Aspect Master (3.5e Class)

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Aspect Master[edit]

Seeking to achieve perfect balance between themselves and the forces of nature, these monks have taken up worship of the forest, in much a similar way to druids. They are disciplined, following various spirits for a period of time, then moving onto another, yet never forgetting the lessons they learned in the past. Eventually, they reach a state where death is not permanent as they become champions of the forest, and guardians of natural life. As they travel, learn, and advance their disciplines and studies, they see and follow a clear path from two- either the path of the feral master, or that of the calm guardian.

Making a Aspect Master[edit]

Mainly oriented at melee combat, with the right build or focus they can be made to be mid or long range.

Abilities: Primary: Wisdom (Several class features use this), If You follow The Path of the Feral Master (IE, rely on The Aspect's Blessing Feature) Constitution/Intelligence (Hp Vs Skills), If you follow The Path of The Calm Guardian (IE, You prefer to use youre ki powers) Strength/Dex (Damage vs AC).

Races: Any races with a religious connection in their culture, or reverence of the forest.

Alignment: Any Good

Starting Gold: 5d6x10 Starting Gold.

Age: As Monk.

Table: The Aspect Master

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed Damage AC Bonus Speed Bonus
Fort Ref Will
1st +0 + 2 +2 +2 AC Bonus, Nature's Guidance, Unarmed Strike 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Evasion, Forested Stride 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Aspect's Blessing (New Form and Animal) 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Resist Nature's Lure, Ki Pool (Magic) 1d8 +0 +10 ft.
5th +3 +4 +4 +4 1d8 +1 +10 ft.
6th +4 +5 +5 +5 The Willow's Blessing, The Aspect's Blessing (New Form and Animal) 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Ki Pool (Cold Iron and Silver) 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 1d10 +1 +20 ft.
9th +6/+1 +6 +6 +6 Improved Evasion, The Aspect's Blessing (New Form and Animal) 1d10 +1 +30 ft.
10th +7/+2 +7 +7 +7 The Aspect's Blessing (See Special), Ki Pool (Good) 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Bezoar Ritual 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 The Aspect's Blessing (New Form and Animal) 2d6 +2 +40 ft.
13th +9/+4 +8 +8 +8 Soul of the Forest 2d6 +2 +40 ft.
14th +10/+5 +9 +9 +9 2d6 +2 +40 ft.
15th +11/+6/+1 +9 +9 +9 The Aspect's Blessing (New Form and Animal) 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki Pool (Adamantine) 2d8 +3 +50 ft.
17th +12/+7/+2 +10 +10 +10 The Understanding of Life 2d8 +3 +50 ft.
18th +13/+8/+3 +11 +11 +11 The Aspect's Blessing (New Form and Animal) 2d8 +3 +60 ft.
19th +14/+9/+4 +11 +11 +11 2d8 +3 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfected Balance 2d10 +4 +60 ft.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana)(Int), Knowledge (Nature)(Int), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Survival (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Class Features[edit]

All of the following are class features of the Aspect Master.

Weapon and Armor Proficiency: Aspect Masters are proficient with club, crossbow (light or heavy), dagger, dart, handaxe, javelin, kama, nunchaku, quarterstaff, sai, scimitar, shortspear, shuriken, sickle, siangham, and sling. They are proficient with any and all natural attacks of any form they assume regardless of its source.

Aspect Masters are not proficient with shields, bucklers, light armor not consisting of natural materials, medium armor, or heavy armor.

An Aspect Master when carrying a heavy load, using a shield, or armor not consisting of natural materials, medium armor, or heavy armor loses their Speed Bonus and AC Bonus granted by the class feature.


AC Bonus (Ex): When in Light Armor made of natural materials or unarmored, not wielding a shield, and not carrying a load greater then medium, the Aspect Master adds their Wisdom Bonus (if any) to their AC. In addition, the Aspect Master gains a +1 bonus to their AC at 5th level. This bonus increases for every five levels thereafter.

These bonuses apply even against touch attacks or when the Aspect Master is flat-footed. She loses these bonuses if immobilized, helpless, wearing armor not light and made of natural materials, medium armor, heavy armor, carries a shield, or is in heavy load.

Nature's Guidance: An Aspect Master gains a +2 bonus on Knowledge (Nature), Knowledge (Religion) that has to deal with nature, and survival checks.

