Miester (3.5e Class)

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Miester[edit]

Miester combines a unique blend of skill and dependence. They gain their strength not just through their own experience, but by a special bond they form with their "partners". These partners are willing sentient humanoids that wish to aid the Miester by performing a ritual that allows them to turn into a weapon at will. When in this weapon form, they share their own power with the Miester, enabling him or her to become far more powerful than they originally were.( weapon should be agreed with by the DM but the weapon doesnt really matter its only the weapons shape the stats are based off the partners stats). The weapon can be a cohort follow or maybe even another player but this can get hard and weird but more fun for roleplaying if another player is willing to be your weapon.

Making a Miester[edit]

While powerful in combat, the constant dependence on their partners comes with drawbacks. When separated from their partners, they lack the strength to use their specialized techniques. Another, much greater, flaw is the decline of their mental stability. Due to the near constant connection and melding of minds, the Miester often lose a small portion of their sanity when they are cut off from this connection. As a result, they are still able to focus on their task, but chaos and madness tends to follow in their wake. Oddly enough, though, the people contracted as weapons are not effected in the same manner. Instead, they tend to be the ones who can keep the contractor in line. It is believed this happens because the "weapon" somehow rips away a piece of the Miesters sanity when they are disconnected, but this is merely speculation. But in most cases the weapon and Miester grow close much more then just friends due the to connection, depth, and time they spend fighting as one unit. Some Miesters may not have a weapon till its someone they feel they want to marrie this is due again to the connection they share

Races: Any humanoid.


Table: The Miester

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Bonus Feat
2nd +2 +0 +2 +2 Light Body
3rd +3 +0 +3 +3 First bond
4th +3 +1 +3 +3
5th +4 +1 +4 +4 Fast Travel
6th +5 +1 +4 +4
7th +6/1 +2 +5 +5 Bonus Feat
8th +6/1 +2 +5 +5
9th +7/2 +2 +6 +6 Unburdened
10th +8/3 +3 +6 +6 Bonus Feat
11th +9/4 +3 +7 +7
12th +9/4 +3 +7 +7 Improved bond,
13th +10/5 +4 +8 +8
14th +11/6/1 +4 +8 +8 Weapon Link
15th +12/7/2 +4 +9 +9 Bonus Feat
16th +12/7/2 +5 +9 +9 Greater bond
17th +13/8/3 +5 +10 +10
18th +14/9/4 +5 +10 +10 Weapon Jumping
19th +15/10/5 +6 +11 +11 Bonus Feat
20th +15/10/5 +6 +11 +11 Superior bond

Class Skills (3 + Int modifier per level, ×5 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha),Hide (Dex), Intimidate (Cha), Jump (Str),Move Silent (Dex), Listen (Wis), Perform (Weapon Drill) (Cha) , Ride (Dex), Swim (Str), Tumble (Dex). Class Features

All of the following are class features of the Miester. A Miester is proficient with all simple, martial, and exotic weapons, and with light and medium armor. No sheilds.

First Bond The Miester 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 Miester loses half his Miester levels as part of this sprit is taken away from this and must find a new weapon in 10d4 days or the rest of his Miester levels are changed to warrior and loses all ablitles of this class, including bouns feats. how ever there is a 25% chance you can take the warrior level and exchange them for levels in a diffrent class you want to take insted 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 dont 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-Miester) 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 Miester, however in such a state they are not subjected to harm, except through the damage of the weapon their body has become.

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). 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. 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). The critical multiplier of the weapon is equal to the weapon's dexterity score divided by 5, rounding down. The weapon's round limit 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. 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'. The weapon's hardness is equal to the weapon's AC. The weapon's HP is equal to the bonded's HP. 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 togather 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 Miester fails the check the weapons bouns 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 miester- 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 Miester is automatically proficient with a weapon created from a bond, however this does not add proficiencies to the Miester's list. Any feats the weapon has for natural or unarmed attacks also counts for when in weapon form.

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

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

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

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

Weapon Link: you and your weapon act as if both have Greater, Scrying on each other all the time. with no componets needed.

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

Bonus Feat: You may choose a bouns feat same as a fighter could. Weapon Jumping: You may teleport to your weapon as a movement action that does not provoke an attack of opportunity. You may only do this once per day. You may only travel a maximum of x3 your movement speed.

Ex-Meisters[edit]

.

Epic Omniweapon Contractor[edit]

Table: The Epic Omniweapon Contractor

Hit Die: d10

Level Special
21st 2nd bond
22nd Endless
23rd At home in your hands
24th
25th Epic Bonus Feat
26th Epic Bonus Feat
27th
28th Unbreakable
29th
30th Epic Bonus Feat

4 + Int modifier skill points per level.

2nd bond: you may form a bond with a 2nd person see first bond for details.

At home in your hands: Your bonded weapon is now enchanted with returning, regardless of weapon type. This is activated at will. And only when your partner is in weapon form and willing. If they are not then you sould roll apposed Diplomacy check higher one's choice of if it works or not, thats for the friendly way if its more demanding its an apposed Intimidation check, if this is use it may strain and lead to fracture later on in the bond and willingness of the weapon to want to keep this bond going. with the Diplomacy check its still bad when a weapon doesnt want to be near its Miester but this form will cause no more friction then there already might be.

Unbreakable: Your bonded weapon is now indestructible when in weapon form only.

Endless: If a Miester dies, he will always come back to life as long as he holds a bond. You can return in 24 hours; fort save 40 on a failed save : (lose 4 Con perment) if losing 4 Con would put you under 10 Con you lose one level from a class you have your choice, how ever this is also permanet. You also gain the benefits of timeless body, and can no longer die of old age. Your bonded weapon also gain the bouns of timeless body and can no longer die of old age.

Bonus Feats: The epic miester gains a bonus feat (selected from the list of epic miester bonus feats) every <-number of feats per level-> levels after 20th.

Miester Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Miester[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Miesters in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Miester Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Miesters in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .


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