Force Master (3.5e Class)

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Force Master[edit]

Force Masters are special born individuals, since birth and childhood they begin to feel and control the inner force that lives in every living creature.

Making a Force Master[edit]

Force Masters are agile and swift, they easily pass through the enemy barriers and strike at the heart of the formation. Manipulating the force within offers the Masters great strength to strike down relentless foe after foe.


Abilities: Strength is the main ability for the Force Master. Dexterity is also important for greater AC bonus, because Force Masters do not wear armor.

Races: Any race may be a Force Master

Alignment: Any Alignment

Starting Gold: 3d4x10gp

Starting Age: Simple

Table: The Force Master

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +1 +2 +2 +2 Force Fist, Force Palm, Pseudo Strength 1d6 +0 +0 ft.
2nd +2 +3 +3 +3 Immune System, Pseudo Agility 1d6 +0 +0 ft.
3rd +3 +3 +3 +3 Inner Force 1d6 +1 +0 ft.
4th +4 +4 +4 +4 Fist Overdrive, Fast Movement 1d8 +1 +10 ft.
5th +5 +4 +4 +4 1d8 +1 +10 ft.
6th +6/+1 +5 +5 +2 Force Strike (slashing) 1d8 +2 +10 ft.
7th +7/+2 +5 +5 +5 1d10 +2 +10 ft.
8th +8/+3 +6 +6 +6 Force Sphere 1d10 +2 +20 ft.
9th +9/+4 +6 +6 +6 1d10 +3 +20 ft.
10th +10/+5 +7 +7 +7 Legs Overdrive 2d6 +3 +20 ft.
11th +11/+6/+1 +7 +7 +7 2d6 +3 +20 ft.
12th +12/+7/+2 +8 +8 +8 Force Strike (piercing) 2d6 +4 +30 ft.
13th +13/+8/+3 +8 +8 +8 2d8 +4 +30 ft.
14th +14/+8/+4 +9 +9 +9 2d8 +4 +30 ft.
15th +15/+7/+5 +9 +9 +9 2d8 +5 +30 ft.
16th +16/+8/+6/+1 +10 +10 +10 2d10 +5 +40 ft.
17th +17/+9/+7/+2 +10 +10 +10 2d10 +5 +40 ft.
18th +18/+10/+8/+3 +11 +11 +11 Force Strike (Adamantine) 2d10 +6 +40 ft.
19th +19/+11/+9/+4 +11 +11 +11 3d6 +6 +40 ft.
20th +20/+12/+10/+5 +12 +12 +12 Body Overdrive 3d8 +6 +50 ft.

Class Skills (4+ Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

Weapon and Armor Proficiency: Warrior monks are proficient with dagger, great cutlass, javelin, kama, moon staff, nunchaku, ono, overlayed claw, quarterstaff, sai, Sling, shuriken, and siangham.

Force Masters are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a Force Master loses his AC bonus, as well as his fast movement abilities.


AC Bonus (Ex): The Relentless force within the master body makes them react faster then a normal person could.

At 3rd level the bonus grants the Master a +2 bonus to his AC, and this bonus increases by 1 for every three Force Master levels thereafter (+2 at 6th, +3 at 9th, +4 at 12th, +5 at 15th and +6 at 18th level). These bonuses to AC apply even against touch attacks or when the Force Master is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

At level 1 the Force Master hardened skin grants him two points of damage reduction against piercing, slashing and concussion attacks, that bonus increases by 1 each 4 levels thereafter.


Pseudo Strength (Ex): The forces that course through the body of a Force Master grant him incredible strength. This allows him to act in certain situations as though he were much stronger than he actually is. At first level a Master gains a +2 to Strength checks. This bonus increases by 2 at every level divisible by 5 after the first level (5, 10, 15, and 20)


Force Fist: At level 1 the Force Master can channel it's relentless force to its hands, elbows, knees etc. for attack, this attacks are powerful as if using an weapon. The Force Master gains Improved Unarmed Strike as a bonus feat. This functions exactly as the Monk's Unarmed Strike.


Force Palm

Force Palm: At level 1 the Force Master can one time per day and +1 time every 2 levels thereafter (2 at level 3th, 3 at level 5th...) channels the relentless force to the palm, the force is so destructive that the master must release it immediately on an opponent. This feat only works on unarmed attacks, the player must announce the Force Palm before the attack roll, if successful the player add 2d4+2 and more 2d4 every 3 level thereafter (level 3 4d4+2, level 6 6d4+2) damage and the enemy must make a Fortitude save (DC 10 + 1/2 Force Master level + Force Master strength modifier) if the check fails the enemy will fall 3 squares backwards, fall prone and be stunned for one round. This feat can only be used one time per round (even if the master has more than one attack).