Unarmed Strike: At 1st level, an Aspect Master gains Improved Unarmed Strike as a bonus feat. A Aspect Master's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an Aspect Master may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an Aspect Master striking unarmed. An Aspect Master may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually an Aspect Master's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

An Aspect Master's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

An Aspect Master is uniquely attuned to the forms they take, and while they are in their hybrid forms, they may add their unarmed damage to their natural attacks as long as the attacks are not counted as a bite.

An Aspect Master also deals more damage with her unarmed strikes than a normal person would, as shown on the above table. The above table is for a medium sized Aspect Master, adjust accordingly as you would for a Monk's Unarmed Damage based on size.

Evasion (Ex): At 2nd level or higher if a Aspect Master makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can only be used if the Aspect Master is wearing light or no armor.

Forested Stride (Ex): Starting at 2nd level, an Aspect Master may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Additionally, this blessing of expeditiousness grants the Aspect Master an enhancement boost to their speed in all forms of movement (Land, Swim, Burrow, ect;) as listed on the table above under the category "Speed Bonus".

Resist Nature's Lure (Ex):Starting at 4th level, a Aspect Master gains a +4 bonus on all saving throws against abilities used by Fey creatures.

The Aspect's Blessing: Aspect Masters start play by revering and worshiping one type of animal with no more HD then 3. This choice cannot be changed once chosen. Then, at 3rd level, and every three levels thereafter, they gain the ability to turn into a hybrid their base creature and the selected beast (referred to hereafter as the base animal), and you now have the shapechanger subtype so long as you are in your hybrid form. When selecting which animal you will use, it cannot have a greater amount of hit die then the level you would be able to change into it at. For example this means you could choose at 3rd level your next animal could have no more then 6 HD. If you are a race that has a favored class bonus of Monk or Druid, you may add +1 to the limit on HD when selecting your animal. Upon reaching third level and being able to turn into their new form, the Aspect Master must spend 24 hours of uninterrupted meditation to decide their next animal. Once chosen the choice cannot be changed. If the meditation is put off by the time they would reach their new form, they must wait one month before being able to use that form. The animal you choose must be the same size category as you, or within the same amount of size steps as your wisdom modifier.

Assuming the new form (referred hereafter as a or the hybrid form) is a standard action. (The next part of this ability is a bit long, for the easier to navigate table click Here.)
  • Size: When entering your hybrid form, your size is the same size as the beast you have studied or your base form, whichever is larger.
    Hit Dice and Hit Points: You do not gain bonus hit points while in form. Instead, when you change into your hybrid form, you gain temporary hit points (that stack) equal to your new constitution modifier times your level. When you change back, these disappear, and reverting between forms seals all open wounds and mends anything broken (stabilizing you), however you do not recover any lost ability score damage.
    Speed: While in hybrid form, you gain any additional forms of movement from the animal such as wings or fins for flying or swimming. If the creature requires a specific environment to breath, you are also treated as Amphibious or the equivalent, making you able to breath whatever your base form can as well as your hybrid form's environment. The speed bonuses you get from Forested Stride also increases these forms of movement. Use your base movement speed (before Forested Stride) for calculating your new speed, or use the base animal's if it is higher.
    Armor Class: In addition to the Armor Class you gain from class features, you gain the Natural Armor from the beast you studied while in hybrid form. This Natural Armor replaces any preexisting natural armor you have, except if by the feat Improved Natural Armor.
    Base Attack/Grapple:Add the Base Attack Bonus of the base animal to your base attack bonus while in Hybrid Form. Use this new Base Attack Bonus in calculating for grapple checks (as well as including the bonuses for your new strength modifiers and size, if any).
    Attacks: While in Hybrid Form you gain two claw attacks and a bite as a natural weapon (plus any others if the form permits them). Double appendages (such as claws, wings, talons, and so on) are counted as primary attacks. Single appendages (such as bites, tails, stingers, and so on) are counted as secondary attacks. A full attack is two of each primary, and one of each secondary. Your natural attack damage is determined by your size (for example, a medium claw attack would be 1d6).
    Special Attacks: You retain all the special attacks of both your base form, and that of the animal your hybrid form is. This includes Supernatural, Extraordinary, and Spell-like abilities. While you are unable to cast spells in Hybrid form, if for some reason your animal possesses spell-like abilities, you may use them as indicated for that creature with a successful DC 15 + spell level Concentration check.
    Special Qualities: You retain all the special qualities of your base form and your base animal. In addition you gain the following:
    -Damage Reduction (Ex): 10/Silver or Cold Iron. Pick one. Once made the choice cannot be undone.
    -Animalistic Empathy (Ex) While in base or hybrid form, you can communicate and empathize with any animal of your hybrid form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
    Senses: You retain all sensory functions of your base form and the animal while in hybrid form. You also gain Low-Light Vision and Scent if you do not possess it while in hybrid form normally.
    Base Save Bonuses: You add the save bonuses of the base animal to your own while in hybrid form.
    Abilities: While in Hybrid form, you gain increased ability scores, depending on your base animal. These adjustments are equal to the animal’s normal ability scores –10 or –11. These adjustments are physical only.
    Special Feats: While in Hybrid Form, you gain access to the feats of the base animal. These feats only function while in hybrid form, and if you have the feats already, they do nothing unless they can be taken more then once, in which case they work as noted in the feat's description. These extra feats are treated as bonus feats.
Special- Upon reaching 10th level, the Aspect Master has the option of changing their choice of animal they currently wish to revere this one time. From this time and onward, animals may be Magical Beasts as well.

