Meister (3.5e Class)

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Meister[edit]

Meisters are the wielder of powerful weapons, people that can transform into weapons.

Making a Meister[edit]

Meisters are great for dealing damage.The weakness of a Meister is also the thing that makes him strong, kill a Miesters weapon and you can break him. .

Abilities: A meister's primary ability should be either Strength or Dexterity, Depending om the Weapon She wields. Second Should be Constitution for more hit points, fallowed by Wisdom to make up for low wisdom saving throws.

Races: Any.

Alignment: normally non-evil, Meisters fight to prevent evil from taking over the world.

Starting Gold: 4d6x10 gp).

Starting Age: Moderate.

Table: The Meister

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 First bond, Soul eating, Soul sight
2nd +2 +3 +3 +0 Light body, bonus feat
3rd +3 +3 +3 +1 Fast travel
4th +4 +4 +4 +1 bonus Feat
5th +5 +4 +4 +1 Unburdened
6th +6/+1 +5 +5 +2 Weapon growth
7th +7/+2 +5 +5 +2 Improved bond
8th +8/+3 +6 +6 +2 Weapon Link
9th +9/+4 +6 +6 +3 At home in your hands
10th +10/+5 +7 +7 +3 Soul Resonance
11th +11/+6/+1 +7 +7 +3 Greater bond
12th +12/+7/+2 +8 +8 +4 Weapon Jumping
13th +13/+8/+3 +8 +8 +4 Soul wave strike
14th +14/+9/+4 +9 +9 +4 unbreakable
15th +15/+10/+5 +9 +9 +5 bonus feat
16th +16/+11/+6/+1 +10 +10 +5 Superior bond
17th +17/+12/+7/+2 +10 +10 +5 bonus feat, 2nd bond
18th +18/+13/+8/+3 +11 +11 +6 Improved soul wave Strike
19th +19/+14/+9/+4 +11 +11 +6 Greater soul resonance
20th +20/+15/+10/+5 +12 +12 +6 Equilibrium

Class Skills (4 + Int modifier per level)
Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Knowledge (local)(Int), Knowledge (nobility)(Int), Knowledge (religion)(Int), Linguistics(Int), Perception(Wis), Perform(Cha), Profession(Wis), Ride(Dex), Sense Motive(Wis), Survival(Wis), Swim(Str).

Class Features[edit]

All of the following are class features of the Meister.

Weapon and Armor Proficiency

A Meister is proficient with all simple, martial, and exotic weapons, and with light and medium armor. No shields unless on the off chance the weapon is a shield.

First Bond

The Meister has the ability to form a bond with any humanoid, fey, or human-like outsider (the usage of human-like is in reference to the creature's anatomy). This bond of sorts must be something that both people must agree upon. Due to the nature of such a bond, it may be terminated at any moment by either person, But mind altering effects can not force the weapon to break this bond. But if this happens the Meister loses half his Meister levels as part of this spirit is taken away from this and must find a new weapon in 10d4 days or the rest of his Meister levels are changed to warrior and loses all abilities of this class, including bonus feats. how ever there is a 25% chance you can take the warrior level and exchange them for levels in a different class you want to take instead of taking warrior this is once per time a bond is broken you may not keep failing the 25% rolls and saying you want another class again this is only one time per broken bond (roll percentals 1-25 you don't gain warrior levels you gain levels in the other class you wanted to take, granted you meet the pre-req's for that class).The way by which this bond works is that the physical body of the other party (the non-Meister) becomes a type of weapon who's statistics largely depend on their abilities. The soul of the bonded person then becomes a variation of an ethereal creature that is always within 5 feet of the Meister, however in such a state they are not subjected to harm, except through the damage of the weapon their body has become. Whatever damage the weapon suffers shows up only as small cuts and bruises on the weapon's body. Also, the weapon remains as a whole unless its HP is reduced to 0. At which point, the bonded can no longer endure the weapon transformation; and is terminated being unconscious at 0 HP. Forming a bond takes a day for talking getting to know each other and going over some personal rules each might have for each other seeing as how this bonding binds parts of them together mind and soul - forming a bond requires a DC 10 concentration check - if the stats do not produce the minimum, take the minimum - by no means will a contractor ever be unable to make a contract - But if the Meister fails the check the weapons bonus from this class are cut in half rounded down, but the bonded in weapon form cannot use any weapons to affect the physical world due to the fact they are now a weapon used by a meister- the HP of the weapon rises to 25% of its total HP if the bonded was below that threshold before the transformation to weapon - an NPC's attitude must be helpful in order to initiate a bond - the Meister is automatically proficient with a weapon created from a bond, however this does not add proficiencies to the Meister's list. Any feats the weapon has for natural or unarmed attacks also counts for when in weapon form. A person holding a bonded person in weapon or armor form that is not bonded to them they take soul back lash (soul back lash deals damage to the wielder equal to their constitution score if they have none then it deals 5 points per round)

Soul eating

When a Meister or weapon lands the killing blow on a thing with a soul. The soul burns a hole from the chest area of it and hovers for 4 hours at about 4 feet. A soul's point value is based off the soul's host CR divided by 4 with a minimum of 1. For 100 soul point you can increase the one of the stats of your bonded weapon.

