Ancient Master

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Requirements

Base Attack Bonus: +9

Alignment: Any evil (usually chaotic evil)

Skills: Concentration (15 ranks), Knowledge (arcana) (10 ranks)

Race: Yuan-ti.

Special: Access to an extensive magical library, a tutor of any race who possesses at least fourteen sorcerer or wizard class levels.

Summary


Most Yuan-ti grow forgetful and sleepy as they age but a few of the most powerful and strongest-willed abominations grow mightier of mind while their bodies are failing. They acquire additional spell-like powers and gradually become recognized as the "ancient masters" of the race. Some become religious zealots, founding new temples or taking over existing ones and fanatically furthering whatever aims Sseth shows them in dream-visions. Others withdraw from Yuan-ti tribal politics and then society as a whole to live in isolated seclusion, much the way many study-obsessed human wizards do. Like human mages, such Yuan-ti typically build or take over fortresses in which to carry out their business. These ancient masters often engage in truly ambitious breeding experiments or take up strange hobbies with astonishing vigor and enthusiasm. One tale tells of an ancient master who crafted full-sized, blown-glass replicas of attractive humans. Another describes one who stole all the tomes from Candlekeep, translated them into other tongues, and then covertly returned them.

Role: Utility

Characteristics: Those yuan-ti who grow mightier of mind and gain additional magic powers as they age

Source: Serpent Kingdoms

Game Rule Information

The Ancient Master has the following game statistics.

Abilities: Charisma for augmenting all of your ability DCs, Intelligence for all of your skill points, and Constitution for keeping themselves alive.

Alignment: Any Evil (Usually Chaotic Evil)

Hit Die: d8

Starting Gold: N/A

Class Skills

The Ancient Master's class skills are Appraise (Int), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Listen (Wis), Search (Int), Spellcraft (Int), and Spot (Wis)..

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

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

Weapon and Armor Proficiency: A Ancient Master is proficient with whatever they were already proficient with prior to taking levels in this class.

AttractionSp: An ancient master can plant a compelling attraction in the mind of any subject within 25 feet of her. The attraction can be toward a particular person, object, action, or event. The target takes all reasonable steps to get close to the person, find the object, attend the event, or perform the action designated, though it does not suffer from blind obsession and does not take extreme risks to do so. The subject can recognize danger but does not flee unless the threat is immediate. If the ancient master specifies herself as the object of the attraction, she cannot command the subject indiscriminately, though the subject does listen to her (even if it disagrees). This ability grants the ancient master a +4 bonus on Charisma checks made to influence the subject for the duration of the effect. Attraction lasts for 1 hour. This ability is usable once per day at 1st level and an additional once per day every three ancient master levels thereafter (twice per day at 4th level, three times per day at 7th level, and four times per day at 10th level). This ability is the equivalent of a 1st-level spell.

Conceal ThoughtsSp: At 2nd level, an ancient master can protect her own thoughts (but not those of any other creature) from analysis. She gains a +4 bonus on saving throws against divination effects that reveal emotions or thoughts and a +20 circumstance bonus on Bluff checks made to oppose Sense Motive checks. This ability is always active.

Body EquilibriumEx: A 3rd-level or higher ancient master can adjust her body density to match that of any solid or liquid she stands on. Thus, she can walk on water, quicksand, or even a spider's web without sinking or breaking through. (This ability does not confer any resistance to particularly sticky webs.) She can move at her normal speed, but she cannot run on an unfirm surface without sinking or breaking through. If she falls while using this ability, damage from the impact is halved. This ability is usable at will.

LevitateSp: Upon reaching 4th level, an ancient master can use levitate (caster level equals ancient master level) once per day. She gains one additional use per day of this ability at 7th level and another at 10th level.

Dimension DoorSp: At 5th level, an ancient master can use dimension door (caster level equals ancient master level) once per day. She gains one additional use per day of this ability at 8th level.

Shadow ConcealmentSu: At 6th level, an ancient master gains the ability to take on shadow form for 1 minute per ancient master level. While in this state, she becomes incorporeal, appearing as a shadowy image of herself. She gains a +10 circumstance bonus on Hide checks while this ability is in effect. The ancient master gains one additional use per day of this ability at 9th level.

Baleful TeleportSp: At 7th level, an ancient master can disperse miniscule portions of a target creature or object weighing no more than 300 pounds. The target takes 9d6 points of damage from this attack. A successful Will save (DC 10 + ancient master level + ancient master's Cha modifier) halves the damage. A target under a dimensional anchor effect is immune to baleful teleport. This ability is usable once per day at 7th level and twice per day at 10th level. This ability is the equivalent of a 5th-level spell.

Claws of the VampireSp: When an ancient master reaches 8th level, she can cause the fingers on both her hands (if she has any) to grow to wicked, 2-inch-long points. She gains a claw attack (base damage 1d8 points) that does not provoke an attack of opportunity. Whenever she uses this attack, she heals one-half the base damage that she deals with claws of the vampire. She can use this ability in conjunction with feats, abilities, or spells that allow additional attacks in the same round. This effect lasts for 1 hour per ancient master level and can be used once per day. This ability is the equivalent of a 4th-level spell.

Mind ProbeSp: Once per day, a 9th-level or higher ancient master can read the thoughts of any one living creature within 30 feet that fails a Fortitude save (DC 10 + ancient master level + ancient master's Cha modifier). All the target's memories and knowledge are accessible to her, from memories deep below the surface to those easily called to mind. She can learn the answer to one question per round, to the best of the target's knowledge. She can also probe a sleeping target, though it may make a Will save (DC 10 + ancient master level + ancient master's Cha modifier) to wake after each question. Targets that do not wish to be probed can attempt to move beyond the ability's range unless somehow hindered. The ancient master poses the questions telepathically and the answers are imparted directly to her mind. She and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to her questions. Creatures protected by mind blank are immune to this ability. Mind probe lasts for 1 minute per ancient master level. This ability is the equivalent of a 5th-level spell.

DisintegrateSp: A 10th-level ancient master can use disintegrate (caster level 10th) once per day.

Table 1-1: Ancient Master Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +0 +0 +0 +2 Attraction 1/day
2nd +1 +0 +0 +3 Conceal thoughts
3rd +1 +1 +1 +3 Body equilibrium
4th +2 +1 +1 +4 Attraction 2/day, levitate 1/day
5th +2 +1 +1 +4 Dimension door 1/day
6th +3 +2 +2 +5 Shadow concealment 1/day
7th +3 +2 +2 +5 Attraction 3/day, baleful teleport 1/day, levitate 2/day
8th +4 +2 +2 +6 Claws of the vampire 1/day, dimension door 2/day
9th +4 +3 +3 +6 Mind probe 1/day, shadow concealment 2/day
10th +5 +3 +3 +7 Attraction 4/day, baleful teleport 2/day, disintegrate 1/day, levitate 3/day