While in this form, you may not cast spells or perform overly complex movements (but simple ones are still permitted), and all Ki abilities are unable to be used unless noted otherwise. An Aspect Master may take on his hybrid form a number of times per day equal to half his total class levels. This form lasts for a number of hours equal to half your Aspect Master class levels, with level 20 unlocking the ability to retain the form indefinately (or until canceled by another means).

Ki Pool (Su): At 4th level, the Aspect Master gains a pool of Ki Points, supernatural energy he can use to accomplish amazing feats. The number of points in an Aspect Master's ki pool is equal to 1/2 his Aspect Master level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. Many of the following feats cannot be used while under the effects of The Aspect's Blessing. The Ki Pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Unlike Ki Abilities, you may still use a Ki Strike while in Hybrid Form to overcome damage reduction. Unless specified, a Ki Ability may not be used while in Hybrid Form.

At 4th Level, As long as 1 point is in the Aspect Master's Ki Pool, their unarmed strikes count as magic weapons for the purpose of overcoming damage reduction.
At 7th Level, As long as 1 point is in the Aspect Master's Ki Pool, their unarmed strikes count as Cold Iron and Silver weapons for the purpose of overcoming damage reduction.
At 10th Level, As long as 1 point is in the Aspect Master's Ki Pool, their unarmed strikes count as good aligned weapons for the purpose of overcoming damage reduction.
At 16th Level, As long as 1 point is in the Aspect Master's Ki Pool, their unarmed strikes count as Adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending a specified number of points from his Ki Pool, an Aspect Master may perform the following actions:

