Dominator (3.5e Class)
From D&D Wiki
|This page contains adult content which some may find offensive.|
Do not view this page if you are a minor or are offended by such material.
Dominators are people who get enjoyment out of hurting people. Strangely, the people they hurt usually enjoy it, too, if it's done right. They are the attractive women in leather bodysuits with a cat o' nine tails and a sadistic gleam in their eyes. Using a varied arsenal of nonlethal weapons and the tools of their trade, they are experts in capture and interrogation.
Alignment is a gray area for Dominators, since hurting people is often viewed as cruel, but it's a difficult topic if the other person wants to feel pain. Good Dominators are an odd bunch, hurting people only when they really want it, or if their actions deserve it. Evil dominators get their kicks by practicing the most hostile of S&M, presenting a dangerous risk to those who pay them. Neutral dominators simply tie you up and stimulate with you without a second thought, provided you can pay them.
Making a Dominator
Dominators make good capture characters, using their flexible weapons to slow their opponents before managing to hogtie them. They are also good information gatherers, using a combination of charm and chains.
Abilities: Strength is a vital part of a Dominator's arsenal, since she has many abilities relying on grapples. Dexterity is another key ability of a Dominator, since she relies on timed skill with her tools to inflict the maximum amount of pain and least amount of harm, entangle their opponents, and to tie the toughest knots. Constitution provides them with more hitpoints, while charisma controls the intensity of her aura of dominance and several class skills.
Races: Dominators typically come from humans, with a multitude of elves and half-elves. Half-orcs and Dwarves usually lack the charisma to be Dominators, and gnomes and halflings are often too small for many of the required grapple abilities.
Alignment: Most Dominators are lawful-aligned, keeping in with their "in-charge" attitude, but this is not required. In fact, a Chaotic Dominator can be even more exciting than a lawful one.
Starting Gold: 6d4 x10 gp.
Starting Age: "Simple" or "As rogue"
|1st||+0||+2||+0||+2||Aura of Dominance, Dominator Tool (Feather), Bondage Style (Leash and Collar), Clever Arrest, You Know You Want it|
|2nd||+1||+3||+0||+3||Stimulating Strike (1), Entangling Strike|
|3rd||+2||+3||+1||+3||Bondage Style (Handcuffs), Wax Therapy|
|4th||+3||+4||+1||+4||Stimulating Strike (1d2), Hogtie|
|5th||+3||+4||+1||+4||Dominator Tool (Cigarette), Submissive Companion|
|6th||+4||+5||+2||+5||Latex Underwear, Stimulating Strike (1d3), Bondage Style (Spreader Bars)|
|7th||+5||+5||+2||+5||Chain Bikini Chick (Female), Dominance (Male)|
|8th||+6/+1||+6||+2||+6||Stimulating Strike (1d4)|
|9th||+6/+1||+6||+3||+6||Bondage Style (Strait Jacket)|
|10th||+7/+2||+7||+3||+7||Dominator Tool (Paddle), Improved Wax Therapy, Stimulating Strike (1d6)|
|11th||+8/+3||+7||+3||+7||Distracting Cleavage (Female), Utter Dominance (Male)|
|12th||+9/+4||+8||+4||+8||Stimulating Strike (1d8), Bondage Style (Ponygirl), Improved Hogtie|
|13th||+9/+4||+8||+4||+8||Rough Punishment +1d6|
|14th||+10/+5||+9||+4||+9||Stimulating Strike (2d6)|
|15th||+11/+6/+1||+9||+5||+9||Dominator Tool (Riding Crop), Bondage Style (Shibari)|
|16th||+12/+7/+2||+10||+5||+10||Stimulating Strike (2d8), Rough Punishment +2d6|
|17th||+12/+7/+2||+10||+5||+10||Greater Stimulating Strike|
|18th||+13/+8/+3||+11||+6||11||Stimulating Strike (3d6), Bondage Style (Suspension), Greater Hogtie|
|19th||+14/+9/+4||+11||+6||+11||Rough Punishment +3d6, Aura of Command|
|20th||+15/+10/+5||+12||+6||+12||Stimulating Strike (3d8), Dominator Tool (Cattle Prod)|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Intimidate (Cha), Climb (Str) Craft (Leather Working) (Int), Diplomacy (Cha), Escape Artist (Dex) Handle Animal (Cha), Heal (wis), Knowledge (dungeoneering), Knowledge (local), Use Rope (Dex), Use magic Device(Cha).