Soul Sight

A Meister with a Wisdom score of 13 or higher can take a standard action to see the souls of anyone they can see, they know their alignment and have a +1/per level bonus to Sense Motive checks

Bonus Feat

You may choose any feat same as a fighter could with bonus feat.

Light Body

At every even HD, you gain +0.5 to your doge AC bonus. This effect dose not work when flat-footed.

Fast Travel

+5 movement, +5/ every 5 class levels.

Unburdened

A weapon is a Meister’s best friend, if it is a bonded weapon . It's treated as 1/5 of its normal weight.

Weapon Growth

Your weapon may earn an enchantment by sacrificing 1/10 of the gold needed for the enchantment in soul points to the ferryman of souls. To summon the ferryman of souls you must cut your hand dealing one point of damage and repeat the phrase "Deathless I summon thee for a feast of souls". For every enchantment past the first one the cost of the next enchantment is raised ten percent for Deathless to bestow the powers on your weapon.

Improved bond

Improved bond: They may add their strength modifier x1.5 to their attack rolls.

Weapon Link

you and your weapon can use Greater Scrying on each other at any time, as a supernatural ability.

At home in your hands

There is no limit for how long you may have your bonded weapon in weapon form.

Soul resonance

For rounds equal to the lowest Con modifier between the weapon and Meister. the weapon's stats are doubled, to activate this it takes 1 full round and a Concentration check of 20.

Greater bond

They also add their strength modifier x2 to their attack rolls and x1.5 to their damage rolls

Weapon Jumping

Your weapon may teleport to you as long as they have not taken a movement action this does not provoke an attack of opportunity. Your may only travel a maximum of x3 your movement speed to reach you if this would not reach you it lands as close as it can to you in your direction.

Soul wave strike

A Miester may inflict damage equal to 4 times his hp that he sacrifices to deal damage, this is treated as a touch attack and overcomes all damage reduction. this ability will have no effect on soulless constructs or soulless inanimate objects. Range is 10 per HP and the amount of hp sacrificed is split between him and his partner but the partner can only be reduced to 25%.

Unbreakable

When your weapon is in your hands, it can not be lowered past 25% hp.

Superior bond

They may add their strength modifier x2 to their attack rolls and damage rolls.

2nd bond

you may bond up to to partners at this time. you must bond with your second partner if you so choose to do this you must undergo the bond once more with your second partner.

Improved soul wave strike

You have become the master of your own soul, you now deal 2d12 for unarmed strikes, and 2d10 with your bonded weapon.

Equilibrium

you are now considered a weapon for the effect of soul eating bonus stats, this mean you may now choose your self as your target for stat increase for your 100 soul point bonus stat. and your weapons are considered your Meister for the purpose of weapon jumping, you may now jump to your weapon as they could to you same rule apply see weapon jumping for more details.

Greater soul resonance

For x2 the highest Con mod between the Meister and Weapon rounds, all the weapons stats are multiplied by four, this takes a simple action and a DC20 concentration check.

Bonded partner in Weapon form[edit]

STR: The weapon has an ability which decreases the effectiveness of damage reduction. This works in junction with the bonded's strength score. Half of the bonded's strength score is treated as 'additional weapon damage'. However, this damage may not decrease the HP of the target, but it does nullify an amount of DR equal to the 'additional weapon damage'.

DEX: The critical multiplier of the weapon is equal to the weapon's dexterity score divided by 5, rounding down. and weight of the weapon is equal to 100 divided by the weapons dex score.

CON: The weapon's round limit for weapon form is equal to the constitution modifier x2 of the bonded (minimum of 0) + 2. If the bond expires, or if it's terminated after 2/3 into the contract, the bonded becomes fatigued.

INT: The critical range of the weapon is based upon the weapon's intelligence modifier. The critical range is equal to the weapon's intelligence modifier divided by 2, with a minimum and base of 20 (e.g. 2 int mod = 19-20 crit).

WIS: The attack bonus of the weapon is based upon the bonded’s wisdom modifier. The attack bonus is equal to the weapon's wisdom modifier, with a minimum of 0.

CHA: The damage of the weapon is based on the weapon's charisma modifier. For every charisma mod (over 0) the damage die raises by one size with a minimum and base of 1d4 (e.g. 2 cha mod = 1d8 weapon).

AC: The weapon's hardness is equal to the weapon's AC.

HP: The weapon's HP is equal to the bonded's HP.

Bonded partner in armor form[edit]

STR: with a strength score of 15 they may active armor spikes that do 1d4 +1 for every 5 points of strength over 15.

DEX: starts armor check penalty at 6 for 5 points of dexterity this penalty is reduced by 1 to a minimum of 0.

CON: The weapon's round limit for weapon form is equal to the constitution modifier x3 of the bonded (minimum of 0) + 3. If the bond expires, or if it's terminated after 3/4 into the contract, the bonded becomes fatigued.

INT: intelligence modifier is the added armor class for the armor +1 with armor having a base of two and shields one.