Basilisk's Dance (Su)- An Aspect Master can spend 1 point from his Ki Pool as a swift action to gain the ability to walk on water, as if under the effects of Water Walk. Once activated, lasts for one minute per Aspect Master level. An Aspect Master must be at least 8th level to use this and may not be under the effects of The Aspect's Blessing, but like the Light Steps, if used before hand, will persist and work while in hybrid form.
Cheetah's Dash (Su)- An Aspect Master may spend 1 point from his Ki Pool as a swift action the grant himself a sudden burst of speed. This increases all of their movement speeds by 30 feet for 1 minute. May be used while under the effects of The Aspect's Blessing.
Diamond Mind (Su)- By spending 1 point from his Ki Pool as a swift action, an Aspect Master can suppress a fear effect from affecting him as if using Remove Feat, using his level as his caster level. He can spend 2 points to activate this ability even when frightened or panicked. An Aspect Master must be at least 6th level, and not under the effects of The Aspect's Blessing to use this.
Disciplined Metabolism (Su)- An Aspect Master may use this ability in combination with his Ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the Aspect Master needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.The Aspect Master must be at least level 8 to use this ability. It also stops functioning for the day should they be under the effects of The Aspect's Blessing, resuming only the following day after eight hours of rest.
Empty Body (Su)- An Aspect Master can assume an ethereal state for 1 minute as though using the spell etherealness, using his Aspect Master level as his caster level. Using this ability is a move action that consumes 3 points from the Aspect Master's Ki pool. This ability affects only the Aspect Master and cannot be used to make other creatures ethereal. This may not be used while under the effects of The Aspect's Blessing. Requires the Aspect Master be level 19.
Feather Balance (Ex)- An Aspect Master can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the Aspect Master treats any Acrobatics attempt made to balance as if he had rolled a 20. This ability lasts for 1 minute.
Furious Defense (Ex)- By spending 1 point from his ki pool as an immediate action, an Aspect Master can grant himself a +4 dodge bonus to AC until the end of his next turn. An Aspect Master must be at least 7th level and may not be under the effects of The Aspect's Blessing to use this ability.
Golden Python's Glide (Su)- An Aspect Master can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his base land speed. He must end his movement each round on solid ground (or some other surface that can support his weight) or fall as normal. Once activated, this ability lasts for 1 minute. An Aspect Master must be at least 8th level, spend a point from the High Jump ability first, and may not be under the effects of The Aspect's Blessing.
High Jump (Ex)- By spending a Ki Point, an Aspect Master adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 additional point from his ki pool as a swift action, the Aspect Master gains a +20 bonus on Acrobatics checks to jump for 1 round. This may not be used while under the effects of The Aspect's Blessing.
Light Steps (Ex)- When an Aspect Master Activates his Feather Balance ability, he may in addition spend an extra ki point to cross any solid surface, even if it would normally not support his weight as well as ignore difficult terrain. This does not allow him to walk on liquids. Lasts 2 minutes. An Aspect Master must be at least 8th level to use this, and while it cannot be activated while under the effects of The Aspect's Blessing, it will persist and work if used before hand.
Mantis' Strike (Ex)- By spending 1 point in his Ki Pool, as a standard action a Aspect Master can make an unarmed strike against a foe as a touch attack, adding 1/2 his level as a bonus damage on the roll. He may spend an additional point to double this bonus for that attack. He must be at least 12th level to use this ability and may not be under the effects of The Aspect's Blessing.
Nature's Visions (Su)- An Aspect Master may on occasions see visions of spirits or hears the voice of of the forests they revere in his dreams. On any given night during which the Aspect Master dreams, he can use this ability to gain the benefits of a divination. If he does, he spends 2 ki points from the next day's total. An Aspect Master must be at least 10th level to use this ability.
Sparrow's Volley (Su)- When a targeted spell or spell-like ability fails to overcome the Aspect Master's spell resistance from Soul of the Forest, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. A Aspect Master must be at least 16th level, and not under the effects of The Aspect's Blessing to use this.
Steel Bark Blocker (Su)- An Aspect Master with this ability can spend 1 ki point as a free action before making an unarmed strike against a foe. If the attack hits, the Aspect Master can interrupt the target's flow of ki. If the Aspect Master successfully damages the target of his attack, that opponent's cost to activate abilities with ki increases by 1 ki point for 1 hour. If the Aspect Master spends 2 points from his ki pool, he can use this ability to affect the target's arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. A Aspect Master must be at least 10th level and not under the effects of The Aspect's Blessing to use this power.
True Guardian (Su)- As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, an Aspect Master with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The Aspect Master rolls one saving throw for each designated ally, using his bonus instead of the ally's. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the Aspect Master fails any of the saving throws (including his own original saving throw), the Aspect Master treats the effect as if he had failed the saving throw. An Aspect Master must be at least 6th level and not under the effects of The Aspect's Blessing to use this power.
The Oneness of All (Ex)- An Aspect Master can heal his own wounds as a standard action. By spending 2 points from his Ki Pool, he can heal an amount of damage equal to 1d8+ his Aspect Master level.
The Swan's Descent (Su)- An Aspect Master within arm's reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall). Lasts until the Aspect Master stops moving, and cannot be used while under the effects of The Aspect's Blessing.
Viper's Everlasting Venom (Su)- An Aspect Master can set up vibrations within the body of another creature that can thereafter be fatal if he so desires. Using this ability is a standard action that costs 4 ki points, and the Aspect Master must announce his intent to use this ability (and spend the ki points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the Aspect Master can try to slay the victim at any time within a number of days equal to his Aspect Master level. To make such an attempt, the Aspect Master merely wills the target to die (a free action); unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 the Aspect Master's level + the Aspect Master's Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. An Aspect Master can have no more than one quivering palm in effect at one time. If an Aspect Master uses quivering palm while another is still in effect, the previous one is negated. An Aspect Master must be at least 16th level before selecting this ki power, and cannot be used or willed to kill a creature while under the effects of The Aspect's Blessing.

The Willow's Blessing (Ex): At 6th level, an Aspect Master gains immunity to all diseases including supernatural and magical diseases.

Improved Evasion (Ex): At 9th level, an Aspect Master evasion ability improves. He still takes no damage on a successful reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Aspect Master does not gain the benefit of improved evasion.

