Ultimate Master (3.5e Class)
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- 1 Ultimate Master
- 1.1 Making an Ultimate Master
- 1.2 Campaign Information
Making an Ultimate Master
Ultimate Masters have a very independent approach. They have good saves, can use any kind of magic (but aren't as good as the cleric or the wizard) and with some build can make a decent fighter, but they really can't substitute to anything, except maybe the rogue.
Abilities: Every attribute is important to the Ultimate Master, be it Strength to inflict more physical damages, Dexterity to dodge some attacks, Constitution to be tougher, or any mental ability score to be a better spellcaster or manifester.
Races: Most Ultimate Masters are humans, since this class rely heavily on using every possible talent. Some illumians are not unheard of either.
Alignment: The Ultimate Masters may be of any alignment.
Starting Gold: 3d6×10 gp (105 gp).
Starting Age: "Complex"
|Saving Throws||Special||Spells per Day|| Power
| Maximum Power|
|1st||+0||+2||+2||+2||Master of Weapons, Special Base Attack Bonus||1||1||—||—||—||—||—||—||—||—||1||2||1|
|5th||+2||+4||+4||+4||Temporary feat (1)||1||1||1||1||—||—||—||—||—||—||5||10||3|
|10th||+5/+0||+7||+7||+7||Temporary feat (2)||1||1||1||1||1||1||—||—||—||—||10||20||5|
|15th||+7/+2/-3||+9||+9||+9||Temporary feat (3)||1||1||1||1||1||1||1||1||1||—||15||30||8|
|20th||+10/+5/+0/-5||+12||+12||+12||Temporary feat (4)||1||1||1||1||1||1||1||1||1||1||20||40||9|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Ultimate Master.
Weapon and Armor Proficiency: The Ultimate Master is proficient in the use of all Weapons (even improvised weapons, see the Master of Weapons class feature); As well as every kind of Armors and Shields (Even Tower shield).
Spells: The Ultimate Master casts spells like no other class. He casts both arcane and divine spells, and use both prepared and spontaneous spellcasting. In fact, the Ultimate Master uses three kinds of spells. All of them use the same spellslots from the Table: The Ultimate Master.
To learn, cast or prepare a spell, the Ultimate Master must have a value of at least 10 + the spell level in the associated ability. Save DCs are based on the same ability. He can't receive bonus spells for his higher spell slot available. However, he can choose every day what of his three mental abilities give him bonus spells for the day. Bonus spells must be prepared or cast according to the associated ability, so an Ultimate Master choosing Wisdom can prepare additional divine spells but not cast more spells spontaneously than indicated on the above table.
Levels in a prestige class that increases specific kinds of spellcasting only increase this specific one. If the kind of spellcasting is not specified, it increases all of them. In any case, the Ultimate Master can't have a caster level higher than his Character Level (including racial Hit Dices). Temporary increases in caster level do not count in this limit.
Power Points/Day: An Ultimate Master’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the Table: The Ultimate Master. In addition, he receives bonus power points per day if he has a high mental ability score (see Table: Ability Modifiers and Bonus Power Points). He chooses at the beginning of every day what mental ability score gives him additional power points.. His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: Just as the Ultimate Master casts many kinds of spells, he manifest many kinds of powers. He can choose his powers from any source, however they don't rely on the same ability. If the power comes from the Psion/Wilder list, they rely on his Charisma. If they come from the Psychic Warrior list, they rely on his Wisdom. If they come from any other list, including Psion disciplines, they rely on his Intelligence. If they appear on many list, he chooses which of them he's using. Unlike spells, the ability he chooses to use every day doesn't limit his use on the bonus power points.
Save DCs are based on the associated ability. The Ultimate Master has a special limitation : he can't manifest the same power more than once per day, even if he has enough power points. Powers learned and used from another class doesn't count in this limit.
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, the Ultimate Master must have a value of at least 10 + the power level in the associated ability.
Master of Weapons (Ex): The Ultimate Master can use every weapon as if he was proficient with it, including exotic and improvised weapons. He also gains Improved Unarmed Strike as a bonus feat, even if he doesn't fulfil the prerequisites.
Special Base Attack Bonus (Ex): The Ultimate Master base attack bonus is half his level. However, he gets iterative attacks and can fulfil requirements as if this class had a full base attack bonus progression. To say otherwise, he gets an increase in his base attack bonus equal to half his level in this class, rounded up, to know how many iterative attacks he has and if he can fulfil requirements.
Still Mind (Ex): An Ultimate Master of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment. If he already has this ability or later gains it, the bonus increases to +4.
Temporary feat (Ex): At 5th, 10th, 15th and 20th level, the Ultimate Master gains a feat. He must fulfil the prerequisites of those feats. At the start of each day, he can change those feats to any other feats for which he meets the prerequisites. He can't use this class feature to fulfil further prerequisites, except those of other temporary feats. If he wants, the Ultimate Master can gain one of the following instead of a feat :
In a campaign with non-core classes, the Ultimate Master may also :
Because the Ultimate Master has no code of conduct, he can't loose his class features.
Epic Ultimate Master
Master of Weapons: This class feature doesn't increase after first level.
Special Base Attack Bonus: The effective Base Attack Bonus of the Ultimate Master increases by 1 every odd level. It can't give him more than four attacks per round and doesn't increase his chances to actually hit something.
Still Mind: This class feature doesn't increase after 3rd level.
Temporary feat: The epic Ultimate Master continues to gain temporary feats at 25th, 30th, and 35th level and every five levels thereafter.
Bonus Feats: The epic Ultimate Master only gains more Temporary feats. He can select any feat for which he meets the prerequisites, and change it at the beginning of every day.
Drow Ultimate Master Starting Package
Skill Selection: Pick a number of skills equal to 8 + Int modifier.
Feat: Weapon Focus (Longsword).
Bonus Feats: Improved Unarmed Strike.
Gear: A spell component pouch (5 gp, 2 lb.), a spellbook (15 gp, 3 lb.), thieves tools (30 gp, 1 lb.), and a wooden holy symbol (1 gp)
Gold: 39 gp.
Playing an Ultimate Master
Religion: Ultimate Masters are very religious in nature. Their favorite gods are gods of knowledge. They tend to act like a cleric would towards religion.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: Ultimate Masters can do as they wish in combat. They do ranged attacks, spellcasting, and melee combats.
Advancement: Becoming an Eldritch Knight may be a good choose if the character wants to be more combat-focused. Otherwise, the Chameleon prestige class increases his versatility. Most of those that select this prestige class are double agents on behalf of the School of Ultimate Mastery.
Ultimate Masters in the World
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: The Ultimate Master training was created aeons ago by a monk whose name was forgot. They all come from a single school, the School of Ultimate Mastery, hidden on the top of a mountain. Any one able to climb so high can become an Ultimate Master if he pays enough money. Outside of this school, the Ultimate Masters can be anywhere. Some rumors say than the original Ultimate Master is still alive and survived an assassination attempt made by Salazar, the creator of the Chameleon prestige class (which may be a pale imitation of the true Ultimate Mastery).
NPC Reactions: <-How NPCs react to PCs of this class->.
Ultimate Master Lore
Characters with ranks in Gather Information or having the Bardic Knowledge class feature can research Ultimate Masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Ultimate Masters in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL 3: The characters hear of the School of Ultimate Mastery and want to climb the mountain on which it is.