All of the following are class features of the Dominator.
Weapon and Armor Proficiency: Dominators are proficient with all simple weapons and light armor (but not shields) as well as the Whip, Scourge, Spiked Chain, Whip-Dagger, Garrote, Wire, Net, Bolas, and Mancatcher. Dominators also gain proficiency with Dominator Tools (see below) as they gain levels.
Stimulating Strike: When a Dominator may make an attack of opportunity, she may choose to use a Stimulating Strike with one of her Dominator Tools in place of her usual attack. The attack deals the indicated damage of her Dominator Tool (see below), as well as the indicated strength damage listed above. All ability damage inflicted by a Dominator recovers at the rate of one point per round. An affected opponent may make a fortitude save (DC 10 + Damage Dealt + Dominator's Charisma Modifier) to negate this damage.
Greater Stimulating Strike: At 17th level a Dominator deals their choice of Strength or dex damage with a stimulating strike. In addition the damaged stats now recover at 1 point per minute.
Clever Arrest (Ex): A Dominator is trained in grappling opponents who appear stronger than she is. She is treated as one size category larger when determining grapple modifiers.
You know you want it (Ex): A Dominator adds her charisma bonus to grapple checks.
Hogtie (Ex): If a Dominator succeeds at pinning her opponent while grappling, she may atempt to Hogtie her oppoent (in addition to her other options; see If You're Pinning an Opponent on page 156 0f the players handbook). A Dominator must have a rope, chain, or manacles on hand to use this ability.
A Dominator may use this ability on an opponent of up to one size category larger than she is (for instance, a Drow dominator may hogtie a Large or smaller opponent). She may only use this against humanoid-shaped creatures (thus, most humanoids, monstrous humanoids, outsiders, and giants would qualify).
An attempt to Hogtie is resolved with an opposed check. A dominator may make a use Rope Check in place of a normal grapple check, while the opponent can attempt to escape by making either a grapple check or an escape artist check. If the Dominator succeeds, her opponent is hogtied. If her opponent succeeds, the hogtie attempt fails and the grapple continues.
If a Dominator successfully hogties her opponent, that opponent is considered bound and helpless. A bound opponent can attempt to escape by making an Escape Artist check opposed by the Dominator's Use Rope Check (including her +10 bonus; see Bind a Character on page 86 of the Player's Handbook), or a Strength Check (DC 23 for a Rope, DC 26 for a Chain or Manacles, or DC 28 for Masterwork Manacles) to break free.
Improved Hogtie (Ex): A Dominator of 12th level or higher can attempt to Hogtie her opponent without first pinning her opponent. Whenever a grapple is established, the Dominator may use an attack action to make a Hogtie Attempt. Also, if the Dominator has the Quick Draw feat, she does not need to be holding the rope, chain, or manacles in her hand before making the attempt.
Greater Hogtie (Ex): A Dominator of 18th level or higher may attempt to Hogtie her opponent when entering a grapple. With a successful Grapple Check, her opponent is hogtied.
Aura of Dominance (Su): All enemies within a 30ft radius of a Dominator must make a will save (DC 10 + 1/2 the Dominator's level + The Dominator's charisma modifier) or become shaken for as long as they remain in the area of the Aura.
Aura of Command (Su): Starting at 19th level, all enemies who have been affected by the Dominator's Aura of Dominance must make another will save (DC 10 +1/2 the Dominator's level + The Dominator's charisma modifier) or fall under her control, as though affected by a greater command spell for a number of rounds equal to the Dominator's class level.