Bezoar Ritual (Su): At 11th level, the Aspect Master must perform a ritual that take takes 3 hours to perform, uninterrupted. At the end of this ritual, the Aspect Master gains immunity to all poisons. Should this be canceled, he need not redo the ritual, but must wait for three hours to pass for it to take effect again.

Soul of the Forest (Ex): At 13th level, an Aspect Master gains a spell resistance equal to his current Aspect Master level +10. In order to affect the Aspect Master with a spell, a spellcaster must get a result on a caster level check (1d20+caster level) that equals or exceeds the Aspect Master's spell resistance.

The Understanding of Life (Ex): At 17th level, the Aspect Master can speak with any living creature.

Perfected Balance (Ex): Having achieved perfect balance between himself, the natural world, and the blessings of the aspects within him, the Aspect Master becomes immortal, and no longer ages. He remains in his current age category forever. Even if he comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. He must have visited the place in which he returns back to life at least once. A wish spell or better is required to stop this reincarnation process.

Ex-Aspect Masters[edit]

An Aspect Master who no longer is considered good cannot gain new levels as an Aspect Master, cannot reincarnate with Perfected Balance, and cannot use The Understand of Life to speak to any living creature, until they are once again considered good and have the spell Atonement cast on them or perform a task in the name of their forests, determined by another entity capable of being called that forest's guardian.

Epic Aspect Master[edit]

Table: The Aspect Master

Hit Die: d10

Level Base
Attack Bonus
Special AC Bonus Speed Bonus
21st +15/+10/+5 The Aspect's Blessing (New Form and Animal), Draconic Aspect, Ki Pool (Epic) +4 +70 ft.
22nd +16/+11/+6/+1 +4 +70 ft.
23rd +17/+12/+7/+2 True Understanding +5 +70 ft.
24th +18/+13/+8/+3 The Aspect's Blessing (New Form and Animal) +5 +80 ft.
25th +18/+13/+8/+3 +6 +80 ft.
26th +19/+14/+9/+4 +6 +80 ft.
27th +20/+15/+10/+5 The Aspect's Blessing (New Form and Animal) +7 +90 ft.
28th +20/+15/+10/+5 +7 +90 ft.
29th +20/+15/+10/+5 +8 +90 ft.
30th +20/+15/+10/+5 The Aspect's Blessing (New Form and Animal) +8 +100 ft.

Class Skills (4 + Int modifier per level)

Improved Base Attack Bonus: An epic Aspect Master is one of the few classes that continues to advance in Base Attack Bonus after they hit level 20. They continue gaining an increase until they have reached a full bonus of +20/+15/+10/+5.

Ki Pool (Epic): In addition to all natural attacks of yours being considered Epic, you no longer need Ki points in your Ki pool to perform a Ki Strike. They are still required for any special abilities that use Ki however.

Improved AC Bonus: An Aspect Master continues to gain a bonus to their AC after level 20 from their previous class ability, but increases much more quickly now. Starts at level 23.

Movement Speed Bonus: Their attunement to the land never ceases, their speed increase in all forms, never slowing, only growing until they cease taking levels of Aspect Master for one reason or another. This is a continued increase of +10 for every three levels starting at 21st. However, they can no longer gain the benefits of increased speed from any other source, class, spell, supernatural, or otherwise.

Draconic Aspect: Starting at level 21, the Aspect Master's Aspect Forms may now take on the form of dragons. Continue to use the same rules for a lycanthrope for dragons as you have for previous class features.

A True Understanding: At 23rd level, an Epic Aspect Master may sacrifice half his total Ki points he has for that day to resurrect one person as the spell True Resurrection. This can only be used once every three days per individual it is used on.

Epic Feats: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.

Human Aspect Master Starting Package[edit]

Armor: Monk's Belt, Monk's Outfit

Weapons: Wooden Staff

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str
Diplomacy 4 Cha
Intimidate 4 Cha
Jump 4 Str
Listen 4 Wis
Swim 4 Str

Feats: Power Attack(Human Bonus Feat), Dodge (Level 1 Feat)

Bonus Feats: Improved Unarmed Strike, Elemental Fist

Gear: Bedroll, Tent (Small), Backpack, 7 Food (1 Day Rations), 3 Waterskins, Rope (50ft, Hempen)

Gold: 75 gp.

Campaign Information[edit]

Playing an Aspect Master[edit]

Religion: This class almost entirely worships either the forest, or a god or goddess who's domain includes the forest. It is unheard of for them to worship any other, as their power does stem from the forest.

