at third level and every other level there after the Master of Control gains a bonus to her AC increasing at every other level as per the chart.

Throw Shield: The Master of Control can throw any number of her shields at a group of enemies dealing 2D6 damage per shield to each enemy in the crowd and attracting them to the Master of Control for 1D4 rounds. A successful Will save negates this effect. (DC 10 + Master of control level + highest ability modifier)

Ground Slam: The Master of Control stomps her feet hard enough on the ground to attempt to stun or disorient her enemies. All enemies within 10 feet of the player must make a fortitude save (DC + Master of Control level + highest ability modifier) or be stunned for 1D4 rounds.

Improved Taunt: The Master of Control's taunt has improved fore the Master of Control. the save has increased by five making it a DC 15 + the Master of Control + the highest ability modifier. also any enemies that fail the save now move into close range combat with the Master of Control and cannot leave until the taunt has ended.

Improved Shield Bash: The damage of her shield bash has increased to 2D6 + 2 and as has a higher chance to reactivate the taunt. 50% chance to reactivate.

Ground Quake: The Ground slam now has a chance to stun the afflicted enemies and knock them prone in the same motion. All affected enemies must make another fortitude save or they get knocked prone.

Edged Shield: Any shield in the Master of Controls hands are deadlier than they were. they can deal damage as if they were slashing or bludgeoning weapons. Whichever is more useful.

Greater Shield Bash: The damage of her shield bash has increased to 3D6 + 3 and has an even more improved chance to reactivate the taunt. 80% chance to reactivate

Massive Ground Slam: A heavier stomp leads to a more solid stun and a better chance to knock enemies prone. the fortitude save has raised to DC 20 + master of Control level + highest ability modifier x 2. the fortitude save for a stun is the same as it was previously and the effect of being knocked prone is increased to being knocked unconscious.

Greater Deflection: The Master of Control may now pull her shields around herself for 1 round to become immune to all damage and negative effects for that round.

Battle Cry: The Master of Control can scream a battle cry of her choice to attempt to strike fear in the hearts of her enemies. Will save negates (DC 10 + Master of control level + highest ability modifier) if failed all enemies in a 30 foot circle become feared for 1D4 rounds and are unable to do anything other than move.

Massive Quake: The stomp of a Master of Control now has a devastating effect on the enemies in the present area. Stunning is now inevitable and enemies are always knocked prone by the attack having to use their first action to get back up. the Master of Control must use the taunt again or the enemies may attack someone new.

Master Taunt: The Master of Controls taunt is now more powerful than ever and the will save is stronger by 10 making it a DC 25 + the Master of Control level + highest ability modifier and now all enemies affected by the taunt now move into close range of the Master of Control.

Master Shield Bash: The Master of Controls shield bash has been perfected to deal 4D6 + 4 and will reactivate the taunt with no save available.

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