Bondage Style (Ex): At second level, and every two levels thereafter, a Dominator becomes more adept at the practice of Bondage. As she gains levels, she gains proficiency with a new style of restraint. The effects of each are as follows:
Handcuffs: With a successful Grapple Check, a Dominator's opponent is handcuffed. He takes a -2 penalty on all dexterity-related checks related to his arms (with an additional -2 penalty to all balance checks) and swim checks, and he cannot continue grappling, climb, or use a two-handed weapon. With another successful handcuffing, he Dominator's opponent is reduced to half-speed, and cannot charge or run. A double-handcuffed opponent must make a DC 10 reflex save every two rounds he remains handcuffed or fall prone in his square. A handcuffed opponent may escape with a DC 10 strength check for each appendage. Simple handcuffs cost 5 gp per set.
Leash and Collar: While grappling an opponent, a Leash and Collar can be instead of pinning the opponent, or after the opponent is pinning. You control the opponent by succeeding at an opposed strength check. While so Leashed, the opponent cannot charge or run, and may only move as far as the leash permits (typically around 30 feet or less). As an attack action, a Dominator may jerk the leash, requiring her opponent to make a reflex save (DC 10) or drop whatever he is holding and have to retry any escape attempts. A leash has the hardness and hitpoints of hempen rope. It takes a DC 10 escape artist attempt to escape the collar, or one standard action (provoking an attack of opportunity from the Dominator) to remove it. A leash and collar set costs 8 gp. A collar by itself costs 3 gp. A leash costs 5 gp.
Spreader Bars: As Handcuffs, but now the opponent loses his dexterity bonus to AC when all four appendages are bound. Simple Spreader Bars cost 8 gp per bar.
Strait Jacket: A Strait Jacket can be applied only while pinning the opponent. It takes a successful grapple check to force the jacket onto an opponent and another check to immobilize his arms. Once immobilized, it takes two successful escape artist checks to get free. A bound opponent cannot break the Strait Jacket by means of a strength check. For the purpose of determining what skills are affected, treat the character as if his arms were handcuffed, but he cannot hold any weapons at all. A strait Jacket costs 15 gp.
Ponygirl: Treat as Strait Jacket and Leash and Collar, requiring the grapple check for the collar, as well as the two checks needed for the harness. It also takes a second touch attack to silence the Dominator's opponent with a bit gag (optional). Unlike with a Strait Jacket, this can be burst with a DC 15 strength check. Ponygirl harnesses cost 17 gp, or 20 gp for the Harness and Gag combination.
Shibari: Essentially an improvised harness made from one or two long ropes, Shibari is a technique designed to stimulate all sensitive areas of the body while at the same time restraining the submissive. It takes a full-round action to bind an opponent, who must be either willing or helpless. A Dominator may exchange this for a Coup de Grace attempt. After this time, they are bound and helpless, with a rope coming off of the harness that allows the Dominator to deal her usual Stimulating Strike damage without using her other tools. It takes a DC 18 escape artist check to escape from a Shibari harness, or a DC 20 strength check.
Suspension: This is the single most difficult technique for a Dominator to use. Treat this as a Shibari technique (in fact, Shibari is the first step), but after this, the Dominator needs to make a Use Rope check (DC 15) to secure it on a raised area, and DC 17 strength check to hoist her opponent off the ground. If the Use Rope attempt fails, the knot holding the person in the air comes undone and they fall to the ground, possibly dealing falling damage. If the Strength Check does not succeed, the opponent remains on the ground.
Both Shibari and suspension require twenty feet of Rope or some other sort of pliable material, such as a chain.
Latex Underwear (Su): Latex Underwear is the symbol of Dominators. When wearing nothing other than Latex Underwear, a Dominator gets a +2 enhancement bonus to charisma as long as it remains visible. Latex Underwear also gives the wearer the ability to use charm person twice per day per Dominator class level (Will DC 10 + Dominator's new charisma modifier + 1/2 class level). At 12th level this improves to +4 Charisma and Becomes "charm monster". At 18th level this becomes +6 Charisma and becomes "Dominate monster"
Chain Bikini Chick: A Female Dominator gains Chain Bikini Chick as a Bonus Feat at 7th level.
Dominance: A male Dominator adds his Strength modifier as a natural armor bonus to ac and also gains a +4 bonus to Fortitude saves against extreme weather conditions at 7th level
Distracting Cleavage: A Female Dominator gains Distracting Cleavage as a Bonus Feat at 11th level.
Utter Dominance: A male Dominator adds his strength modifier to intimidate and save dc's for all class abilities at 11th level.
