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#1 Personally Revised "The Master" From Dragonlance

Posted: Thu Apr 09, 2009 11:26 pm
by Jason_Firewalker
In Dragonlance there is a class I really like, its called "The Master" and it can be a master craftsman, a master sage, a master professional or master performer. Heck even a combination of the two but the problem is that about half your skill list is added to your list at seventh level (when you pick up a secondary focus). Well what I am saying is delete the possibility of doing two foci, and instead give the class an improved skill points per level, a special ability at twentieth level, 4 skills chosen from a second focus (all must be chosen from the same second focus) and a special ability track related to their skills at levels 4, 8, 12, 16 and 20.

I am going to post my version and if there are questions about differences with the original then shoot so I can answer them.

Class Name: The Master (Insert Type Here)
Abilities: The Master benefits most from a high Int which provides her with more skill points, pretty much the only thing the master is useful at having. Dexterity, Wisdom and Charisma are important to skill bonuses.
Alignment: Any
Hit Dice: d6
Starting Wealth: 5d4 x 10 steel pieces (5d4 x 10 gp in other settings)

BAB = Rogue
Fort: Poor
Ref: Poor
Will: Good


Class Skills:
The core class skills depends on what type of master they are, plus 4 skill chosen from another, single other focus:
Craftsman: Appraise, Craft, Diplomacy, Disable Device, Forgery, Knowledge (architecture & engineering, local), Listen, Open Lock, Search, Sense Motive, Spot, Use Rope
Performer: Balance, Bluff, Diplomacy, Intimidate, Knowledge (history, nobility & royalty), Listen, Move Silently, Perform, Sleight of Hand, Speak Language, Spot, Tumble
Professional: Appraise, Bluff, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (local, nature), Listen, Profession, Ride, Sense Motive, Survival
Sage: Concentration, Decipher Script, Diplomacy, Forgery, Gather Information, Heal, Knowledge (all; taken individually), Ride, Search, Speak Language, Spellcraft, Use Magic Device

Skill Points at 1st level: (10+Int mod)x4
Skill points at additional levels: (10+Int mod)

Class Features:
Weap & Armor Prof: All simple weapons, 1 light or one handed martial of choice. Light armor and light shields.

Chosen Focus: At first level the master chooses a background in which she gets a +2 to all skill checks (Craft for Craftsman, Perform for Performers, Profession for Professionals and Knowledge for Sages).

Knack: At first level and at levels 4, 7, 10, 12, 16 and 19 the master gets a 'knack' from their focus list. Some may be taken multiple times whilst others only once, and some have prerequisites of other knacks in the same tree. (Too many to copy down, reference pages 23 to 25 of Dragonlance War of the Lance rulebook).

Bonus Feats: At second level and at levels 5, 8, 11, 14, 17 and 20 the master gets a bonus feat from the following list as long as they meet the prerequisites: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Greater Improvise Weapon, Improvise Weapon, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient or Stealthy.

Greater Focus: At seventh level the Master's Chosen Focus bonus increases by 4 to a total of +6 to the chosen type of skill.

Skill Mastery: At 10th level the master selects a number of skills equal to 3+Int mod. When making a skill check they may take 10 even if stress or distraction would otherwise hamper them from doing so.

Focus Mastery: At 20th level the master may make a skill check with their chosen focus skill (Craft for Craftsman, Perform for Performers, Profession for Professionals and Knowledge for Sages) at any time and take 10 even if stress or distraction would otherwise hamper them from doing so.

Special Ability Trees:

Craftsman:

4th: Trapfinding
8th: Trap Sense +1
12th: Trap Sense +2
16th: Trap Sense +3
20th: Trap Sense +4

Performer:

4th: Seasoned Street Performer: Instead of one performance per day in a city to garner wealth, a Performer may perform twice.
8th: Veteran Street Performer: May perform 3 times for money in one day. Replaces Seasoned Street Performer.
12th: Improved Seasoned Street Performer: May Perform 4 times for money in a city per day. Replaces Veteran Street Performer.
16th: Improved Veteran Street Performer: May Perform 5 times for money in a city per day. Replaces Improved Seasoned Street Performer
20th: Master Street Performer: May combine multiple perform skills into one roll (one roll, but each modifier is counted off it separate) and gold is calculated separately for each part of the performance.

Professional:

NEED HELP HERE!!!!!!!

Sage:

4th: Rapid Reference: May use a knowledge skill as a non-action once per round. Usually using a knowledge skill to identify a monster or some other similar activity is a move action.
8th: Rapid Study: Able to use a library more efficiently. Double the normal bonus the reference material gives to knowledge skill checks on particular subject being researched.
12th: Bonus Feat: Skill Focus: Knowledge (all) (applies to all knowledge skills)
16th: Choose Secret of Health or Secret of Life (+20 HP or +10% life expectancy)
20th: One not chosen previously (if secret of health was chosen then apply secret of life, and vice versa).