WIS: max dexterity modifier to armor class is 1+wisdom modifier. the weight of the armor is 500 divided by armors wisdom if shield it is 275 divided by wisdom.

CHA: arcane spell failure % is 90 - 2X charisma score.

AC: The armor's hardness is equal to 1.5 the bonded's AC.

HP: The armor's HP is equal to the bonded's HP.

Campaign Information[edit]

Playing a Miester[edit]

Religion: Miesters worship many gods but some of the likely portfolios it would worship would include War, Battle, Lust, Luck, and healing are some. This is due to Miesters are born to be great warriors and this is because when they get their weapon their weapon is not only a powerful weapon but also their soul mate, dear friend, and comrade.

Other Classes: Miesters when dealing with other fighter type classes they see them as their lessers. When dealing with those with magical or divine powers they see them more as equals but feel they are to some extent spoiled or sheltered from the horrors of real in your face combat, this however makes a Miester feel like a big brother towards them in a way if friendly with them and feels that he must protect his sibling from these horrors of war.

Combat: when it seems it will be an easy fight the Miester will fight with normal weapons but when faced with a challenge will call for his weapon to aid him.

Advancement: after level 5 in order to advance as a Miester you must have consumed at least 5 times your current level of souls to feed your growing soul.

Miesters in the World[edit]

Like all men my wife is my better half, keeping me in check, loving me, and caring for me. But unlike most men my wife is also my weapon!
—Ceaser Krassis the 4th, Human, Master Miester

Miesters are in almost any Race group, but Humans are More intune with the powers of the Miester. Some people don't even know they are a Miester till age 20, unless raised by another Miester of level 10+ to recognize their powers as a young Miester.

Daily Life: just like a fighter or commoner until threatened then they show their true colors.

Notables:

Deathless Deathless is a Fearsome Immortal Miester with great power he unlocked the old ways and has four bound Sucubusses that change into Scythes one for each hand. Deathless is a human with two extra skeleton arms augmented to his body, he is known as the farryman of souls, and loves a good feast of souls.

Husks Husks are made when a soul is not eaten in about 4 hours after release it tries to find a host. when it does the target must make a will save of 5+ the soul's soul points. If the target makes the save the soul dissipates and target suffers no ill effects. If the target fails then the soul takes over the body with a -5 move speed and +4 str +2 con -2 dex and its eyes glow blue and looks very sickly, as it is now a husk it will hunt down the mister that took its body if it is unable to track down the mister it will act as it did in its old body. this effect is permanent or until an exorcism is performed on it.

Souls a soul is tiny incorporeal creature with an AC of 18 and hp of 5 and move speed of 55. Souls are not considered incorporeal to a Miester or the Miester's weapon.

Organizations:

M.T.O. (Miesters Training Organization). M.T.O helps new Miesters grow and train and send them on assignments to protect others not blessed with the gift of the divine.

Crimson Hoods is a assassination organization that will only recruit Miesters. A way to judge the experiance of one of these assassins is to look at the color of his robes. This is because when one joins they are given special white hooded robes that one of the special properties of the robes is that blood will forever stain them.

Star Clan this clan hunts down miesters with their ninja like clan. Their objective is to cleanse the world of miesters for they feel that when this is accomplished they will be revered as the greatest fighters ever known, for they are envious of the Miesters and thier gifts and feel they are unworthy of these gifts they have been given.

NPC Reactions: If a Miester is walking with their weapon not in weapon form they simply would act as if they are just a fighter and a side-kick of sorts, but if the weapon goes into weapon form most people would be shocked and can react hostile or with excitement.

Miester Lore[edit]

Characters with ranks in Knowlage: Local can research Miesters to learn more about them from local foaks. When a character makes a skill check, paraphrase the following as if spoken from an NPC,and including information from lower DCs.

Knowlage: Local
DC Result
10 I dont know much about them Miesters but do not Touch a miesters weapon, unless your looking for a fight.
15 I do know Miesters are good fighters known for using magic talking weapons "DM note: their partners".
20 You dont want to get into a fight with one of these Miesters but if you cant avoid it go for the weapon it's their weak spot. But if that doesnt work your over your head and I would just run and hope you can get away.
25 But I heard Miesters will do anything to protect their weapons cause it's said that their weapons are people, even lovers.
30 Miesters are fighters born and breed that can make a bond with a person, when this bond is made the person may turn into a weapon for the miester to use. This bond they make can eventualy lead to them melding thier souls togather to some drgree this is why they are so protective of their weapon(s). Miesters also dislike the taste of most food, and prefer souls over almost any food.

Miesters in the Game[edit]

Are People of great skill both with people and skill in battle.

Adaptation: Sometimes evil miesters will force a bond on a unwilling partner, a GM may allow this if the Miester can make a Intimadate check DC of 10+(2xCR) if a bond is made this way the weapon is not allowed to break it only the Miester may.

Sample Encounter: A Miesters weapon may be in the market place or some bad part of town woundering and the PCs may pick a fight with the weapon thats when the Miester would show up. or the Miester and weapon may just be walking looking like a couple if PCs choose to attack they could be in for a surprise.


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