Post by Iron Bonny Shades on Sept 28, 2003 9:53:38 GMT -5
Master of the Game
It's all about the game, and how you play it
All about control, and if you can take it
All about your debt, and if you can pay it
It's all about pain, and who's gonna make it
I am the game, you don't wanna play me
I am control, no way you can change me
I am heavy debts, no way you can pay me
I am the pain, and I KNOW YOU CAN’T TAKE ME
Motorhead- “Time to play the Game.”
The Master of “the Game” is a being that has taken the various different games of chance and has begun to apply them to the real world. He uses his superior intelligence and knowledge of riddles, puzzles and games to catch his opponents off guard. The Master of the game sees life as the ultimate game and devotes their knowledge accordingly. He seeks new challenges and uses his wits and his skills to come out on top.
Because of their amazing deductive abilities they often appear to be…well jerks. They often speak in riddles or rhymes, partly to show their mastery of linguistics, but also to frustrate those of lesser intellect. They also take a patronizing attitude towards the common people, hoping that they’ll meet one that will actually “get” the information they are conveying.
For the most part this prestige class is mostly for bards, but a few wizards and sorcerers are known to take this class as well.
Level BAB Will Fort Ref Special
1 +0 +0 +1 +2 +2 Probability, +1 Spell Level
2 +1 +0 +2 +3 Puzzle Solving, +1 "One Move Ahead"
3 +1 +1 +2 +3 Arcane Insight I, ,+1 Spell Level
4 +2 +1 +3 +4. Additional Arcane Insight I
5 +2 +2 +3 +4 +4 Probability, +1 Spell Level
6 +3 +2 +4 +5 Additional Arcane Insight II
7 +3 +2 +4 +5 +2 “Two Moves Ahead”, +1 Spell Level
8 +4 +3 +5 +6 Arcane Insight II, Additional Arcane Insight III
9 +4 +3 +5 +6 +1 Spell Level
10 +5 +3 +6 +7 Immune to Mind control, Additional Arcane Insight IV
Hit Dice: d6
Requirements
Alignment: Any; the majority either pick lawful or chaotic alignments. The Lawful consider the laws of chance and rules to be the important part, while the chaotic believe life is random, play the odds and see what happens. NOTE: a bard can change alignments to a lawful alignment and still progress as a bard with this prestige class. However, they can no longer progress in experience as a bard.
Race: Any, but the majority appear to be human’s and Gnomes
Attribute: Int 15 or higher
Spellcasting:
Skills: Bluff 4 ranks, Concentration 4 ranks, Innuendo 4 ranks, Knowledge (gaming) 8 ranks, Perform 5 ranks, Sense motive 4 ranks.
Feats: Skill focus Knowledge (gaming), Iron Will
Spells: Must be able to cast arcane spells.
Patron: Most are usually agnostic, but may follow gods who involve knowledge and games of chance.
Special: Must have challenged a worthy adversary to a game of skill and won instead of resorting to combat or spells (of roughly the same intelligence and roughly a C.R. of 9 who considers themselves an expert at games). Such games include, but are not limited to, Chess, Old Men’s Bones, Table Dice (better known as backgammon) and the use of a Talis Deck (better known as a deck of cards in our world).
Class Skills
The key skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Innuendo (Wis), Intuit Direction (Wis), Knowledge (all)(Int), Listen (Wis), Move Silently (Dex), Perform (Dex), pick pocket (Dex), Read Lips (Int), Scry (Int), Speak Language (None), Spellcraft (Int), Spot (Wis), and Use Magic Device (Int), See Chapter 4 skills in the Player’s Handbook for skill descriptions.
Weapon and Armor Proficiency: Masters of the Game gain no proficiencies in any weapon or armor.
Skill Points at Each Level: 4 + Int modifier.
Spells per Day: When a new level is reached, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonuses megamagic or item creation feats, bard or assassin abilities and so on). This essentially means that he adds his level of the master of the game to whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before he became a master of the game, he must decide to which class he adds each level of archmage for the purposes of determining spells per day.
+2 Probability: The master of the game use their knowledge and intellect to make analytical decisions. This gives a +2 to Spot in such scenarios to be able to “discover” clues that would assist in making a decision. It also can be used on search checks.
+4 Probability: As above, instead the bonus increases to +4
Puzzle Solving: If any part of the adventure includes a riddle or puzzle to be solved, the master of the game can make twice as many attempts to solve the riddle or puzzle then normally allowed.
+1 “One Move Ahead”: The master of the game can get an additional +1 bonus to A.C. save throws, attack and damage rolls due to their “uncommon sense.” This can be used as many times per day as they have levels of experience.
+2 “Two Moves Ahead”: As above, but the bonus increases to +2
Arcane Insight I: In development of his mind, the Master of the game has discovered an insight beyond traditional Spells.
He can select a Priest Domain from the following, but it is considered arcane for spellcasting purposes:
From PHB:
Chaos
Knowledge
Law
Luck
Trickery
From FRCS
Fate
Illusion
Mentalism
He gets the special power from the domain of choice. Additionally, they can substitute one spell per day from this Sphere. This does not mean that they get an additional spell per day, merely that one Bard spell can be discarded in return for this new spell.
Additional Arcane Insight Spell I: The Master of the Game can now cast substitute 2 spells of his respective sphere.
Arcane Insight II: As above, but the Master of the Game gets one additional Sphere.
Additional Arcane Insight I: The Master of the Game can now substitute 2 spells of his respective sphere.
Additional Arcane Insight II: The Master of the Game can now substitute 3 spells of his respective sphere.
Additional Arcane Insight III: The Master of the Game can now substitute 4 spells of his respective sphere.
Additional Arcane Insight IV: The Master of the Game can now substitute 5 spells of his respective sphere.
Immune to Mind control: At 10th level, the Master of the Game becomes immune to all Mind Altering Effects. This includes from Spells, Spell like affects, and Psionics.