Other Classes: Open minded at first, seeking diplomacy if they follow The Path of the Calm Guardian, otherwise, shoot first ask questions later if they follow The Path of the Feral Master. They treat monks and fighters as equals, and while they do think that barbarians are just that, uncivilized brutes, they may not necessarily openly shoot them down about it. Rangers and Druids are treated as brothers of the forest unless they seek to harm the forest, and others they are unsure of until they have had some time to make certain of their intentions. In a way, they behave much like Druids.

Combat: The combat role varies, if the are a Feral Master, more often then not they will be in the front lines slashing and mawing at enemies and taking or dodging hits being the center of attention. If they are a Calm Guardian, they play more of a utility role, flanking opponents or helping allies with their various abilities.

Advancement: A long and difficult path for certain, but rewarded if the character makes it fully through to the end of their first twenty levels. Most will want to complete their journey, attaining Perfected Balance before seeking new paths else where. Beyond that not many options otherwise are necessarily needed or wanted unless they want to change their style. A good combination would be Druid or Ranger, as either would give good ranged for the Aspect Master if they want to start backing up or providing more utility in combat. A fighter if nothing else. Some useful feats to pick up would be Improved Natural Attack or Improved Natural Armor.

Aspect Masters in the World[edit]

Whether I take the form of a savage tiger, or remain calmly in control of myself and safe guard others, I work to ensure that my lands survive. I will ensure that all are safe within my haven.
—Kusanar, Elf Aspect Master

These characters are often portrayed as the more savage side of the forces that guard nature. They can rally hundreds of animals to defend it, and are often mistaken for druids, or, the Feral Masters mistaken for were-creatures.

Daily Life: Each morning, or after each rest, the Aspect Master usually meditates for an hour, reflecting on what he saw in his sleep if anything, as well as focusing on replenishing his Ki Pool by harnessing the energy in the world around them, acknowledging the oneness of their being with the forests and land. While they dont often need to eat, they are not picky eaters and will eat both meat and vegetation they deem edible. Feral Masters may have burrows with ornate tunnels or rooms dug out, or spaces in very large trees or caves. Calm Guardians will usually have some form of structure made out of fallen branches, trees, varying rocks, or perhaps in a tree made nest with a cover over it or a well furnished cave, neither using more then what they could find fallen in the forest or take without harm or penalty to it. Intruders are at first observed before encountering.

Notables: As they are a fairly quiet group of practitioners, names may often have been confused with those of druids or rangers, and likewise, no noticible or specific figure has arisen from their ranks with the exception of one named Auruxdara. He was rumored to have become a Golden Dragon and reigned over mountains and forests, providing a safe haven for all manor of creatures.

Organizations: No notable organizations.

NPC Reactions: Druids and Rangers would more easily know and accept an Aspect Master. Those of the church, such as Clerics and Paladins would think they are nothing more then a monk of a bizarre monastery, or a feral druid of some form and depending on their religious views would treat accordingly. Barbarians may have legends from their tribes about them, if at all. Wizards might know more if they researched the fields involving Nature or Religion, and depending on the sorcerer they may also know something. Other classes may know little to nothing about them.

Aspect Master Lore[edit]

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

Knowledge (Religion/Nature)
DC Result
15 They may be mistaken for druids or were-creatures frequently.
20 Vigorous practitioners, Aspect Masters are known to come in two main forms of discipline, one resembling that of beasts, another that of druids or monks.
25 While they do walk different paths, all Aspect Masters learn the same techniques and gain similar blessings.
30 Specific information may be requested, or tell the previous results and include NPC Reactions and Notables.

Aspect Masters in the Game[edit]

Typically, they are guardians of the forest, epitomizing the way of the forest, but typically falling under the influence, control, and alignment of the forest deity that watches over the lands they live in. A lot of development can be done with these characters as far as the balance of the lands goes, being their protector and all, as well as facing their inner turmoil and dealing with the savage side of their blessings they gain.

Adaptations: The versatility of this class is not something to take lightly or be underestimated. While it does call for one play style or another, it should also be considered the work arounds available. With the Aspect's Blessing features alone, the Aspect Master can easily take the form of a large bear in early levels, and in later levels take on the form of something stronger like a Gorgon, or a Hydra (as they are magical beasts) and really be able to take advantage of their powers and feats at that point. Filling nearly as many spots as a Druid or Monk, these characters can be adapted for most campaigns with relative ease, as their ability to shapeshift does not need to be something granted to them from a god either. It can simply be the result of many hours of magical practice like that of a wizard.


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