Immune System (Ex): Being able to control the force within grants the Master rapidly recover than normal humans, when resting or sleeping the Force Master can recover extra Force Master level HP per day. Immune System also grants great immunology against normal diseases and poisons, after a full rest all diseases and poison effect (except magical) are cured


Pseudo Agility (Ex):The force that courses through the body of a Force Master grant him incredible agility. This allows him to act in certain situations as though he were much faster than he actually is. At second level a Master gains a +2 bonus to Dexterity checks. This bonus increases by 2 at every level divisible by 5 after the first level (5, 10, 15, and 20) Usable equal to half of your class level, and lasts rounds equal to your class level.


InnerForce (Ex): At level 3 the Force Master can swift it's inner force from attack to defense at will. Force Master gains Combat Expertise as a bonus feats.


Fist Overdrive (Ex): At level 4 the master can concentrate the force to his arms, the inner force concentration permits greater strength temporarily. 3 times per day and +1 time each 3 levels thereafter (4 at level 7, 5 times at level 10 and so on), when unarmored the Master can turn it's "Pseudo-Strength" ability to apply for the rest of the combat.


Fast Movement (Ex): At 4rd level, a Force Master can concentrate a small amount of force to its legs. This grants him bonus movement, this bonus grows with levels as show in the table. A Master in armor or carrying a medium or heavy load loses this extra speed.


Force Strike (Ex): At level 6th the Force Master kicks become Slashing for damage references, at level 12th the punchs become piercing and all unarmed attacks become adamantine at 16th.

  • all unarmed attacks are imbued with energy, so ghosts and apparitions that would not normally beat hitten by normal physical attacks are affected (unless the enemy is immune to energy, if that is the case the attack is a simple attack).


Force Sphere (Ex): At level 8th the Force Master can concentrate an enormous amount of energy in its two palms and release to an rampant of energy.

1 time per day the Force Master can use a full round action to launch an sphere of energy.

The Sphere travels a distance (maximum 60ft) and then explodes dealing 2d10 plus 1d10 every 4 levels thereafter (level 12 3d10, level 16 4d10, level 20 5d10) to everyone around the targeted area (16 ft radius). All enemies must make a Fortitude save (dc 10 + 1/2 Force master level + str bonus) all enemies that fails fall backwards 1 square.

If an enemy is aware of the incoming Sphere he can do an Reflex save to dodge it's force (dc 10 + force master level + dex bonus).

  • if an ally is hited by the explosion the same effects and rules are applied.



Legs Overdrive Stance

Legs Overdrive (Ex): at level 10 the Force Master can concentrante it's innerforce to the legs, this forces stimulates the muscle strengh and permit more rapidly and violent attacks, the force master takes a different combat stance and it's attacks become faster and powerful.

  • 4 time per day and plus one more time every 4 levels thereafter you can enter Legs Overdrive as a free action (5 at 14th, 6 at 18th and so on).
  • For 4 rounds the "Pseudo-Agility" bonus apply to combat, all Force Master unarmed attacks apply the dex bonus to damage rolls (after pseudo-agility ajustment).
  • Inside this 4 rounds IF The Force Master spend a full round action to full attack with its BAB bonuses the enemy hited has to make a Fortitude throw (dc 10 + 1/2 force master level + pseudo-agility + pseudo-strengh + dex bonus without pseudo agility) at the last hit, if fails the enemy flies 2 squares backwards.
  • After 4 rounds the Force Master must release the latent energy in a powerful round house kick (standart action), the wave of energy travels 60ft and hits everyone in the way 2d10+dex bonus slashing attack.
  • after the effects of Legs Overdrive the Force Master become tired can move -2 square and -2 penalty attack rolls for the rest of the combat.
  • after the fight the bonuses from pseudo-agility don't apply for 1 hour.



Body overdrive being used

Body Overdrive (Ex): At level 20 the Master learns to expand the force within all body muscles and structures for a period. This increases all physical capacities, the relentless force of course does not comes without a price. For this skill duration the Force Master skin turn black and it's eyes and fingernails turns bright gold. 1 time per day for each 1/2 Force Master level(round down) the master can activate body overdrive as a free action, as long as the transformation stays active the Master gains +4 bonus on Strengh, +4 bonus on Dexterity, +4 bonus on all damage and attack rolls(this includes his special feats)and also gains + 4 extraordinary AC.

  • Each turn the master stays in the body overdrive he took 1d4+1 Damage
  • The minimum duration is 3 turns



Epic Force Master[edit]

Table: The Epic Force Master

Hit Die: d10

Level ! Unarmored
Speed Bonus
Special
21st +60
22nd +60 Bonus Feat
23rd +70
24th +70 Bonus Feat
25th +80
26th +80 Bonus Feat
27th +90
28th +90 Bonus Feat
29th +100
30th +100 Bonus Feat

6 + Int modifier skill points per level.


Bonus Feats: The epic Force Master gains a bonus feat (selected from the list of epic Fighter bonus feats) every two levels after 20th.




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