Submissive Companion: At fifth level, a Dominator gains a Submissive Companion. A Submissive companion usually has some sort of tie to a Dominator, be it holy matrimony or just really kinky dating. A submissive companion should be treated as a cohort, but it does not detract from the number of cohorts or followers a Dominator may have, nor does his death influence his Dominator's leadership score. A submissive is usually a humanoid with class levels. A submissive is just exactly what his title implies: the Dominator's personal slave. He will do any task given to him to the best of his ability.
Rough Punishment (Ex): Starting at 13th level, when a Dominator uses one of her tools on a bound opponent, she deals an extra 1d8 points of nonlethal damage. This increases to 2d6 at 16th level, and increases to 2d8 at 19th level. It continues increasing every three levels thereafter.
Wax Therapy (Su): Wax Therapy is a more relaxing part of the Dominator's job. Starting at third level, a Dominator may relieve the following conditions: Sickened, Exhausted, Fatigued, 1d4 points of ability damage or 1 negative level caused by energy drain. Doing this is a full-round action available twice per day per Dominator class levels.
Improved Wax Therapy (Su): At 10th level, a Dominator's wax therapy may relieve a character of Blindness, Deafness, Petrified (with the usual risks), Nauseated, 1d4 points of ability drain, or paralyzed. In addition, she now relieves 1d6 points of ability damage instead of 1d4, and 2 negative levels caused by energy drain.
Dominator Tools (Ex): A Dominator has certain special tools she uses during both her job and during combat. These tools are treated as real weapons, and thus the Dominator does not take the standard-4 penalty when attacking with them, so long as she is proficient with said tool (A dominator using a tool with which she is not proficient still takes the -4 penalty). The five tools are as follows:
Feather: This is a simple bird's feather, usually from a gull. It deals no damage, instead dazing the target for 1 round with a successful touch attack (Will DC 10). A feather is useless against armored opponents. Most feathers have no cost, but feathers from exotic birds may have a certain value (DM's discretion).
Cigarette: A lit cigarette placed against any exposed skin causes severe discomfort, dealing 1d3 points of non-lethal fire damage. This does not affect opponents wearing armor above light size, or chain shirts. It does not deal damage on its own to those in flammable armor, but does have a 50% chance to set opponents on fire (Reflex DC 15 negates). Cigarettes are sold in packs of 20 and cost 10 gp.
Paddle: A simple wooden paddle held in one hand, usually used to stir paint. It deals 1d4 points of nonlethal bludgeoning damage. Paddles cost 6gp.
Riding Crop: A pliable piece of leather on a supple wooden stick, commonly used to goad horses on in a race. It deals 1d8 points of nonlethal slashing damage. Riding crops cost 7 gp.
Cattle Prod: An electric metal pole powered by alchemical power cells, invented by gnomes to make herding obstinate animals more easy. It deals 1d10 points of nonlethal electricity damage. In addition, those in metal armor take an extra four points of damage as the electricity circulates through their body. Cattle Prods cost 15gp, with 7gp per battery. A cattle prod can be used twenty times before it needs new batteries.
Entangling Strike (Ex): At 2nd level and higher, When a Dominator successfully hits with a flexible weapon (such as a whip, scourge, or spiked chain) she can attempt to entangle her opponent in the weapon. Treat this as a grapple attempt, but the Dominator need not be in the same square as her opponent. The opponent must make a reflex save (DC 10 + 1/2 the Dominator's class level + The Dominator's dexterity modifier) to avoid the grapple. During the grapple, the Dominator uses her Dexterity modifier in place of her strength modifier during grapple checks.
|21st||Rough Punishment +3d6, Bonus Feat|
|22nd||Stimulating Strike 4d6|
|24th||Rough Punishment +3d8, Stimulating Strike 4d8, Bonus Feat|
|26th||Stimulating Strike 5d6|
|27th||Rough Punishment +4d6, Bonus Feat|
|28th||Stimulating Strike 5d8|
|30th||Stimulating Strike 6d6, Rough Punishment +4d6, Bonus Feat|
6 + Int modifier skill points per level.
Stimulating Strike: The Stimulating Strike class feature proceeds as normal.
