Ultimate Master (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 09:21, 6 September 2019 (MDT) because: Issue(s) unaddressed for over 5 years. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing text throughout (and an example NPC).

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Ultimate Master[edit]

<-general description->.

Making an Ultimate Master[edit]

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"

Table: The Ultimate Master

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 Master of Weapons, Special Base Attack Bonus 1 1 1 2 1
2nd +1 +3 +3 +3 1 1 2 4 1
3rd +1 +3 +3 +3 Still Mind 1 1 1 3 6 2
4th +2 +4 +4 +4 1 1 1 4 8 2
5th +2 +4 +4 +4 Temporary feat (1) 1 1 1 1 5 10 3
6th +3/-2 +5 +5 +5 1 1 1 1 6 12 3
7th +3/-2 +5 +5 +5 1 1 1 1 1 7 14 4
8th +4/-1 +6 +6 +6 1 1 1 1 1 8 16 4
9th +4/-1 +6 +6 +6 1 1 1 1 1 1 9 18 5
10th +5/+0 +7 +7 +7 Temporary feat (2) 1 1 1 1 1 1 10 20 5
11th +5/+0/-5 +7 +7 +7 1 1 1 1 1 1 1 11 22 6
12th +6/+1/-4 +8 +8 +8 1 1 1 1 1 1 1 12 24 6
13th +6/+1/-4 +8 +8 +8 1 1 1 1 1 1 1 1 13 26 7
14th +7/+2/-3 +9 +9 +9 1 1 1 1 1 1 1 1 14 28 7
15th +7/+2/-3 +9 +9 +9 Temporary feat (3) 1 1 1 1 1 1 1 1 1 15 30 8
16th +8/+3/-2/-7 +10 +10 +10 1 1 1 1 1 1 1 1 1 16 32 8
17th +8/+3/-2/-7 +10 +10 +10 1 1 1 1 1 1 1 1 1 1 17 34 9
18th +9/+4/-1/-6 +11 +11 +11 1 1 1 1 1 1 1 1 1 1 18 36 9
19th +9/+4/-1/-6 +11 +11 +11 1 1 1 1 1 1 1 1 1 1 19 38 9
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)
Every skill is a class skill for the Ultimate Master.

Class Features[edit]

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.

  • He can prepare arcane spells from his spellbook, at the only condition that the spell appears on the spell list of an arcane spellcaster that prepares spells. He much rest 8 hours before preparing any spell this way. His spellbook contains two 1st-level spells at level 1 and he adds two new spells to it every level after. Spells prepared this way rely on his Intelligence.
  • He can also prepare divine spells. He doesn't need to rest nor does he needs a spellbook. He can prepare any spell from any divine class, but doesn't have domains. Spells prepared this way rely on his Wisdom.
  • Finally, he knows a few spontaneous spells. He needs to rest 8 hours to regain spells this way. He can learn them from any spontaneous spellcasting class. However, he must deliberately let a vacant spellslot to cast spells this way. They rely on his Charisma.

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 which 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.

Table: Ultimate Master Spontaneous Spells Known
Level Spontaneous Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1 1
2nd 2 2
3rd 3 3 0
4th 3 3 1
5th 3 3 2 0
6th 3 3 3 1
7th 3 3 3 2 0
8th 3 3 3 3 1
9th 3 3 3 3 2 0
10th 3 3 3 3 3 1
11th 3 3 3 3 3 2 0
12th 3 3 3 3 3 3 1
13th 3 3 3 3 3 3 2 0
14th 3 3 3 3 3 3 3 1
15th 3 3 3 3 3 3 3 2 0
16th 3 3 3 3 3 3 3 3 1
17th 3 3 3 3 3 3 3 3 2 0
18th 3 3 3 3 3 3 3 3 3 1
19th 3 3 3 3 3 3 3 3 3 2
20th 3 3 3 3 3 3 3 3 3 3

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 :

  • Gains the Trapfinding ability for the day (as the rogue class feature), and a sneak attack (+1d6). The later is cumulative with normal sneak attack and other selections of this ability.
  • Receives a cumulative +1 bonus to checks where the Base Attack Bonus is used.
  • Turn or Rebuke undead one time for the day (select which of them each day) as a cleric of the same level. This ability can't be taken more than once per day.
  • Uses the bardic music as a 3rd level bard (if this ability is selected multiple times, the Ultimate Master increases his effective bard level by 3 every time).
  • Uses the granted power of any cleric domain, once in the day, as a cleric of half his class level (rounded down, minimum 1), to a maximum of 5 rounds if the effect isn't instantaneous. This ability can be taken twice in a day, by selecting two different domains.

In a campaign with non-core classes, the Ultimate Master may also :

  • Gains a Mind Blade as a 3rd level soulknife. If this ability is selected more than once, the effective level increases by 3 every time.
  • Gains the Eldritch Blast (1d6) of a warlock and a least invocation for the day. If selected more than once, the damage of the Eldritch Blast increases by 1d6 (it is cumulative with the normal eldritch blast) and the character gains an additional invocation of the next grade available (lesser, greater, and dark).

Ex-Ultimate Masters[edit]

Because the Ultimate Master has no code of conduct, he can't loose his class features.

Epic Ultimate Master[edit]

Table: The Epic Ultimate Master

Hit Die: d8

Level Special
25th Temporary feat (5)
30th Temporary feat (6)

8 + Int modifier skill points per level.

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[edit]

Weapons: Longsword.

Skill Selection: Pick a number of skills equal to 8 + Int modifier.

Skill Ranks Ability Armor
Bluff 4 Cha
Concentration 4 Con
Escape Artist 4 Dex
Hide 4 Dex
Intimidate 4 Cha
Knowledge (Any) 4 Int
Move Silently 4 Dex
Open Lock 4 Dex
Psicraft 4 Int
Spellcraft 4 Int

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.

Campaign Information[edit]

Playing an Ultimate Master[edit]

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[edit]

I didn't learn this skill because it was fun, I learned it because it was necessary.
—Kendra Abigael, Drow Ultimate Master

<-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[edit]

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.

Gather Information or Bardic Knowledge
DC Result
10 Some people want to know everything. They want to be able to fight, to cast spells, and to do everything else.
15 A few, however, are able to learn all these things. They aren't master wizards nor the best of the fighters, but they can do both.
20 Those people are called Ultimate Masters. They can't cast many spells per day, but they can cast any one.
25 They can forget some of their abilities to gain others. An experimented Ultimate Master can use almost any skill.

Ultimate Masters in the Game[edit]

<-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.

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!