Rough Punishment: The rough punishment feature proceeds as normal.
Bonus Feats: The epic Dominator gains a bonus feat (selected from the list of epic Dominator bonus feats) every three levels after 18th.
Epic Dominator Bonus Feat List: Extended Lifespan, Great Charisma, Great Constitution, Legendary Wrestler, Penetrate Damage Reduction, Polyglot, Superior Initiative, Two-Weapon Rend, Wield Oversized Weapon, Armor Skin, Damage Reduction, Blinding Speed, Dire Charge, Energy Resistance, Epic Dodge, Epic Prowess, Epic Reflexes, Epic Skill Focus, Epic Speed, Epic Toughness.
Human Dominator Starting Package
Weapons: Whip, Dagger, Heavy Mace, Heavy Crossbow.
Skill Selection: Pick a number of skills equal to 4 + Int modifier + 1 (Human).
|Craft (Leather Working)||4||Int||—|
Feat: Improved Grapple.
Bonus Feats: Persuasive (Human).
Gear: Studded Leather Armor, Standard Adventurer's Kit, Case of 10 bolts (2).
Gold: 6d4 gp.
Playing a Dominator
Religion: Dominators usually have no religion, since most faiths consider their line of work rather unfavorable. Certain evil Dominators worship Hextor, since many share similar beliefs with that faith. Others, such as the drow, follow their racial deity.
Other Classes: Dominators get along well with fighters and barbarians, seeing their actions as the epitome of dominance. They also get along well with rogues, though they are wary when their back is turned to one. Bards have many exciting stories to tell of certain experiences with Dominators. They rarely get along with Clerics, Paladins, or Monks because "they just aren't any fun." Likewise, druids view a Dominator's methods as unnatural. Dominators are unconcerned with wizards or sorcerers.
Combat: Dominators are often employed to immobilize opponents quickly, moving onto other foes once their opponents have been successfully bound. At higher levels, a Dominator's Wax Therapy becomes a very useful aspect when the more potent healers are out of juice.
Advancement: Dominators typically stick to their class all the way to epic level, since there are so many signature abilities gained later on. Those who do multiclass often do so as rogues, given that class's ability for stealth and that the Sneak Attack blends nicely with the Stimulating Strike. Others pursue a fighter career, benefiting from improved combat ability and more weapon proficiencies.
Dominators in the World
|“||Do I have to punish you?||”|
|—Chantelle Rose, Drow Dominator|
Daily Life: Dominators can be found in two of the following situations: Inquisitors for some various faction, or simple merchants serving a sweet, sweet pain to those who pay them.
Notables: Chantelle Rose is a well-known Dominator, having serviced some of the most influential men and women the world over. Recently, she's hung up her whips and chains to settle down with her Submissive companion, Gregory.
Organizations: Dominators often work alone, but certain workplaces known as "Sub-shops" offer training to new Dominators, and a convenient area to contact one when you're in the mood for some punishment. They can also be found in the royal service as interrogators.
NPC Reactions: NPC's often view Dominators as nigh-irresistible individuals, even if they try not to show it. They see them as everything their inner fantasies want and more. A Dominator working a Noble's neighborhood is a very rich person indeed...
Characters with ranks in Knowledge (local) can research Dominator to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Dominators are men and women who earn a living by dominating others for profit.|
|10||Dominators do not always engage their employers in deeply intimate acts.|
|15||A Dominator's tools can also be used as nonlethal weapons in combat, as can their Bondage practices.|
|20||A character who makes a check this high learns the current location of one Dominator, and her Submissive companion if applicable.|
Dominators in the Game
Dominators are a good encounter for characters in an adult-oriented campaign setting, as well as a good means of making money for player characters.
Sample Encounter: The PC's encounter a young, charismatic Drow Dominatrix holding a black leather riding crop and a pair of handcuffs. Everything about her seems to capture the males of the party, making them reach into their pockets for gold. The drow smiles, and beckons them forward...
EL whatever: The encounter mentioned above can go horribly wrong for the players as the Dominator attempts to strangle the PC's back at her area of work. This creates a call to action for the females in the party. The EL should be adjusted for the party level.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes